Lair Posted April 17, 2010 Share Posted April 17, 2010 Remember that handbot? I got the hand right, but the arm was still orange. So I tried to fix the arms with replacement...and I figured out there were 4 arm models and not 2. Help? Link to comment Share on other sites More sharing options...
Cirevam Posted April 17, 2010 Share Posted April 17, 2010 The arm models used for complex animations are part of the GC_model collection. Since there are forearms and biceps, you can't replace them with the standard HP arm model. I know how to fix this though. 1) Go into the World\Shared folder. 2) Open A000_Triman.bmp 3) Change all the orange crap to non-orange crap. 4) ???? 5) Complain that it doesn't work for the multi-raiders mod since it uses a shared texture. 6) PROFIT!!! Alternate method if you can hexedit: 1) Open the following files in a hex editor: GC_Larm.lwo, GC_Llowarm.lwo, GC_Rarm.lwo, GC_Rlowarm.lwo 2) Find the hex equivalent for the RGB code 253:116:047. 2.5) Open the files in Lightwave to find that the Pbodytop.bmp texture is already being applied but LRR is stupid about it. 3) Change the RGB values for the arm and save. Link to comment Share on other sites More sharing options...
Lair Posted April 17, 2010 Author Share Posted April 17, 2010 The arm models used for complex animations are part of the GC_model collection. Since there are forearms and biceps, you can't replace them with the standard HP arm model. I know how to fix this though. 1) Go into the World\Shared folder. 2) Open A000_Triman.bmp 3) Change all the orange crap to non-orange crap. 4) ???? 5) Complain that it doesn't work for the multi-raiders mod since it uses a shared texture. 6) PROFIT!!! Alternate method if you can hexedit: 1) Open the following files in a hex editor: GC_Larm.lwo, GC_Llowarm.lwo, GC_Rarm.lwo, GC_Rlowarm.lwo 2) Find the hex equivalent for the RGB code 253:116:047. 2.5) Open the files in Lightwave to find that the Pbodytop.bmp texture is already being applied but LRR is stupid about it. 3) Change the RGB values for the arm and save. Did both of those. It's still orange. Link to comment Share on other sites More sharing options...
PWNZOR Posted April 18, 2010 Share Posted April 18, 2010 Is it possible to make the animation look at a different triman.bmp file in each of the individual RR's data minifigures folder, rather than the shared texture? Link to comment Share on other sites More sharing options...
Cirevam Posted April 18, 2010 Share Posted April 18, 2010 I could try applying an embedded texture to the arms which could have their RGB values changed. It should work since the crystal I exported still gets its RGB applied. Link to comment Share on other sites More sharing options...
Leumeister Posted May 5, 2010 Share Posted May 5, 2010 xD Put the top part of the legs off and make the head square and he'll look like a Blockland character. please note line 2 and 3 on my sig and this one too Link to comment Share on other sites More sharing options...
Lair Posted May 5, 2010 Author Share Posted May 5, 2010 Put the top part of the legs off and make the head square and he'll look like a Blockland character. please note line 2 and 3 on my sig and this one too ...That...was off-topic.... Link to comment Share on other sites More sharing options...
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