How to use:
Load the map
Select the model tag
select the model part
change the shader and/or node map.
Note: Not every model will be compatible with the program. For example, the Flag Base model will show like 400 nodes in the node map. So don't inject over the flag base, besides, there are better choices.
If a model won't work with the program, you will need to hex edit it manually.
When scrolling through the tags or the model parts, it might overlay text, selecting an item will refresh the view.
There is a slight chance that some injected models will load properly through this, if that is the case, you will need to hex edit.
Now I know people will ask me, so here is how I'm going to explain.
In all model raw, you will have a number of "internal" model pieces that will have a separate shader and/or node. For example, the FP Battle rifle has 2 model part chunks, each chunk containing a raw. The first chunk's raw contains only one model piece. The charging handle, or op handle. The second chunk has everything else. (Tens, ones, Magazine, grip, scope, lens) but as "internal" model pieces. So it is easily possible that one model raw, could have 1 to as many pieces that are needed.
What my app will specifically do, is allow the user to assign these internal pieces to have specific nodes and shaders. The shader controls the texture on the piece, the node changes what position it will follow, e.g. Magazine to follow the clip.
Changing the battle rifle's Chunk 1, internal 0 to the above will yield these results:
This post has been edited by Mike: 28 May 2011 - 12:56 AM