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Post by anno1404 on Jun 11, 2011 0:10:18 GMT -5
See: Cropping sections off of characters with screenshots and more detailed informationFrom Tom, expanded by myself: How to Make Chuck invisible so you can take clothing screenshots or weapons in use screenshots Step one, in data/models/npcs.big/bigfile.xml remove default Chuck lines.REMOVING HEADRemoves Chuck's bushy hair, leaving flat hair on chuck's head:
<entry name="headwear_base.big" scheme="zlib" alignment="2048">headwear_base.big</entry> <entry name="headwear_base.tex" scheme="zlib" alignment="2048">headwear_base.tex</entry>
| | remove "head_naked":
<entry name="head_naked.big" scheme="zlib" alignment="2048">head_naked.big</entry> <entry name="head_naked.tex" scheme="zlib" alignment="2048">head_naked.tex</entry> | With the removal of both head_naked and headwear_base:
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REMOVING HANDS
Remove the following from data/model/npcs.big/bigfile.xml:
<entry name="hands_naked.big" scheme="zlib" alignment="2048">hands_naked.big</entry> <entry name="hands_naked.tex" scheme="zlib" alignment="2048">hands_naked.tex</entry> <entry name="hands_arthur.big" scheme="zlib" alignment="2048">hands_arthur.big</entry> <entry name="hands_arthur.tex" scheme="zlib" alignment="2048">hands_arthur.tex</entry> <entry name="hands_Banana_Hammock.big" scheme="zlib" alignment="2048">hands_Banana_Hammock.big</entry> <entry name="hands_Banana_Hammock.tex" scheme="zlib" alignment="2048">hands_Banana_Hammock.tex</entry> <entry name="hands_tir_outfit.big" scheme="zlib" alignment="2048">hands_tir_outfit.big</entry> <entry name="hands_tir_outfit.tex" scheme="zlib" alignment="2048">hands_tir_outfit.tex</entry>
REMOVING FEET Remove the following from data/model/npcs.big/bigfile.xml:
<entry name="feet_default_over.big" scheme="zlib" alignment="2048">feet_default_over.big</entry> <entry name="feet_default_over.tex" scheme="zlib" alignment="2048">feet_default_over.tex</entry> <entry name="feet_Default_Riding_Boots_over.big" scheme="zlib" alignment="2048">feet_Default_Riding_Boots_over.big</entry> <entry name="feet_Default_Riding_Boots_over.tex" scheme="zlib" alignment="2048">feet_Default_Riding_Boots_over.tex</entry> <entry name="feet_Default_Riding_Boots_under.big" scheme="zlib" alignment="2048">feet_Default_Riding_Boots_under.big</entry> <entry name="feet_Default_Riding_Boots_under.tex" scheme="zlib" alignment="2048">feet_Default_Riding_Boots_under.tex</entry> <entry name="feet_default_under.big" scheme="zlib" alignment="2048">feet_default_under.big</entry> <entry name="feet_default_under.tex" scheme="zlib" alignment="2048">feet_default_under.tex</entry>
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REMOVING CHEST AND LEGS
For Chest:
<entry name="chest_default.big" scheme="zlib" alignment="2048">chest_default.big</entry> <entry name="chest_default.tex" scheme="zlib" alignment="2048">chest_default.tex</entry>
For Legs:
<entry name="leg_default.big" scheme="zlib" alignment="2048">leg_default.big</entry> <entry name="leg_default.tex" scheme="zlib" alignment="2048">leg_default.tex</entry> | |
RepackRepack the npcs_big folder, after several minutes of packing, rename the file npcs.big. Step 2: Remove each piece of clothing's arms and legs.You'll still have to go into each clothing item's .big files' SceneDescription and remove the arms/legs skin. For example, the Tshirt outfit it will still have Chuck's forearms. Unpack that piece of clothing's .big file with gibbed's open SceneDescriptiondelete geo_arm or whatever it maybe called Just like removing slappy's mask or the hangman victim's bag
Attempts that did not work: HANDSDOESN'T WORK : remove "hands_naked" only: <entry name="hands_naked.big" scheme="zlib" alignment="2048">hands_naked.big</entry> <entry name="hands_naked.tex" scheme="zlib" alignment="2048">hands_naked.tex</entry> FEET:removing "feet_naked_over" and "feet_naked_under" makes it so when chuck changes into bare feet, his ankles to shins change (because legs naked is still there), but his feet do not change. So for example, chuck is in default_boots, he changes into bare feet, if "feet_naked_over" and "feet_naked_under" is removed, chuck's boots are only removed above the ankles, the boots from below the ankles and along the feet remain. <entry name="feet_naked_over.big" scheme="zlib" alignment="2048">feet_naked_over.big</entry> <entry name="feet_naked_over.tex" scheme="zlib" alignment="2048">feet_naked_over.tex</entry>
<entry name="feet_naked_under.big" scheme="zlib" alignment="2048">feet_naked_under.big</entry> <entry name="feet_naked_under.tex" scheme="zlib" alignment="2048">feet_naked_under.tex</entry>
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Post by anno1404 on Jul 16, 2011 11:18:54 GMT -5
Tom, can you please tell me how do I chuck's hands and his feet? Is it possible to remove his legs when the outfit does not cover his legs and his legs are bare? thank you. update, here is a similar post: This a little vid I did when I modded out DR2 and made Chuck invisible.It's basically just a vid showing different areas of the safe house with no survivors what so ever in it.Also make sure to watch it in HD.Oh and it's also better if you watch the vid on Youtube it self.It's kinda small on here. So tell me what you guys think of it.I'm thinking of doing Royal Flush Plaza next if people wanna see more of this kind of stuff.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Jul 16, 2011 11:40:31 GMT -5
remove all "hand" entries and all naked and default "feet" entries
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Post by anno1404 on Jul 22, 2011 0:57:37 GMT -5
without head_naked.big and head_naked.tex Chuck cannot wear a beard or glasses.
without headwear_base.big and headwear_base.tex Chuck can not change hair color and wear hats.
From an original npcs.big file, unpack head_naked.tex and headwear_base.tex.
Each unpacked folder has a bigfile.xml file.
In the two bigfile.xml files remove all the textures until you have only:
<?xml version="1.0" encoding="utf-8"?> <files version="2"> </files>
repack the 2 files.
rename the files to their original names, example:
head_naked_tex.big rename to it original head_naked.tex
Now Chuck can wear hats, glasses, etc without his face showing up. The hair will be a pure black with no texture. It is uncertain how to remove this.
When Chuck puts on some of the hats, his default brown hair appears, because this is part of the hat in the hat's texture file.
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Post by anno1404 on Jul 24, 2011 5:12:48 GMT -5
Answer: Cropping sections off of charactersHey tom, i would like to remove the feet in such clothing items as: Bunny SlippersFlip Flops White Low HeelsFor example the four bunny slippers found in data/datafile/npcs.big: feet_Bunny_Slippers_under.tex feet_Bunny_Slippers_over.big feet_Bunny_Slippers_over.tex feet_Bunny_Slippers_under.big When I edit out the feet in feet_Bunny_Slippers_under.tex and feet_Bunny_Slippers_over.tex a black still outline remains. I attempted to modify the .big file and the game crashed when I tried to wear the bunny slippers. the bigfile.xml for feet_Bunny_Slippers_over.big: <?xml version="1.0" encoding="utf-8"?> <files version="2"> <entry name="dummy01" alignment="4">dummy01</entry> <entry name="dummy01.arrow" alignment="4">dummy01.arrow</entry> <entry name="dummy01.root" alignment="4">dummy01.root</entry> <entry name="dummy01.transroot" alignment="4">dummy01.transroot</entry> <entry name="dummy01.spine" alignment="4">dummy01.spine</entry> <entry name="dummy01.spine1" alignment="4">dummy01.spine1</entry> <entry name="dummy01.pelvis" alignment="4">dummy01.pelvis</entry> <entry name="dummy01.l_thigh" alignment="4">dummy01.l_thigh</entry> <entry name="dummy01.r_thigh" alignment="4">dummy01.r_thigh</entry> <entry name="dummy01.l_calf" alignment="4">dummy01.l_calf</entry> <entry name="dummy01.r_calf" alignment="4">dummy01.r_calf</entry> <entry name="dummy01.l_foot" alignment="4">dummy01.l_foot</entry> <entry name="dummy01.r_foot" alignment="4">dummy01.r_foot</entry> <entry name="dummy01.l_toe" alignment="4">dummy01.l_toe</entry> <entry name="dummy01.r_toe" alignment="4">dummy01.r_toe</entry> <entry name="dummy01.spine2" alignment="4">dummy01.spine2</entry> <entry name="dummy01.jiggle" alignment="4">dummy01.jiggle</entry> <entry name="dummy01.l_clavicle" alignment="4">dummy01.l_clavicle</entry> <entry name="dummy01.r_clavicle" alignment="4">dummy01.r_clavicle</entry> <entry name="dummy01.r_upperarm" alignment="4">dummy01.r_upperarm</entry> <entry name="dummy01.r_uparm_twist" alignment="4">dummy01.r_uparm_twist</entry> <entry name="dummy01.l_upperarm" alignment="4">dummy01.l_upperarm</entry> <entry name="dummy01.l_uparm_twist" alignment="4">dummy01.l_uparm_twist</entry> <entry name="dummy01.neck" alignment="4">dummy01.neck</entry> <entry name="dummy01.head" alignment="4">dummy01.head</entry> <entry name="dummy01.l_eyebrowcorner" alignment="4">dummy01.l_eyebrowcorner</entry> <entry name="dummy01.l_eyelidbottom" alignment="4">dummy01.l_eyelidbottom</entry> <entry name="dummy01.l_lipcorner" alignment="4">dummy01.l_lipcorner</entry> <entry name="dummy01.l_toplipmid" alignment="4">dummy01.l_toplipmid</entry> <entry name="dummy01.l_nostril" alignment="4">dummy01.l_nostril</entry> <entry name="dummy01.l_eyelidmid" alignment="4">dummy01.l_eyelidmid</entry> <entry name="dummy01.l_toplipmid2" alignment="4">dummy01.l_toplipmid2</entry> <entry name="dummy01.l_eyebrowtop" alignment="4">dummy01.l_eyebrowtop</entry> <entry name="dummy01.l_cheekupper" alignment="4">dummy01.l_cheekupper</entry> <entry name="dummy01.r_eyebrowtop" alignment="4">dummy01.r_eyebrowtop</entry> <entry name="dummy01.r_eyebrowcorner" alignment="4">dummy01.r_eyebrowcorner</entry> <entry name="dummy01.r_eyelidmid" alignment="4">dummy01.r_eyelidmid</entry> <entry name="dummy01.leye" alignment="4">dummy01.leye</entry> <entry name="dummy01.reye" alignment="4">dummy01.reye</entry> <entry name="dummy01.r_forearm" alignment="4">dummy01.r_forearm</entry> <entry name="dummy01.l_forearm" alignment="4">dummy01.l_forearm</entry> <entry name="dummy01.r_farm_twist" alignment="4">dummy01.r_farm_twist</entry> <entry name="dummy01.l_farm_twist" alignment="4">dummy01.l_farm_twist</entry> <entry name="dummy01.r_hand" alignment="4">dummy01.r_hand</entry> <entry name="dummy01.l_hand" alignment="4">dummy01.l_hand</entry> <entry name="dummy01.root_prop" alignment="4">dummy01.root_prop</entry> <entry name="dummy01.l_hip_prop" alignment="4">dummy01.l_hip_prop</entry> <entry name="dummy01.r_hip_prop" alignment="4">dummy01.r_hip_prop</entry> <entry name="dummy01.r_lowerlipmid" alignment="4">dummy01.r_lowerlipmid</entry> <entry name="dummy01.r_lowerlipcorner" alignment="4">dummy01.r_lowerlipcorner</entry> <entry name="dummy01.l_lowerlipmid" alignment="4">dummy01.l_lowerlipmid</entry> <entry name="dummy01.l_lowerlipcorner" alignment="4">dummy01.l_lowerlipcorner</entry> <entry name="dummy01.r_eyelidbottom" alignment="4">dummy01.r_eyelidbottom</entry> <entry name="dummy01.r_nostril" alignment="4">dummy01.r_nostril</entry> <entry name="dummy01.r_cheekupper" alignment="4">dummy01.r_cheekupper</entry> <entry name="dummy01.r_toplipmid" alignment="4">dummy01.r_toplipmid</entry> <entry name="dummy01.r_toplipmid2" alignment="4">dummy01.r_toplipmid2</entry> <entry name="dummy01.r_lipcorner" alignment="4">dummy01.r_lipcorner</entry> <entry name="dummy01.jaw" alignment="4">dummy01.jaw</entry> <entry name="dummy01.tongue" alignment="4">dummy01.tongue</entry> <entry name="dummy01.ponytailbase" alignment="4">dummy01.ponytailbase</entry> <entry name="dummy01.ponytailmid" alignment="4">dummy01.ponytailmid</entry> <entry name="dummy01.l_thumb1" alignment="4">dummy01.l_thumb1</entry> <entry name="dummy01.l_thumb2" alignment="4">dummy01.l_thumb2</entry> <entry name="dummy01.l_thumb3" alignment="4">dummy01.l_thumb3</entry> <entry name="dummy01.l_index1" alignment="4">dummy01.l_index1</entry> <entry name="dummy01.l_index2" alignment="4">dummy01.l_index2</entry> <entry name="dummy01.l_index3" alignment="4">dummy01.l_index3</entry> <entry name="dummy01.l_middle1" alignment="4">dummy01.l_middle1</entry> <entry name="dummy01.l_middle2" alignment="4">dummy01.l_middle2</entry> <entry name="dummy01.l_middle3" alignment="4">dummy01.l_middle3</entry> <entry name="dummy01.l_ring1" alignment="4">dummy01.l_ring1</entry> <entry name="dummy01.l_ring2" alignment="4">dummy01.l_ring2</entry> <entry name="dummy01.l_ring3" alignment="4">dummy01.l_ring3</entry> <entry name="dummy01.l_pinky1" alignment="4">dummy01.l_pinky1</entry> <entry name="dummy01.l_pinky2" alignment="4">dummy01.l_pinky2</entry> <entry name="dummy01.l_pinky3" alignment="4">dummy01.l_pinky3</entry> <entry name="dummy01.r_thumb1" alignment="4">dummy01.r_thumb1</entry> <entry name="dummy01.r_thumb2" alignment="4">dummy01.r_thumb2</entry> <entry name="dummy01.r_thumb3" alignment="4">dummy01.r_thumb3</entry> <entry name="dummy01.r_index1" alignment="4">dummy01.r_index1</entry> <entry name="dummy01.r_index2" alignment="4">dummy01.r_index2</entry> <entry name="dummy01.r_index3" alignment="4">dummy01.r_index3</entry> <entry name="dummy01.r_middle1" alignment="4">dummy01.r_middle1</entry> <entry name="dummy01.r_middle2" alignment="4">dummy01.r_middle2</entry> <entry name="dummy01.r_middle3" alignment="4">dummy01.r_middle3</entry> <entry name="dummy01.r_ring1" alignment="4">dummy01.r_ring1</entry> <entry name="dummy01.r_ring2" alignment="4">dummy01.r_ring2</entry> <entry name="dummy01.r_ring3" alignment="4">dummy01.r_ring3</entry> <entry name="dummy01.r_pinky1" alignment="4">dummy01.r_pinky1</entry> <entry name="dummy01.r_pinky2" alignment="4">dummy01.r_pinky2</entry> <entry name="dummy01.r_pinky3" alignment="4">dummy01.r_pinky3</entry> <entry name="dummy01.r_hand_prop" alignment="4">dummy01.r_hand_prop</entry> <entry name="dummy01.l_hand_prop" alignment="4">dummy01.l_hand_prop</entry> <entry name="dummy01.prop_rshoulder" alignment="4">dummy01.prop_rshoulder</entry> <entry name="dummy01.prop_back" alignment="4">dummy01.prop_back</entry> <entry name="dummy01.l_toe_nub" alignment="4">dummy01.l_toe_nub</entry> <entry name="dummy01.r_toe_nub" alignment="4">dummy01.r_toe_nub</entry> <entry name="geo_lslipperShape Vertices 0" alignment="32">geo_lslipperShape Vertices 0</entry> <entry name="geo_lslipperShape Indices 0" alignment="32">geo_lslipperShape Indices 0</entry> <entry name="geo_rslipperShape Vertices 0" alignment="32">geo_rslipperShape Vertices 0</entry> <entry name="geo_rslipperShape Indices 0" alignment="32">geo_rslipperShape Indices 0</entry> <entry name="geo_lfootShape Vertices 0" alignment="32">geo_lfootShape Vertices 0</entry> <entry name="geo_lfootShape Indices 0" alignment="32">geo_lfootShape Indices 0</entry> <entry name="geo_rfootShape Vertices 0" alignment="32">geo_rfootShape Vertices 0</entry> <entry name="geo_rfootShape Indices 0" alignment="32">geo_rfootShape Indices 0</entry> <entry name="_ATTRIBUTE_" alignment="4">_ATTRIBUTE_</entry> <entry name="UsedShaders.txt" alignment="4">UsedShaders.txt</entry> <entry name="_ANIMCHANNELINFO_" alignment="4">_ANIMCHANNELINFO_</entry> <entry name="MatArray" alignment="4">MatArray</entry> <entry name="MatTextureInfoArray" alignment="4">MatTextureInfoArray</entry> <entry name="_BONENAMES_" alignment="4">_BONENAMES_</entry> <entry name="_COLLPRIMS_" alignment="4">_COLLPRIMS_</entry> <entry name="valuesets.big" alignment="256">valuesets.big</entry> <entry name="persistent.big" alignment="256">persistent.big</entry> <entry name="SceneDescription" alignment="4">SceneDescription</entry> <entry name="SceneHeader" alignment="4">SceneHeader</entry> </files>
I removed the existing feet lines: <entry name="geo_lfootShape Vertices 0" alignment="32">geo_lfootShape Vertices 0</entry> <entry name="geo_lfootShape Indices 0" alignment="32">geo_lfootShape Indices 0</entry> <entry name="geo_rfootShape Vertices 0" alignment="32">geo_rfootShape Vertices 0</entry> <entry name="geo_rfootShape Indices 0" alignment="32">geo_rfootShape Indices 0</entry> replacing them with <entry name="dummy01.l_foot" alignment="4">dummy01.l_foot</entry> <entry name="dummy01.r_foot" alignment="4">dummy01.r_foot</entry>
as found in a model with did not have feet. I then added the dummy01.l_foot and dummy01.r_foot to the folder, repacked it, and started the game. This is what caused the game to crash when i tried to put on the slippers.
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