I got it to work fine with 2010 and 2014, or at least everything seems to be fine. To be REALLY specific, I'm trying to remove parts of the BSAA soldier's mesh. As-is, if a player plays as him, he has two pairs of goggles on and one of the pairs clips through a night vision scope on his helmet. From what I can tell, just deleting a part of the mesh doesn't work because you can't upload the fact that the mesh is deleted to the .MOD file, so it'd have to be as you say, resizing and hiding it, but I haven't been able to figure out how to do that yet. After work I plan on watching some tutorials on 3DS Max. I'm trying out mesh deletion on the BSAA soldier because, after I get that simple change out of the way, I plan on modifying the zombie BSAA soldier to extract the red, gasmask-wearing soldier from it. Since the zombie model is like 10 different models on top of each other in one .MOD file, being able to remove the unwanted zombie parts seems like a good start. In RE5, there was evidently a way to remove spare parts by hex editing certain files, or something, but I haven't seen anything like that in RE6.
Well, hopefully someone smarter than me can reply to you about this. I've been trying to find ways myself to delete parts of a mesh, and nothing I've tried is reliable.
About the special properties that felixnew ask; does that include the wet shader?
Not directly. Each model has a series of materials defined in its MRL file. Using mariokart's mrl editor (http://www.youtube.com/watch?v=peR4QpL4Xy8) you could swap materials between MRL files, and then you could try to insert the wet material from another model. But there's 2 problems: there's no proper naming for the materials so good luck finding it, and secondly, I doubt the wet shader is loaded for many stages.
well not exactly, like fluffy said, those special effects are decided by extra textures, so to use those materials you have to edit the mrl (very limited for now) so the only special effect that i can figure out it's the alpha adition, so you can save by example a dx1 texture into dx5 and use the transparency, (that's what i can imagine xD not sure if it's true n_n)
Thanks for the info, now I have a reason to use the mrl editor.
I totally agree. It is a pity that there are no people who can directly contact with maliwei777 and ask him to try to write a script for RE5 : (
It's a shame, because the modding RE5 has great potential, but without import it is very limited. We can get the sounds and change melee attacks and more. Thus, if we ported example or model Barry or Rebecca, we could get them to work as a full-fledged independent characters like Gold Edition.
God, how I wish that after the closing of GFWL, Capcom has finally come to their senses and moved RE5 with all the DLC on Steam. Perhaps it only thing I want so long! Theoretically, if now they have it in the plans, but they hide, we can dream of the announcement in the beginning of summer (who am I deceive, it does not happen) LOL
I think they are on to uploading steam RE5: gold edition as I messaged them and they kinda hinted at it by saying we will look into it but there is no confirmation at this time only one can hope
schnippshly To remove specific part of the mesh you need to: 1. Select part you wanna edit (for example Mesh_040_a8fab018_LODx1_MatID:128_Group:3_DisplayMode:67) 2. Under Modify tab right click on Skin and Cut 3. Click on + of Editable Mesh to expand and select Element or Vertex, Edge, Border... 4. Use tool Select and Uniform Scale 5. Hold left mouse button and drag down and repeat from center until selection is not visible 6. Deselect, click on - to fold dropping menu of Editable Mesh, right click on in and paste 7. Click on script tool Export 8. If you get no error messages, you did right.
Post by schnippshly on Feb 23, 2014 18:35:24 GMT 10
Thank you for your assistance, I took a look at this video and realized z6.invisionfree.com/Resident_Evil_4_PC/index.php?showtopic=25757 the issue I was having was that I did not realize the new .MOD file became named .newMOD... Silly me... I successfully removed excess parts from the BSAA soldier and ran it in-game just fine!
I am having a new issue: In the BSAA zombie model, not every part displays at once. It is the opposite problem of the BSAA soldier, where every extra part would display simultaneously. Some head parts on the BSAA zombie display, such as a cracked helmet, but the gasmask doesn't display. I am trying to get the gasmask to display. I had an idea to rename the gasmask mesh to a goggle mesh, so they would trade names and the gasmask would display, but this didn't work. I changed the "group" of the gasmask and this caused it to display, but it just stood frozen in the air by the character, instead of fitting on his head and animating with it. What can I do to fix this?
Ok guys i have a cuestion abouth this script ¿Its possible to edit the script for load the head at the same position of the body? i ask because as many of you guys know the head and body on re6 are separated (revelations have the head and body on the same mod file) so many times its a pain in the ass making those two fit correctly so i was curius if that was possible.
Iam Really Sorry I dont take requests for the moment.
Post by schnippshly on Feb 27, 2014 2:19:18 GMT 10
Well, you could take the head and put it directly onto the body model, right? That's how the NPC models work. I'd personally like to know how to do things like that, too, I've been asking around but nobody seems interested in sharing how they do advanced model ports and changes.
I could leave the head on the body but will be static since the body dont have the bones of the head so no facial expressions or hair movement =/ also now that i remember the original script for RE6 (the first that come) load the body on a diferent position with the new script update load the body on other pisition so i was wonder if can be done the same thing for the head but loading on the same position of the body.
Iam Really Sorry I dont take requests for the moment.
i like to thank you fluffy for your awesome tool .. it fixed me the position which enhanced me some time modding .. my only problem is i do not know why in max 2012 the weight tool does act properly .. after i select some vertix and open the weight tool box, then i press grow button, the selection of vertix disappears .. its like the widget tool is not working when selecting vertix ..
its working on max 2014,2013 but unfortunately the your script breaks with those versions .. any help with this?
Sorry, I don't think I can give much technical help with the script. All I did was take maliwei's script (which mariokart had modified) and fixed the material ID. That's the only change I did, and I haven't looked into the real technical stuff. I think there might be some bugs with the script which happens in every version and wasn't ever fixed.
rabidstephen777: Hi I am brand new to the PC community and wanted to mod RE2 but realized I had no idea how. It is so far over my head that I'm willing even to pay someone to do it for me but also show me how to mod in general. Thank you for reading!
Apr 14, 2019 6:23:01 GMT 10
mistrfinga: Why everytime I download a rar, the file says "archive is unknown format or damaged" ? I have tried several times.
Apr 14, 2019 14:36:27 GMT 10
shepe: in which folder do I copy the file?
Apr 15, 2019 6:53:33 GMT 10
rezipro: Can someone make a mod that replaces the new IVY zombies, with the classic IVY plant creature? also classic RE2 costumes as well including N64. lol is that soo much to ask...?
Apr 17, 2019 7:46:44 GMT 10
raditzvisnar: somebody help me, the puzzle object background become WHITE....is it missing texture or what?
Apr 17, 2019 20:32:31 GMT 10
argonahtenbourd: Mr X died in Claire story, but he's still alive in Leon story in the lab. There is no logic. It will be cool if there is a mod of injured Mr X after Birkin "almost" kills him. Maybe regenerate wound.
Apr 19, 2019 5:03:58 GMT 10
U4G: There is more than one MR.X
Apr 19, 2019 7:05:56 GMT 10
argonahtenbourd: I think not. Although it would be more convenient that way, but I don't think that's the case. Leon said "Shit! You again" when he saw him in the lab instead "Shit, another one!". In Ben's memo he write about one Tyrant creature.
Apr 19, 2019 8:08:27 GMT 10
cael: As far as the game is concerned unfortunately there is only one Mr. X at the station but in the whole of the city more than one Tyrant was dropped besides Nemesis of course. A few dead ones can be seen in the final area of Resident Evil 3.
Apr 19, 2019 12:46:13 GMT 10
cael: unless the one that Claire encountered was completely different. I usually mod them as different models depending on the run to make up for it lol
Apr 19, 2019 12:47:49 GMT 10
argonahtenbourd: I know that there are more than one Mr X. In survivor game (stupid but fun), it was the lab they made a lot of that prototype. I even read the comics about that. But in this game if there are really two, that makes Leon less interesting in the story.
Apr 19, 2019 17:32:42 GMT 10
argonahtenbourd: Claire defeated one and only Birkin and Leon just kills.... one of the many. Not that charming. For me in claire story they get rid of Mr. X because he has to fight with other main monster in her story.
Apr 19, 2019 17:34:39 GMT 10
engemoui: Yeah, there are 6 of them all together, but only one was sent to the police station so it's just an inconsistency. One of many.
Apr 19, 2019 18:05:25 GMT 10
argonahtenbourd: Ok. In the very beginning my point was just an idea for mod. Mr X with big wound made by Birkin. It make him more badass by surviving that
Apr 19, 2019 18:44:32 GMT 10
revcarl: hi i was just wondering if anyone could help me out and let me know where the FOV file is kept for RE revelations
Apr 20, 2019 7:49:28 GMT 10