Post
by foxrun » Fri Jun 09, 2006 5:37 am
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1. Open bloodgulch.map in HMT. Scroll down to the mod2 section and look for the vehicles/warthog/warthog. Save the meta nonrecursively onto the desktop.
2. Open OBJConverter and click on the Open button. Choose bloodgulch.map, and then select the meta you saved onto your desktop.
3. Now, make sure that the Geometries tab at the bottom is selected, and select the first geometry in the list in the middle of the window, then select Geometry 1 and then part 0. Click on the “Export to OBJ” button below the Geometries list and save it to your desktop.
4. Now the editing part. I will be using Wings3D as an example. In Wings3D, go to File -> Import -> Wavefront (obj)... and choose the OBJ file you exported with OBJConverter. Now edit it as you please (I will not be explaining how). After you finish, go to File -> Export -> Wavefront (obj), and save it to your desktop.
5. Now switch to OBJConverter and click on the “OBJ” button and select the edited OBJ model file. Save the vertices and indices files on your desktop.
6. Go back to Geometry 1 and part 0. Set all the Verts and Inds to 0 of all the OTHER parts in that geometry [1]. Then click on “Update Offsets”.
7. Now make sure the part 0 of geometry 1 is selected, and click Attach and choose the vertices file and then the indices file you created in step 6. Click “Save” and then save the meta to your desktop.
8. Go to the Misc tab at the bottom of the window and click on the “Append” button. A new window will pop up. Choose the vertices file and then the indices file and click “Append”.
9. Switch to HMT and inject the meta you created in step 8. (it should be called temp.mod2 by default) If it doesn’t let you inject it, rename temp.mod2 to temp.mod2.meta and it should recognize it. HMT should now crash and quit after you click anything, so open it up again, and view the warthog model. It should now look like your edited model.