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Hi, I edited the Skin on the Night Elf archer model, it works ingame and I can see the texture replacing the old one, BUT for some reason the portrait model is using the old skin even though the main model uses the new texture?
You can also overload the file table entry as long as you do not encrypt it or if the hash table entries are just a different folder (but same file name). This allows you to have the same file data registered to two different paths saving space. In simpler terms it lets you use the imported skin for both the portrait and the unit without having to import the skin twice (duplicate data, waste of space) or a fixed portrait (model data, less wasted space but still wasted).
You will need some third party MPQ editor to do this as World Edit is not smart enough to abuse MPQ like that. I do not know of any that support this, but I do know it is possible according to the MPQ specifications.
Alternatively, you can open the portrait model in Magos (or convert it to MDL and open it in notepad). Then import your texture (go to Windows -> Texture Manager) under the path of the regular archer skin. Remove the old one (right-click, "remove" or "delete"). Then you would edit the materials to use the proper skin (Windows -> Material Manager, double click the material reference, double click the material object, and set the texture to the texture you imported). That way, you don't need to import the same skin twice.
But instead he has to import a model. Although better than a skin (models generally are smaller and compress better) it is still not optimum. I am surprised someone has not already made a tool for assigning a file entry multiple paths.
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