|
then u don't need to make them "look" like sand monsters, all you have to do is change the additive size of the monster. Use DeEn tool to decrypt the Monster.dat and look through the decrypted Monster.txt and find SandMonster and look at its additive size, then go to the monster u wanna change the additive size (eg Birdman) and put the additive size of the sandmonster. Then Encrypt back the Monster.txt file and place it in your /ini dir.
Example: if sandmonsters have additive size 2 and birdmen have 1, then u change the birdmen's additive size to 2.
If you still wanna change the look of the monsters, you have to find the right dds file corresponding to slow apes/sandmonsters under /c3/texture (extract them if not extracted) and find the texture correspond sandmonster/slowapes then go to armour.ini and look for the texture, when u find the texture u also find the mesh, repeat for the process for the monster you wanna change (eg birdman) and replace its mesh and texture with the slowapes/sandmonsters mesh/texture. Now if the monster has the same motion files (c3 files) then its going to be fine (ie birdmen and hawkings)
otherwise the models are going to be disturted and all hell breaks loose. What you need to do then is find the motion files corresponding to the monster u wanna change (birdman) and swap the motion files with the motion files of the slowapes/sandmonsters. The .c3 motion files are under /c3/monster (extract if not extracted). How do u know which .c3 files correspond to the monster u wanna change and the sandmonster/slowapes? you don't, you gotta use trial and error or guess from the dds files. This introduces another problem: if the monster u wanna change the look for moves fast, then you're gonna have the problem mentioned in post #3.
|