Freedom Reborn Archive

Freedom Force Forums => Hex Editing => Topic started by: Failed_Hero on June 04, 2007, 12:20:10 PM

Title: Help With Hiding weapons
Post by: Failed_Hero on June 04, 2007, 12:20:10 PM
I am currently, working with the male_hunter_wallstreet mesh, and I attempting to hex out the sword and shotgun in the right hand and replace it with a staff (cane) for character Waltz, so far all I have been able to do is paste the staff on the hand, (which I thought would work) to make it a permanent fixture. This takes away from fome of the movements in the keyframe list is there anyone who can give me the guidance I desire lol.  Thanks
Title: Re: Help With Hiding weapons
Post by: Failed_Hero on June 06, 2007, 06:26:18 PM
Any ideas?
Title: Re: Help With Hiding weapons
Post by: REDBACKDEATH on June 11, 2007, 04:03:03 AM
Not quite sure what your trying to do really since i'm not sure what the wallstreet mesh is but, if you just trying to turn the other weapons off on the mesh it's as simple as turning the editable mesh flag of the gun or whatever from 4 to 5 in nifscope but if your old school like me and using a hex edit program then find ff04 on the editable mesh piece of the object your turning off and change it to ff05 instead.

Like i said not quite sure what your really after so if this is not what your after try to explain abit more.

If it's about keyframes then at the moment i'm still relearning on this nifscope i'm to oldschool at the moment and need to relearn about all that nifscope can do but, some kind person on here will most likely step up if you explain more.

Good luck!
Title: Re: Help With Hiding weapons
Post by: Failed_Hero on June 11, 2007, 06:49:15 AM
ok the wallstreet mesh is possiblibly a scope of the male_hunter mesh.  Included in the mesh are two swords (one for each hand) Two sheaves for the swords on the back.  Two hand guns ones for each hand, and a shot gun in the right hand.  at the intial in the mesh the swords are flagged to be hidden.  they only appear in the when the correct key frame is used.  what I would like to do is skope out the sword in the right hand and replace it with the staff from the male_belt staff, but I would like it to work with the keyframes of the mesh instead of constantly being in the characters hand (because it causes problems with the idea of him using guns)  I would also like to skope out eh shot gun and replace it with the staff from the male_belt staff.

The character I am planning to create with this mesh it a very fred astaire type, a gravity maniplulator with a flair for puns, banter, and getting inside you head by making think he is less dangerous than he is.  The keyframes are perfect if I can get the staff (cane to work)  I am attempting to create the illustion of a sword cane with the mesh and the keyframes can allow for that illusion but only if I can get the weapons placed right.
Title: Re: Help With Hiding weapons
Post by: tommyboy on June 11, 2007, 07:22:11 AM
link the staff to the sword.
hide the sword.
The staff will then follow the swords keyframes.
Title: Re: Help With Hiding weapons
Post by: Failed_Hero on June 11, 2007, 07:34:34 AM
Tommy,

I have tried this and the out come is the staff remains a permenant fixture on the mesh instead of disappearing into the mesh like the sword.
Title: Re: Help With Hiding weapons
Post by: tommyboy on June 11, 2007, 07:47:40 AM
Well, thats what would work in 3dsmax.
Maybe "linking" does something different in NifSkope, or maybe you aren't linking it correctly, somehow.
It's not something I've done in nifSkope myself, so maybe it just wont work.
Title: Re: Help With Hiding weapons
Post by: Revenant on June 11, 2007, 09:36:43 AM
Try copying the staff "Editable Mesh" only, and pasting it onto the Sword's NiNode.
Title: Re: Help With Hiding weapons
Post by: Failed_Hero on June 25, 2007, 09:14:59 AM
I'm still haveing a time getting this to work.
Title: Re: Help With Hiding weapons
Post by: Symon on June 25, 2007, 11:17:18 AM
I'm not familiar with the mesh, but I think I know what the problem is.
You are adding one (or more?) new nodes when you add the staff. The node might even be called 'staff'. The Keyframes don't have any details for moving this staff node, so the animation in question cannot work and is removed by the game engine.

What you could do, is try to use one of the sword animations with the staff. Find all the relevant sword-using animations in the keyframes, decend the list of nodes, change the name of the 'sword' node to the 'staff' node; and then adjust the keyframes if a straight swap gives rise to clipping. Yes, tedious and tons of work, I did something similar for the Belle of Vichy keyframes.

You might be able to cheat. Just because it is a staff, doesn't mean the node has to be called 'staff'.

Again, I'm not familiar with the mesh, but if the sword you don't want is called 'sword' and the new staff is called 'staff'; try renaming the staff node in the MESH (not the keyframes) to 'sword'.

It might work, and it's easy to try.
Title: Re: Help With Hiding weapons
Post by: GogglesPizanno on June 25, 2007, 06:22:24 PM
Now there may be something different about this particular mesh, but I succeeded in doing this type of thing on other meshes that have animated weapons that appear and disappear.

I used Tommy Boy's method of making the new object a child of the object I am trying to replace, and then just hiding the original object's "editable mesh" node.
Title: Re: Help With Hiding weapons
Post by: Failed_Hero on June 26, 2007, 06:28:00 AM
I'm about to wash my hands of this mesh any chance somoeone is willing to give it a try?