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 Post subject: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Wed Jul 01, 2015 6:32 pm 
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MKX (PC) Tutorial - Advanced Modding Techniques - Part 01 - Material Swapping {By UncleFestor}

This is the First in a series of advanced Modding Video Tutorials I'll be releasing.

Enjoy the Video & I hope to see more robust Mods from the Community



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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Tue Aug 18, 2015 5:47 pm 
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When I drop the decompressed .xxx file on the self created .bat file. I see a .txt file. When I open it then I see Warning file not found or loading. I dont have the following numbers an letters on the left side.
Did I just do something wrong?


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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Tue Aug 18, 2015 5:54 pm 
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You must've written the .bat file incorrectly, or there' some type of Privilege restriction on your OS.

Make sure your batch file is written exactly like this :


@echo off
@echo FILENAME IS %1
umodel.exe -list>%1.txt %1

The Line : @echo FILENAME IS %1 -- gets the Name of the Package that you've dropped on the Batch, so it need to be written as @echo FILENAME IS %1

Alternatively you can run it directly from a command Line as follows :


1. Open cmd prompt
2. Navigate to Dir that contains umodel.exe & your Decompressed Package
3. Type : umodel.exe -list>Char_Name.xxx.txt Char_Name.xxx

Where Char_Name.xxx is the Name of the xxx package you're using i.E. Char_Jax.xxx or BGND_Jungle_Mapassets.xxx Etc...


You MUST include -list>

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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Tue Aug 18, 2015 7:48 pm 
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UncleFestor wrote:
You must've written the .bat file incorrectly, or there' some type of Privilege restriction on your OS.

Make sure your batch file is written exactly like this :


@echo off
@echo FILENAME IS %1
umodel.exe -list>%1.txt %1

The Line : @echo FILENAME IS %1 -- gets the Name of the Package that you've dropped on the Batch, so it need to be written as @echo FILENAME IS %1

Alternatively you can run it directly from a command Line as follows :


1. Open cmd prompt
2. Navigate to Dir that contains umodel.exe & your Decompressed Package
3. Type : umodel.exe -list>Char_Name.xxx.txt Char_Name.xxx

Where Char_Name.xxx is the Name of the xxx package you're using i.E. Char_Jax.xxx or BGND_Jungle_Mapassets.xxx Etc...


You MUST include -list>

Ow so I must replace filename with the name of the package.
Maybe Idid that wrong. I will try it again.
Thanks bro


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File comment: Everting like you said.
Still the same error

Schermopname (219).png
Schermopname (219).png [ 113.51 KiB | Viewed 6311 times ]
Schermopname (220).png
Schermopname (220).png [ 202.39 KiB | Viewed 6311 times ]
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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Tue Aug 18, 2015 9:08 pm 
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So, you're the second person I've heard of, where the batch file is Launching Umodel's front-end. It shouldn't be doing that & I can only assume its either cause there's an issue with the Batch file running in the Language set on your PC OR (What's more Likely), it's in too far/long of a folder structure. Or Running from the system drive is causing an issue because of privileges.

So the easiest solution would be to have your Modding tools in 1 Folder, on a different drive

I.E. D:\Modding Tools

If you don't have a 2nd Drive, then create a new Folder in your C:\ Drive

So like : C:\Modding Tools
You might have to then set User Privilege for that Folder & all subfolders to allow Full Control (I wouldn't really recommend that on any system Drive folder Unless you know what you're doing)

Your final option would be to run it Via CMD Line as I explained above (This option will always work as you're launching umodel manually through the cmd line)

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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Wed Aug 19, 2015 5:12 am 
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Use this, UncleFestor's command needs special Windows configuration for it to work:
Code:
@echo off
set /p name="Enter the name of the file: "
umodel -list %name% > %name%.txt
pause

Save this as mesh.bat

Or this:
Code:
@echo off
echo.FILENAME IS %1
umodel -list %1 > %1.txt

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IMPORTANT:
Under the US Copyright Law, I am given full ownership of anything I create or do, hence I own ownership of my mods. I hereby give these mods for FREE to anyone who is willing to download them for any purpose under the condition that they do not try to sell them or gain benefits in any way, and if they're going to upload a video or showcase them, they MUST provide a download link to this mod (hence the term Free). Credit not necessary but don't claim as your own or somebody else's.


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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Wed Aug 19, 2015 12:04 pm 
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thethiny wrote:
Use this, UncleFestor's command needs special Windows configuration for it to work:
Code:
@echo off
set /p name="Enter the name of the file: "
umodel -list %name% > %name%.txt
pause

Save this as mesh.bat

Or this:
Code:
@echo off
echo.FILENAME IS %1
umodel -list %1 > %1.txt

Thanks bros the first command worked for me well.
I wanted to swap materials, leather with skin.
For example when I paint cage jr endurance pants in skin color you still see ribbles of the pants.
Even after editing the alpha, pmsk and nor files
Thanks teachers


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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Wed Aug 19, 2015 12:07 pm 
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Use the 2nd command for Drag And Drop, the first one for Typing the name.
Thank UncleFestor though and the tool makers.

_________________
IMPORTANT:
Under the US Copyright Law, I am given full ownership of anything I create or do, hence I own ownership of my mods. I hereby give these mods for FREE to anyone who is willing to download them for any purpose under the condition that they do not try to sell them or gain benefits in any way, and if they're going to upload a video or showcase them, they MUST provide a download link to this mod (hence the term Free). Credit not necessary but don't claim as your own or somebody else's.


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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Wed Aug 19, 2015 12:58 pm 
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thethiny wrote:
Use the 2nd command for Drag And Drop, the first one for Typing the name.
Thank UncleFestor though and the tool makers.

I thank both of u


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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Wed Aug 19, 2015 1:40 pm 
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You're welcome ^_^

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IMPORTANT:
Under the US Copyright Law, I am given full ownership of anything I create or do, hence I own ownership of my mods. I hereby give these mods for FREE to anyone who is willing to download them for any purpose under the condition that they do not try to sell them or gain benefits in any way, and if they're going to upload a video or showcase them, they MUST provide a download link to this mod (hence the term Free). Credit not necessary but don't claim as your own or somebody else's.


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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Wed Aug 19, 2015 3:00 pm 
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thethiny wrote:
You're welcome ^_^

I tried to find the strings in hex editor.
In uncle festors tutorial says that you have to convert the big endian to little endian bu when I do that the string is not found in hex editor
I have put some screenshots


Attachments:
Schermopname (223).png
Schermopname (223).png [ 304.07 KiB | Viewed 6291 times ]
Schermopname (224).png
Schermopname (224).png [ 254.58 KiB | Viewed 6291 times ]
Schermopname (225).png
Schermopname (225).png [ 278.74 KiB | Viewed 6291 times ]
Schermopname (226).png
Schermopname (226).png [ 276.43 KiB | Viewed 6291 times ]
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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Wed Aug 19, 2015 3:14 pm 
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105CE84 A64 is actually
01 05 CE 84 00 00 0A 64

So in Little Endian it is:
64 0A 00 00 84 CE 05 01
not 04 8E C5

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IMPORTANT:
Under the US Copyright Law, I am given full ownership of anything I create or do, hence I own ownership of my mods. I hereby give these mods for FREE to anyone who is willing to download them for any purpose under the condition that they do not try to sell them or gain benefits in any way, and if they're going to upload a video or showcase them, they MUST provide a download link to this mod (hence the term Free). Credit not necessary but don't claim as your own or somebody else's.


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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Wed Aug 19, 2015 3:20 pm 
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Amari1976 wrote:
I tried to find the strings in hex editor.
In uncle festors tutorial says that you have to convert the big endian to little endian but when I do that the string is not found in hex editor
I have put some screenshots

2nd variable is offset (4 byte !0!1 05 CE 84)
3rd variable is size (4 byte 00 00 0A 64)
so your is 64 0A 00 00 84 CE 05 01


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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Wed Aug 19, 2015 3:21 pm 
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It's an easy mistake to make.

So quick tip :

Each set of Numbers is actually 4 Bytes.

So in your Example :
105CE84 A64 -----> Make that into 8-Bytes adding Zeros where necessary. To do that, split it into 1 Byte sections, starting from Right to left for each.

1 05 CE 84 A 64 -----> Now Add your Zeros to make it an 8-Byte String :
01 05 CE 84 00 00 0A 64 ----> Now Convert to Little Endian :
64 0A 00 00 84 CE 05 01 ----> This is what you'll search for :)

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 Post subject: Re: [Tutorial] Adv. Modding - Part 01 - Material Swapping
 Post Posted: Wed Aug 19, 2015 3:22 pm 
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LOL everyone, replied pretty quickly :) Nice to see people being helpful :)

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