Lets say I want to have two seperate assault rifles, with two seperate models, and two seperate skins, how would i go about this?
I prefer using the Hex-Editing method for duplicating, I can get the rifle duplicated with a seperate model that works on its own, however the bitmap of it is still "tagged" to the original assault rifle's bitmaps.
What I mean is that, since i rebuilt my 'BlahBlah.map' and not the 'Bitmaps.map', it didn't add the new bitmap into it, all it did was add another slot that leads to the same skin.
What that means is that everytime I try to switch the bitmap of one rifle, it switches the skin of both.
How do I get around this, without using CE.
Duplicating Bitmaps
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
![]() |
![]() |
![]() |
- phoenix
- Readers Club
- Posts: 608
- Joined: Wed Aug 15, 2007 12:04 pm
- Location: Helping Master Chief and The Arbiter to kill you
- Contact:
yeah , open the xml file for the bitmap and on any place in whitch you see weapons\assault rifle\assault rifle[fp\fp] change it to weapons\assault rifle2\assalt rifle...and after that you may have 2 different bitmaps i think.im not sure cause i havent tried it but i have maked it for models ... im not sure for bitmaps and sounds.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
![]() |
![]() |
![]() |
Haha...
If you're talking about my hex editing duplicating method, it's easy.
Go to the bitmap tag and click "EOF" and then "Update" before injecting your new texture. Only do it once though. Once you have done that, you have made bitmaps.map bigger.

If you're talking about my hex editing duplicating method, it's easy.

Go to the bitmap tag and click "EOF" and then "Update" before injecting your new texture. Only do it once though. Once you have done that, you have made bitmaps.map bigger.

For anybody still wondering where FTD has gone, here it is.