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A new way to PMI

Posted: Sat Sep 11, 2004 9:18 pm
by Skrewston JED
i found this out by messin around with HMT and it actualy worked....

*well first just recrusively extract ur model (i used pelican [vehicle not mod2])
*then batch extracted the map (i used sidewinder)
*i rebuilded it and just added pelican.vehi.meta
*i open the rebuild with MHT and went to the Mod2 tag and looked at the pelican (yes it looked messed up)
*so i opened b40 (which i got the pelican from) and when to the Mod2 tag and saw those warnt messed up
*so i created a new folder and extracted the models and got'em as .OBJ
*i went bak to sidewinder and selcted the pelican Mod2 and imported the .OBJ that i got from b40 and WAALLLAAAHH I got a perfect model.

That was just a brief description to let ya know so if ya think i should make this into a TUT plz let me kno ur opinion (I find this way alot simpler) and by da way has that been discovered yet????

And I also kinda said this for the NewBs who sometimes get lost in the PMI tut(so if u an expert u might think of this as pointless). so maybe this can be a new 1

Posted: Sat Sep 11, 2004 9:45 pm
by rabiv88
good find

Posted: Sun Sep 12, 2004 4:08 pm
by Skrewston JED
Why isnt any 1 replying

Posted: Tue Sep 14, 2004 5:15 pm
by DremolitoX
?? thats impossible... you HAVE to introduce the new model to the map...or else it wont work..(by introducing i mean de craping)

Posted: Tue Sep 14, 2004 5:51 pm
by Danke
Yeah. Have you tried it ingame?

Posted: Wed Sep 15, 2004 4:38 pm
by Skrewston JED
yes of course i tried it ingame....it would be stupid for me 2 come here thinkin i discoeverd somethin and actualy was nothin..........but then again u guys are also right, some models sometimes get side effects but that 1st time it all worked 100% with no side effects.

I dont use this much so im not sure how often it comes out right.

Posted: Thu Sep 16, 2004 5:55 pm
by Edwin
you seem to have missed a few things:

when you just ad the meta it does not automatcally add the associated mod2 file(s), you need this/these file(s) to inject a .obj file

you can't inject one model over a different one, since the number of verticies and indicies are different, so cancelling out an old vehicle in favor of a new one wouldn't work either.

you need a collision model

you need a physics model

you need animation tags

without the above four items, a vehicle will not function even remotely properly.

the method you have described is flat-out impossible.

Posted: Thu Sep 16, 2004 6:08 pm
by Danke
He's recursively extracting the .vehicle, all the others tag along.

Actually this is technically 'impossible'. While he is sort of manually decrapifying the model, the other models are (should be) getting crapified in the process. The game combines all the models and bsp into one thingy and creates instances of them (correct me if I'm wrong), if you add something in like this, it takes verticies from other objects and uses them. This is why you get verticies from, say, a plasma pistol attaching to a warthog and things. They resort to using each other's verticies, making everything freak out like crazy.

At least that's my understanding of it. Take a look at some of the other models after you import your OBJ in.

Posted: Thu Sep 16, 2004 7:48 pm
by Edwin
[vehicle not mod2])
*i rebuilded it and just added pelican.vehi.meta
he added nothing else, just that .vehi.meta, unless i totally mis-read his post. In which case i appologize for any mis-understanding, but it is still impossible, what dan sad is the best apprximation of what happens.