Injecting New Models

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Eaton




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Injecting New Models

Post by Eaton »

Ok, I made a model from scratch, but how can I inject it over and existing weapon/vehicle in the map?
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Post by DarkShallFall »

Here is how to extract and separate the shaders If you are going to separate shaders.
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And dec1234's model injection tutorial.
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Boy do i ever miss dec ;_;

Also some times people can have problems with extracting and injecting because of there time zone on there PC. Also your graphics card. So if you have any problems tinker with those two.
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Eaton




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Post by Eaton »

DarkShallFall wrote:Here is how to extract and separate the shaders If you are going to separate shaders.
Link

And dec1234's model injection tutorial.
Link

Boy do i ever miss dec ;_;

Also some times people can have problems with extracting and injecting because of there time zone on there PC. Also your graphics card. So if you have any problems tinker with those two.
Those tutorials are more along the lines of editing existing models, though...

Time Zone..? That seem really odd. How could hat interfere with model injection?
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Post by DarkShallFall »

It could effect the process trying to right the model and cause an error.
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Post by ogrish »

extract a model, rename your model to the name of extracted, rename your .mtl to the extracted name delete origanals, and inject to origanal.
this wont overwrite, it will dup the chunks, inject, and let you rename it to what ever you want.
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Post by DarkShallFall »

Your not suppose to rename the .mtl.
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Post by ogrish »

the mtl made from your custom model will have your custom models name, there for it must be renamed to the model your injecting to.

or at least thats how i do it.

After setting your groups and textures on your new model and saving that info is stored in a new mtl right?
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Post by DarkShallFall »

If the .mtl isn't referring to a texture in the map it will cause an error.
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Post by ogrish »

Good point, I forgot to mention overwrite and rename your textures.
or inject the ones you plan to use first.
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Post by NotZachary82 »

ogrish wrote:Good point, I forgot to mention overwrite and rename your textures.
or inject the ones you plan to use first.
The .mtl you extract must be the same one you inject. >_>
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Post by Eaton »

I kept the original .mtl and did not modify the Texture folder in any way, and it still won't inject. I replaced my OBJ weapon model file with my custom model and renamed it to the weapon in the map as well. What now?
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Post by ogrish »

NotZachary82 wrote:
ogrish wrote:Good point, I forgot to mention overwrite and rename your textures.
or inject the ones you plan to use first.
The .mtl you extract must be the same one you inject. >_>
What?...

And why do you think this? did someone tell you this? Or is it your opinion?
Either way it is not true.

The original .mtl tells what shaders go were on your original .obj.

when you merge your new model on to old and set textures and groups then delete old model and save, it dosnt update original .mtl, it creats a new one. sorry if im wrong but its how ive been doing it, and it works for me.
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Post by NotZachary82 »

ogrish wrote:And why do you think this? did someone tell you this? Or is it your opinion?
I say this from past experience.

Example:
ogrish wrote:when you merge your new model on to old and set textures and groups then delete old model and save, it dosnt update original .mtl, it creats a new one. sorry if im wrong but its how ive been doing it, and it works for me.
Every time I use that new .mtl, I receive a model with all black shaders. (That was in the model viewer; I never tested in-game so you could be right.)
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Post by ogrish »

Ok i know this looks like crap i did it all in under 4 mins.
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and heres probly way you cant see your model Eaton(weapons tag)
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Last edited by ogrish on Fri Jun 13, 2008 6:51 pm, edited 1 time in total.
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Eaton




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Post by Eaton »

It's not that I can't see it. I just haven't injected one yet. I've just been trying this one model as a test, but I'm going to start making some to use in my mod soon.
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