ok i have figured a lot of the things about zitem strings shop etc and how the work together and what not.. i want to make new items that use existing models but modified skins.. the problem is that i want my new item and the original to both be available in shop. is there anyway to make a copy of the file which points to the skin and make the copy point to my new skin and then make both items available?
(as a side note i have a version of the gunz.exe thats fully editable in olly.. i just made it this morning... if anyone wants it PM me)
Edit: this is Rotana's very helpful reply (it doesnt seem to show any replies to this thread some reason.. or im retarded.. one or the other.. maybe both)
You mean when you have edited to katana1 image file. How to edit him to gunz.
First you need an Hex Editor. [I use hexwork shop]
First some note's
1. Make sure you save the file with .dds [example katana01.bmp.dds] dont rename it to dds, but it with you paintshop
2. Use an name of the same length not longer!!!
Open the katana1.elu with hexwork shop
Searh for [katana01.bmp]
Change it to for example katan100.bmp [If thats the name with you saved it]
Search for eq_katana_01
Quote:
Change eq_katana_01 to for example katana_99
Save the file as. for example katana99.elu
Now open up your weapons.xml
Add this to you weapons.xml below to other parts of katana
Quote:
<AddWeaponElu name="katana01" weapon_motion_type = "1" weapon_type = "1" >
<AddBaseModel name="katana01" filename="model/weapon/katana/katana01.elu" />
</AddWeaponElu>
Change the 01 to 99 for example
If you wanna have an Double katana
Change this
Quote:
weapon_motion_type = "1" weapon_type = "1"
to this
Quote:
weapon_motion_type = "13" weapon_type = "18"
Now add the item to your zitem with this
Quote:
<ITEM id="idnumber" name="name" iscashitem="false" mesh_name="katana99" totalpoint="0" type="melee"
res_sex="a" res_level="5" slot="melee" weapon="katana" weight="2" bt_price="10" delay="400"
damage="12" range="220" ctrl_ability="0" magazine="0" reloadtime="0" slug_output="false"
gadget_id="0" hp="0" ap="0" maxwt="0" sf="0" fr="0" cr="0" Page Ranking="0" lr="0" color="#FFFFFFFF"
image_id="0" bullet_image_id="0" magazine_image_id="0" desc="desc" />
For mesh_name you use the name that putted in the weapons.xml
END
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