Freedom Reborn

Freedom Force Forums => Hex Editing => Topic started by: Komarr on August 20, 2011, 07:06:21 AM

Title: Introduction and/or Flaming head help?
Post by: Komarr on August 20, 2011, 07:06:21 AM
Hi, I'm new to the community.  I got FF when it came out, and have played it off and on over the years (along with the Baldur's Gate series) when ever I get tired of the most recent crop of games pretending to be good like FF :D . I've done some skinning, mostly just tweaking existing skins for my own amusement. 

I've been playing around with NifSkope, and decided to try and make/improve on a char I made for Champions Online.  I started with Renegade's male_nocape_muscle_pointed_shouldersmask mesh, skinned it, and have been trying to add flaming/energy hair like Firestorm.  I thought it would be easier to add the fire fx then to take a Firestorm mesh or one like male_basic_hair_fx and alter the mesh in the shoulders and face.  I've read through the forums here as well as the NifSkope tutorials on the NifTools wiki but haven't gotten it yet.  :banghead:   Any advice or even just pointing out other (dumbed down) NifSkope tutorials would be much appreciated.
Title: Re: Introduction and/or Flaming head help?
Post by: daglob on August 20, 2011, 10:02:27 PM
You can add emitters with Nifscope. I don't know how to do it; hopefully someone will chime in with instructions or the location of a tuturial.
Title: Re: Introduction and/or Flaming head help?
Post by: Cyber Burn on September 09, 2011, 01:09:04 AM
Welcome to the community Komarr, I haven't been able to figure out how to successfully skope particle emitters, but there is another option for you, and that's to switch the body of the mesh with particle emitters out for the body that you want.


First, make a copy of the original in case you make a mistake.

Second, follow the instructions from Podmark towards the bottom of the page in the link.


http://z15.invisionfree.com/Trinity_of_Freedom/index.php?showtopic=709

And that should work for you. Also, make sure that your (.tga) filenames match those of your mesh.