charly.
This is how I do it (using UltraEdit).
Open a copy of the BOD file and go to Hex Edit Mode.
Select (Highlight) the interanl name of the character. It will be at the top of the file (ihn human readable text) and appear only once. e.g
<b>Great_Ork</b>
Use search/replace to change the name to something else, using the same number of characters. e.g.
GreatOrkA
Then scroll down the file to find the material (texture) names. There will be two - front and back. Select one and use Replace All feature to change the names. Can't remember what they are in the Great Ork file but say they are GORKF and GORKB. Change them to something logical such as GOKAF, GOKAB. The next file could be GreatOrkB, with material names GOKBF and GOKBB. Get the idea? Keep to the same number of characters as with the name at the top. Save the file and rename it
GreatOrk_A, or whatever. You might want to personalise the names in case someone else picks the same combination. CharlyGokA, CharlyGokB, etc.
Test the file by creating it in the map as an Object. Create as usual, but leave the "Person" parameter off the end of the creation code.
Code: Select all
charlygokA1=Bladex.CreateEntity("TestCharlyGok1","CharlyGokA",0,0,0)
If the games loads and you don't get an 'Out of memory 'message, then the file is OK. It will appear on the map at coords 0,0,0. There will be no textures on it at this stage.
To apply textures, simply name your new bmps with the Material names you put in the BOD file. Then compile into and mmp file. Add the filepath to the mmp file in the .lvl file to load them. Check again to see it the texures are working on the model. If all is well, create a normal Great Ork and use:
Code: Select all
charlygokA1=Bladex.CreateEntity("TestCharlyGok1","Great_Ork",0,0,0,"Person","CharlyGokA")
......... rest of usual creation code here.......
The final parameter after "Person will assign the Mesh.
Hope that was reasonably understandable. I'm not a programmer, so if I can figure it out, I'm sure you can. [:D] I have been doing it for a while though...[8)]