yeah swaping models is quite easy ]:->i moved on to some retexturing but have problems with the game using the textures after a cutscene (damn it)havent found a solution to it yet..when you find the wild hunt king tell us what model it is :
Of course.snfonseka said:Ethereal Firebane - If U are going 2 change dds file names just make sure the new file U are going 2 use instead of old one is compatible with the mdb file.
I did some testing with the cr and cm files, and the cr file contains the model as well as the animation, and the cm file has a pointer to the cr file for the model but not the animation. So you can rename a cr to a cm, but if you do it the other way around they stand with their arms out to the side and float, have no attacks, etc. Another interesting thing about the cr and cm files is that the cr seems to have precedence when it comes to the model. I had used triss as my playable character, and renamed cr_triss1 to cr_witch2 and cm_triss2 to cm_witch2. The model that my character was rendered with was cr_triss_1, but she had the animation of cr_triss1, so she didn't do the proper animations when drawing the sword. Hope that helps some.Oh, on a side note, I am not entirely sure I like how they did the armor sets. If I have this figured out correctly, instead of adding an mesh to a body mesh when the armor changes, they just used a whole new body mesh with the armor incorporated. Each of the 6 cm_witch files is an armor, 1 being naked, 2 being the studded leather, etc. If you wanted him to wear the elven raven armor all the time you need to rename the cm_witch6.mdb to cm_witch1.mdb - cm_witch6.mdb. Every time he changes armor he would still have the same model.In a similiar manner you can have cm_witch1 = cm_witch1, cm_triss1 = cm_witch2, cm_adda1 = cm_witch3, etc. Geralt starts off as Geralt. When you put on the studded leather armor, Geralt is now Triss. When you put on the next armor, Geralt is now Adda.I have a theory on adding in new armor for Geralt, but I haven't been able to open a mdb file yet (my computer flags it as a Microsoft Access database file) to test it. You "should" be able to add in a new line in the armortypes.2da, such as it_witcharm006. Then you need to create the it_witcharm006.mdb file. I believe that this file is actually the little outfit that shows in the inventory, but I am not sure about that yet. When it is put on it flags which cm_witch model to use. Then you need to create the cm_witch7.mdb and the appropriate texture files, as well as the reference in the appearance.2da.I think you can also add in new armors for the other characters in the same way. You would just create the full model and save is as one of corresponding armor types, i.e. create a new mesh for triss, and name it cm_witch3.mdb (triss already has a cm_triss1 and a cm_triss2). It should show up just fine.Hope all of that makes some sort of weird sense.john1231 said:i think cm is the model file, while cr ist just something like an index file.. both work when renaming (you can even edit them a little with a text editor - the CR ones)
actually i try to find a way to change the skeletons the models are using.. according to k4myk this should be possible.. sadly the game crashes after changing anything in the cm file..i posted on the polish forum for a sollution.. maybe i will get an answer, lets see.. the thing i actually want to do is to change the size of the female play as chars. there is this shani big model which seems to use the right skeleton (has approximatly the size of geralt) -so it would be interessting to change the skeleton files from this model to another.. ]:->maybe someone tried it out, or has a sollution?Danoceline said:I did some testing with the cr and cm files, and the cr file contains the model as well as the animation, and the cm file has a pointer to the cr file for the model but not the animation. So you can rename a cr to a cm, but if you do it the other way around they stand with their arms out to the side and float, have no attacks, etc. Another interesting thing about the cr and cm files is that the cr seems to have precedence when it comes to the model. I had used triss as my playable character, and renamed cr_triss1 to cr_witch2 and cm_triss2 to cm_witch2. The model that my character was rendered with was cr_triss_1, but she had the animation of cr_triss1, so she didn't do the proper animations when drawing the sword. Hope that helps some.