• How do I hex a model?
    4 replies, posted
So I finally got around to reskinning a model this week, and I actually got the reskin to work the way I wanted it to, unlike the last times I tried. Now that I've successfully reskinned something, how do I go about hexing it? I tried hexing a model a while ago by editing the material path in the .txt file, but I only succeeded in changing the material to the purple and black missing texture. https://imgur.com/n7yIFlT https://imgur.com/0UqT1A4
here is a good tutorial that might help: https://steamcommunity.com/sharedfiles/filedetails/?id=922631904
Forget about this 'hexing' stuff. It's bs, unreliable and limited to matching string lengths or just path mashing, or you gotta fiddle with the string table pointers to get it to work. For compatibility reasons you should just use a Crowbar. Decompile, modify the qc and all you need modded and recompile it. That is the proper way todo this.
Decompilation is ok if it's a simple model, without flexes or whatever, but the more complicated it is the more likely it is you'll lose info in the decompilation process.
Wow! I appreciate all the responses guys! The reason I thought hexing would work best was because I plan on putting these on the workshop when I'm done so other people can use them, and there's only so many skins I can reskin in the base addon I'm using. (I already split about 70 some DVD images into three separate images like the original files and I still have to export them into VTFedit) I have no idea how decompilation in Crowbar works or if it will let me rename the files from what the skins were originally since it's a little confusing. However, it sounds easier than hexing, which was so frustrating that I set this down for months before attempting it again, so I'm certainly going to read some guides about it when I get a chance.
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