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#1 Alphacpt

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Posted 10 November 2011 - 05:04 PM

Hey, i've just started to attempt some mixing of mods by copying over models and skins (don't worry, i've asked permission from the mod leaders), but am having some trouble. Whenver i open a W3D file using renX or W3D viewer, the model is always all mixed up and doesn't look anything like the model is meant to be. I could also do with some help with applying the skin to the model and intergrating the whole thing into the game. Thanks very much, any help would be greatly appreciated. :)

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#2 Mathijs

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Posted 10 November 2011 - 05:29 PM

Make sure the folder you are importing from also contains the skeleton the model is rigged to. So, for example gumaarms_skn, make sure gumaarms_skl is in the same folder.

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#3 Guest_Guest_*

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Posted 10 November 2011 - 07:23 PM

When you say folder, do you just mean a simple miscrosoft folder (like a yellow file)? If that is what you mean, then both the _skn and _sknl W3D files are in the same folder. All of the particular files I want are in C:\RJ_RotWK_1_06\art\w3d and then whatever the W3D file starts with, and I make sure they always start with the same thing and are named the same with the only difference being whether it's _Skn or _Sknl. I noticed that whenever I try and import a W3D file, it doesn't load it until I have clicked open a W3D file twice, or once for two seperate W3Ds. Should I be clicking on a _skn file and then a _sknl file for both of them to load? If I should, I tried and it didn't work. :p Thanks :)

#4 Alphacpt

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Posted 10 November 2011 - 07:24 PM

When you say folder, do you just mean a simple miscrosoft folder (like a yellow file)? If that is what you mean, then both the _skn and _sknl W3D files are in the same folder. All of the particular files I want are in C:\RJ_RotWK_1_06\art\w3d and then whatever the W3D file starts with, and I make sure they always start with the same thing and are named the same with the only difference being whether it's _Skn or _Sknl. I noticed that whenever I try and import a W3D file, it doesn't load it until I have clicked open a W3D file twice, or once for two seperate W3Ds. Should I be clicking on a _skn file and then a _sknl file for both of them to load? If I should, I tried and it didn't work. :p Thanks :)


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#5 Kwen

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Posted 11 November 2011 - 12:39 AM

Not the sknl, the skl. Think of it like this skn = skin/mesh, sknl = skinlowpoly, skl = skeleton, and the other animation files you can sort of figure out what they are by the name.

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#6 Alphacpt

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Posted 11 November 2011 - 07:33 AM

Ahh alright thanks, then it that case I do not have any of the skl files in the folder and I don't know where they are. Do you think they just use other skeletons?Also if I can only find the skins within the RJ mod (the mod I want to edit) how am I supposed to edit the while model? (it might just be I only want to edit the skins for now, but just in curiosity) Thanks

Edited by Alphacpt, 11 November 2011 - 07:40 AM.

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#7 Ganon

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Posted 11 November 2011 - 09:37 AM

You typically don't include the skl's in a mod, as they're all ingame already. You'll have to search through the vanilla files. Check out W3D.big.

Edited by Ganon, 11 November 2011 - 09:41 AM.


#8 Alphacpt

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Posted 11 November 2011 - 04:07 PM

Ah thanks, will it be obvious which goes with which? eg. the iuurukhai_skn from the mod goes with the vanilla iuurukhai_skl? Thanks
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#9 Alphacpt

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Posted 11 November 2011 - 06:30 PM

Alright thanks very much, i've managed to get a whole model now. :) However, now i'm unsure how to apply the skin or simply just replace the skin of the vanilla model with the skin from the mod? Thanks.
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#10 Unknown

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Posted 18 November 2011 - 09:40 PM

Check some articles on graphics here
They teach you pretty much everything I would say :)
Good luck ;)

#11 Alphacpt

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Posted 19 November 2011 - 11:55 AM

Thanks, but i've read through all the tutorials and it seems i've done everything right, but it still won't work. :p Pritty much what happens now is I replace the RJ .skn (the one I want replacing) and textures with the new ones (from the Edain mod), but it still uses the old ones (RJ). I created a new asset.dat from the art file with the new skin and textrues in and replaced the old one, but still no luck. However, something is happening as the uruk-hai heavy armour is no longer gold (a feature of the uruk-hai from the Edain mod, but the skins are still the same other than that).
Thanks :)
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