5,389
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(still too early to call me orpheus) |
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:Yes, inquiring minds want to know. --[[User:Iritscen|Iritscen]] 15:35, 2 April 2008 (CEST) | :Yes, inquiring minds want to know. --[[User:Iritscen|Iritscen]] 15:35, 2 April 2008 (CEST) | ||
::I sorta expected inquiring minds to "do as if it was a DeLorean". That's just what I said, didn't I? | |||
::Just import Griffin's head as '''M3GMcar960''' and then '''obj_create 960''' in Chapter 4. Easy, right? | |||
::If you want something more advanced, either wait for OniSplit to import Collada or use OUP. | |||
::Ed, there are actually as many sets of 19 links-to-[[M3GM]] as there are levels of detail ([[TRCM]]). | |||
::As you know, the head is the 9th link from the end, and you can link to any local M3GM there. | |||
::So what you can do (if you're ''really'' desperate to view the new Griffin in-game) is this: | |||
::*get Iritscen to release his recent WIP version (he has only shown screenshots here so far) | |||
::*isolate Griffin's head and center it around the supposed articulation with the neck (joint) | |||
::*import it into '''level0_Final''' as '''M3GMaramaki''' or something and rebuild '''level0_Final.dat''' | |||
::*open '''level0_Final.dat''' and look up the local ID of '''M3GMaramaki''' (that's how you'll link to it) | |||
::*find the [[TRGA]] of Griffin's extra-high LOD and make it use '''M3GMaramaki''' as the head | |||
::Keep in mind that the new mesh will look ugly without a new texture ''or'' adjusted UVs. | |||
:::[[User:Geyser|geyser]] 22:51, 3 April 2008 (CEST) |