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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: xodel out of date
AkimoA
General Member
Since: Jun 17, 2006
Posts: 20
Last: Apr 25, 2009
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Sunday, Jun. 17, 2007 01:06 pm
can it be you try to use a similuar lookin xmodel of cod2 with a new skin you made cause that error you get is the same when you try usein cod2 models in uo .....just an idea

and no you cant edit xmodels with a hexeditor
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general99
General Member
Since: Oct 31, 2004
Posts: 323
Last: Dec 18, 2013
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Level 5
Category: CoDUO Mapping
Posted: Sunday, Jun. 17, 2007 01:11 pm
Moviestar - you just need the name of the new texture to be exactly the same length as the old one. I am currently nearing completion of a mod that adds about 10 custom player skins to the multiplayer game. To do it I had to add additional soldier types for each skin. I copied the stock player models and their ancillary gear, then using a hexeditor, renamed the various textures references on the models, and also renamed the actual textures to match.

End result:- you can specify any allied team on any gametype on any map, using any stock or custom skin that is in the mod.

I must emphasise, none of the skins are my work, only the coding that allows them all to work together.

And no wrong version error.

Edit.
My home server is running now. Look for :-
BigLan AWE Server **enable downloads**

And yes **enable downloads** means just that!!!


edited on Jun. 17, 2007 09:18 am by general99
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moviestar
General Member
Since: May 4, 2006
Posts: 86
Last: May 4, 2008
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Level 3
Category: CoDUO Mapping
Posted: Sunday, Jun. 17, 2007 04:51 pm
So all you have done is reskin basicaly and messed with hex values that there was no need to change...cooooool... pointless but cooooool as we were talking about the model itself and not skin hex values.

edited on Jun. 17, 2007 12:52 pm by moviestar
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoDUO Mapping
Posted: Sunday, Jun. 17, 2007 06:07 pm
ive hex'ed player models too, this was needed as i only wanted the player models to be on maps wen its zom gametype (makin a zombie mod) and not on maps wen its not that gametype
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Sunday, Jun. 17, 2007 06:23 pm
it is possible to hexedit xmodels to change their geometry through trial and error, but obviously it's completely pointless.

using a hex editor to the textures of trees, plants, and anything else that uses transparencies works well for making the xmodel look different though

you could try making the winky as a brush model, milkshape will export models as quake 3 .maps which will work in greydiant
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