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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 02-02-2004, 07:58 AM   #1 (permalink)
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Default Reskinning Infantry Models

Hi,
I have some models that I have reskinned or want to reskin in the future. At the moment I'm resorting to renaming all of the w3d files including the skeleton and animation files to the new unit and hex editing them with the new name of the unit and the reference to the skin it uses.

I was wondering if anyone knows how I could just rename the unit_skn.w3d and hex edit that but still use the skeleton and animations from the original unit and also could you provide an example of what the code would look like.

I skin infantry this way as I have found a reskinning tutorial but it uses renx and sets an external skeleton before loading the model but I can't seem to be able to do it the way the tutorial says to do it.

Thanks for any help.
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Old 02-02-2004, 04:56 PM   #2 (permalink)
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um, its very easy to import the skeleton with the model into renx, jsut select the skeleton (_SKL) for the model and check the "use existing skeleton" box before attemptig to import the model.
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Old 02-02-2004, 05:03 PM   #3 (permalink)
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Default

hmm...i guess this is the topic to ask sometihng-i reskinned a model (using import/export) and everything, but in game, i cant select it normaly.I have to click betwean his feat to select him.

Any ideas?
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Old 02-02-2004, 05:15 PM   #4 (permalink)
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The pickbox needs to be exported as AABox( i think)

If you cant get it to work then deleting the pickbox will allow you to sleect the unit anywhere on the mesh

And your better off starting a new thread with as much information in the subject as possible if you want help, otherwise most ppl wont see it.
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