MOFI Hats *AND CUSTOM ACCESSORIES* in Editor
MOFI Hats *AND CUSTOM ACCESSORIES* in Editor
Hey all,
My son figured out how to get MOFI hats to be used in the editor. Each hat needs its own WOP, but at least you can now put them in your adventures. It also appears that you can make custom hats and accessories as well using this method, but we haven't tested this out yet. These hats work in both MOFI (of course) and the regular player, if you merge the \data\Models\Stinker folder from MOFI to the regular player.
To use the hats, extract the included folder of WOPs into the \Data\Editor\ObjectPresets folder. Also attached is a little demo adventure showing all the hats.
My son figured out how to get MOFI hats to be used in the editor. Each hat needs its own WOP, but at least you can now put them in your adventures. It also appears that you can make custom hats and accessories as well using this method, but we haven't tested this out yet. These hats work in both MOFI (of course) and the regular player, if you merge the \data\Models\Stinker folder from MOFI to the regular player.
To use the hats, extract the included folder of WOPs into the \Data\Editor\ObjectPresets folder. Also attached is a little demo adventure showing all the hats.
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Last edited by jafo1015 on Tue Mar 15, 2011 2:46 pm, edited 1 time in total.
As a side note, you can also set your player to use these hats by HEX editing the playerfile.wpf. This file is found in the path: \User Data\Player Profiles\*your profile name*\Current. Remember, that the HEX number is not the same as the decimal number, so don't forget to convert.
The picture attached below shows which bytes to change for hat type and color.
The picture attached below shows which bytes to change for hat type and color.
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Tested out custom accessories for NPC Stinkers, and they worked
Below is a screenshot of a Stinker using a custom accessory I created to make him Rastafarian. If anyone's interested in doing this themselves, I'll post the method. We may not be able to get custom textures on NPC's, but we can still customize them in this way.

Below is a screenshot of a Stinker using a custom accessory I created to make him Rastafarian. If anyone's interested in doing this themselves, I'll post the method. We may not be able to get custom textures on NPC's, but we can still customize them in this way.
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- LittleZbot
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- boywhoflies
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Thanks!boywhoflies wrote:Wow, Jafo, you have some big-time sklill!
Alright, here's how it all works:
1. Make an accessory with a 3D model maker. I opened up the stinker model and worked around it, so I knew it would be the right size and looked the way I wanted. I then compared it to a hat accessory to make sure it was in the right position.
2. Export your model in 3ds format, and rename it to "bddfttpszXXX.wd3" Where XXX is a number such as "050" This number equals the accessory number you will use in the WOP file. The WA and MOFI accessories go from 001 to 041 for hats, and 101 to 110 for glasses, so be sure to name your custom accessory something different.
3. Rename the texture for your model to "bddfttpszXXXb.wdf" Where XXX is the same number as the wd3 file. You can have multiple textures for a model. Simply name the next texture "bddfttpszXXXc.wdf", "bddfttpszXXXd.wdf" and so on.
4. Copy these files into the "Data\Models\Stinker" directory. Again, make sure you don't overwrite anything already there.
5. Make the WOP. Open the Stinker NPC WOP and modify the data bytes as shown in the attached jpeg. The Accessory number is equal to the number you put in the wd3 file, just in Hexidecimal. The Texture number must be at least "01" 01 = bddfttpszXXXb.wdf, 02 = bddfttpszXXXc.wdf, and so on. You can also set a second accessory (usually glasses) in the next two chunks of data. Glasses number and it's texture are handled in the same manner. Place this WOP somewhere in the ObjectPresets folder.
6. Open up the editor, place him in a level, and enjoy!
For anyone who wants to use the RastaStinker I made, I'm including it. Unzip the contents of the folder and place the .wd3 and .wdf files in the "Data\Models\Stinker" folder, and place the WOP somewhere in the "ObjectPresets" folder.
The bddfttpsz060 files is the Rasta hat with dreds, and bddfttpsz112 files are the sunglasses.
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- LittleZbot
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I am terrible at making models. Especially since I've never done it before. *shot*
Making models just seems too advanced for me.
I'd rather tell what I want and have someone else do it.
Making models just seems too advanced for me.

Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
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Re: MOFI Hats *AND CUSTOM ACCESSORIES* in Editor
Can you send me that folder in a zip? The computer I'm using this stuff on does not have MOFI, and Mom doesn't want MOFI on this computer(besides, it takes up a lot of unnecessary room if all I want is the folder).jafo1015 wrote:Hey all,
if you merge the \data\Models\Stinker folder from MOFI to the regular player.
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
Re: MOFI Hats *AND CUSTOM ACCESSORIES* in Editor
It's too big to attach as a zip, plus It's not quite legal for me to distribute that material. You can always download the MOFI demo, copy the folder you want from that, and then delete MOFI.LittleZbot wrote:Can you send me that folder in a zip? The computer I'm using this stuff on does not have MOFI, and Mom doesn't want MOFI on this computer(besides, it takes up a lot of unnecessary room if all I want is the folder).jafo1015 wrote:Hey all,
if you merge the \data\Models\Stinker folder from MOFI to the regular player.
- LittleZbot
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I'm not sure it would be OK with my mom. Maybe you could upload it on mediafire and PM it to me?
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.