Posts: 318
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Post by RhonMBLS on Oct 1, 2017 4:00:34 GMT 10
if im free tomorow.maybe :3 about that.hold the shift button while holding left click and moving the mouse. Please give me a link with your base model (.smd files) Mine crash :/
Do you understand the problem? When i load the RE4 base model and then when i finish with scaling, i delete the RE4 model's groups. But so do some parts of my model too and i don't know why is that. When i remove the main part it crashes. Or this has to do because the legs are not straight down, but they are a little apart from original T pose? here. www.mediafire.com/file/gl1duw5mdcbl5w6/pl0b0a.pmd.smddid you delete the RE4's model 1 by 1?cause you have a less chance hitting your model by doing that. also about the breast one.maybe david flores might help you.
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Posts: 1,862
Original Join Date: Sep 20 2011
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Post by LuciaGTAVI on Oct 1, 2017 6:05:44 GMT 10
Please give me a link with your base model (.smd files) Mine crash :/
Do you understand the problem? When i load the RE4 base model and then when i finish with scaling, i delete the RE4 model's groups. But so do some parts of my model too and i don't know why is that. When i remove the main part it crashes. Or this has to do because the legs are not straight down, but they are a little apart from original T pose? here. www.mediafire.com/file/gl1duw5mdcbl5w6/pl0b0a.pmd.smddid you delete the RE4's model 1 by 1?cause you have a less chance hitting your model by doing that. also about the breast one.maybe david flores might help you. Ok great your base model worked just fine. Then i rig with your base model (rigged), the unrigged model is my model, then i save it to desktop.
After i rig the model and open it on milkshape, it doesn't have polygons when i select 03 and 04 as supposed to neck and head. It shows all these stuff!!!
I tried to convert this to pmd, it gave me only 1 file, it didn't give me multiple files to like pl0b0a.pmd ......
The model i downloaded wich i'm trying to put on the game is full body with head and hands. Does that have to do? Is there another method for full body? You mentioned censored and uncensored??? My mod is not nude though. Also if i save a project and then come back later and i open it on milkshape, the textures are gone. Why is that? I have to re-select the pictures at model tab again to get them there.
Why don't you check it out on Milkshape and tell me if i did any mistakes?
I know i'm asking too much, but once i learn this i will make mods for Re4.
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Posts: 318
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Post by RhonMBLS on Oct 1, 2017 12:44:21 GMT 10
yep.there is another method.by rigging a full body.the model does not allowed decaptition.similar to Biohazard of japan.so i called it censored. also..there is a registed bones for born_03.which is shown how to assigned the head and the neck on my video. PS - i didn't touch your model.you need to click SelAssigned in able to see which polys are registered. about the other pmd's.yes you cant get any of those unless you will rip the files from xfile.gca (xfile.dat) since this is a female and censored method.i have uploaded this www.mediafire.com/file/gc418wjfkkfdd76/vertex_patch.zipwithout this.your mod would look like this. EDIT - i find another tutorial from Markos
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Posts: 1,862
Original Join Date: Sep 20 2011
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Post by LuciaGTAVI on Oct 1, 2017 21:10:58 GMT 10
Ok the body without hands and head is ready. But there is another problem i'm facing.
When i import the model on Milkshape, it's blank. WTF?
I don't get why it shows up blank on the Milkshape. When i export it it has all the textures then when i open them later it doesn't save them.
I need to fix this "texture problem". They don't seem to save when i export.
I don't get why, but, i'm sure i group the materials to selected groups.
+ I need a "head only" base model smd from you so i can rig the model's head.
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Posts: 318
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Post by RhonMBLS on Oct 2, 2017 1:42:10 GMT 10
is there any items in materials tab when you import your exported model like this? if thats the case.you dont miss something.its fine.the reason is your model and your texture has a different directory location. heres the head model - www.mediafire.com/file/4nc38xig91d1tsc/pl0b0b.pmd.smdPS - my base model are not mines.im using george's rebecca since its kinda perfect for some female models to rig.
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Posts: 1,862
Original Join Date: Sep 20 2011
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Post by LuciaGTAVI on Oct 2, 2017 1:49:37 GMT 10
Yes it has the models on it. I'll get back to you if i have another problem. Thanks for now.
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sed.akoson@gmail.com
Posts: 651
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Post by seda on Oct 2, 2017 4:41:41 GMT 10
Yes it has the models on it. I'll get back to you if i have another problem. thanks for now.
I completely ignored the polygons/joint part and skipped to gameplay. another problem. All blank. WTF?
I did not put the head just the body. Head is blank too. And now it seems i have to export another model according to hands because they are replaced by game's default. I need the smd file for the hands too -__- . But why is it all blank? I even copied the tga files inside the pl0b folder. Does it have to do with polygon/joint task? Hi my dear friendfirst of all nice job and it seems you are going to make some new cool mod for this game and about the issue: i can't remember very well but somehow i think pmd hadn't any addressing table in its structure so you have to make sure that your model is based on relative addresses and without any sub addressing so in first step turn your viewport to textured view to be sure of having the textures in touch and access by the ms3d and also your model has a perfect topology so use it as well because somehow i feel that your rig is not based on its topo
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Posts: 1,862
Original Join Date: Sep 20 2011
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Post by LuciaGTAVI on Oct 2, 2017 4:53:03 GMT 10
[ignore this post]
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sed.akoson@gmail.com
Posts: 651
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Post by seda on Oct 2, 2017 5:26:54 GMT 10
seda Hello my dear. Thank you for your support. I have no idea what you said. Relative addresses and sub addressing? That's some next level shit right there lol. anyways you can check out the video in the previous post above ^^^. That's a new model. I just need a final understanding how things work. + Rhon said he will make a detailed tutorial when he has some free time. I'm hoping that tutorial shows what you said. I really do.
oh don't worry if in textured view you can see your model full textured but inside the game it's still raw without its textures (and also if you are sure that your texture are not compressed by RLE method) so right now i have just one solution for it take an obj export of your model and open up its mtl file into the notepad and remove all of absolute addresses for example: newmtl Tex_0014_0_dds Ns 10.000000 Ni 1.500000 d 1.000000 Tr 0.000000 Tf 1.000000 1.000000 1.000000 illum 2 Ka 0.588000 0.588000 0.588000 Kd 0.588000 0.588000 0.588000 Ks 0.000000 0.000000 0.000000 Ke 0.000000 0.000000 0.000000 map_Ka D:\nts\CRYENGINE_PC_v_3FreeSDK\Bin32\_Ripper\14.06\Frames\Tex_0014_0.dds map_Kd D:\nts\CRYENGINE_PC_v_3FreeSDK\Bin32\_Ripper\14.06\Frames\Tex_0014_0.dds remove the red parts (instant addresses) in the mtl file and save it now put all the textures into the same folder as the object file and import the obj file again into a new empty scene in ms3d and turn the viewport to textured and if it's showing you the model fully textured so now import your favorite bone structure and rig your model according to its topo and so on...
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Posts: 1,862
Original Join Date: Sep 20 2011
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Post by LuciaGTAVI on Oct 2, 2017 5:53:46 GMT 10
seda Hello my dear. Thank you for your support. I have no idea what you said. Relative addresses and sub addressing? That's some next level shit right there lol. anyways you can check out the video in the previous post above ^^^. That's a new model. I just need a final understanding how things work. + Rhon said he will make a detailed tutorial when he has some free time. I'm hoping that tutorial shows what you said. I really do.
oh don't worry if in textured view you can see your model full textured but inside the game it's still raw without its textures (and also if you are sure that your texture are not compressed by RLE method) so right now i have just one solution for it take an obj export of your model and open up its mtl file into the notepad and remove all of absolute addresses for example: newmtl Tex_0014_0_dds Ns 10.000000 Ni 1.500000 d 1.000000 Tr 0.000000 Tf 1.000000 1.000000 1.000000 illum 2 Ka 0.588000 0.588000 0.588000 Kd 0.588000 0.588000 0.588000 Ks 0.000000 0.000000 0.000000 Ke 0.000000 0.000000 0.000000 map_Ka D:\nts\CRYENGINE_PC_v_3FreeSDK\Bin32\_Ripper\14.06\Frames\Tex_0014_0.dds map_Kd D:\nts\CRYENGINE_PC_v_3FreeSDK\Bin32\_Ripper\14.06\Frames\Tex_0014_0.dds remove the red parts (instant addresses) in the mtl file and save it now put all the textures into the same folder as the object file and import the obj file again into a new empty scene in ms3d and turn the viewport to textured and if it's showing you the model fully textured so now import your favorite bone structure and rig your model according to its topo and so on... It has no absolute lines. {MTL File} newmtl Model001_Material001 map_Kd CRI_ULC_001_base_02.png map_bump shoes_bump.png
newmtl Model001_Material002 map_Kd Clothing_D.png map_bump Clothing_N.png
newmtl Model001_Material003 map_Kd kas_dlc_010_01_base.png map_bump kas_dlc_010_01_nrm.png
newmtl Model001_Material004 map_Kd rac_ulc_002_base_01_PP1.png map_bump rac_ulc_002_nrm_01_N.png
newmtl Model001_Material005 map_Kd rac_ulc_002_base_01_PP1.png map_bump rac_ulc_002_nrm_01_N.png
newmtl Model001_Material006 map_Kd htm_body_base.png map_bump htm_body_nrm_VLH2_PP1.png
newmtl Model001_Material007 map_Kd L_5.png map_bump kas_dlc_010_01_nrm.png
newmtl Model001_Material008 map_Kd htm_body_base.png map_bump htm_body_nrm_VLH2_PP1.png
newmtl Model001_Material009 map_Kd cli_base.png map_bump cli_nm.png
newmtl Model001_Material010 map_Kd mom_face_base.png map_bump mom_face_base_n.png
newmtl Model001_Material011 map_Kd mom_face_base.png map_bump mom_face_base_n.png
newmtl Model001_Material012 map_Kd mom_face_base.png map_bump mom_face_base_n.png
newmtl Model001_Material013 map_Kd mom_face_base.png map_bump mom_face_base_n.png
newmtl Model001_Material014 map_Kd hel016_metal_base2.png map_bump hel016_metal_nrm.png
newmtl Model001_Material015 map_Kd gloves_b.png map_bump gloves_nrm.png
newmtl Model001_Material016 map_Kd stockings_b.png map_bump stockings_nrm.png
newmtl Model001_Material017 map_Kd DLC_TIN_102_01_base.png map_bump DLC_TIN_102_01_wet_nrm_VLH2_PP1.png
newmtl Model001_Material018 map_Kd DLC_TIN_102_02_base.png map_bump DLC_TIN_102_02_nrm.png
newmtl Model001_Material019 map_Kd ky_02_00.png map_bump ky_02_00 _nrm.png
newmtl Model001_Material020 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material021 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material022 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material023 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material024 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material025 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material026 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material027 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material028 map_Kd kas_hairbase_base.png map_bump n.png
newmtl Model001_Material029 map_Kd kas_hairbase_base.png map_bump n.png
newmtl Model001_Material030 map_Kd mom_matuge_base.png map_bump n.png
newmtl Model001_Material031 map_Kd mom_matuge_base.png map_bump n.png
newmtl Model001_Material032 map_Kd mom_eye_sdw.png map_bump n.png
newmtl Model001_Material033 map_Kd kas_fronthair_base.png map_bump kas_fronthair_nrm.png
newmtl Model001_Material034 map_Kd kas_fronthair_base.png map_bump kas_fronthair_nrm.png
newmtl Model001_Material035 map_Kd mom_face_base2.png map_bump mom_face_base_n.png
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sed.akoson@gmail.com
Posts: 651
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Post by seda on Oct 2, 2017 5:59:03 GMT 10
oh don't worry if in textured view you can see your model full textured but inside the game it's still raw without its textures (and also if you are sure that your texture are not compressed by RLE method) so right now i have just one solution for it take an obj export of your model and open up its mtl file into the notepad and remove all of absolute addresses for example: newmtl Tex_0014_0_dds Ns 10.000000 Ni 1.500000 d 1.000000 Tr 0.000000 Tf 1.000000 1.000000 1.000000 illum 2 Ka 0.588000 0.588000 0.588000 Kd 0.588000 0.588000 0.588000 Ks 0.000000 0.000000 0.000000 Ke 0.000000 0.000000 0.000000 map_Ka D:\nts\CRYENGINE_PC_v_3FreeSDK\Bin32\_Ripper\14.06\Frames\Tex_0014_0.dds map_Kd D:\nts\CRYENGINE_PC_v_3FreeSDK\Bin32\_Ripper\14.06\Frames\Tex_0014_0.dds remove the red parts (instant addresses) in the mtl file and save it now put all the textures into the same folder as the object file and import the obj file again into a new empty scene in ms3d and turn the viewport to textured and if it's showing you the model fully textured so now import your favorite bone structure and rig your model according to its topo and so on... It has no absolute lines. {MTL File} newmtl Model001_Material001 map_Kd CRI_ULC_001_base_02.png map_bump shoes_bump.png
newmtl Model001_Material002 map_Kd Clothing_D.png map_bump Clothing_N.png
newmtl Model001_Material003 map_Kd kas_dlc_010_01_base.png map_bump kas_dlc_010_01_nrm.png
newmtl Model001_Material004 map_Kd rac_ulc_002_base_01_PP1.png map_bump rac_ulc_002_nrm_01_N.png
newmtl Model001_Material005 map_Kd rac_ulc_002_base_01_PP1.png map_bump rac_ulc_002_nrm_01_N.png
newmtl Model001_Material006 map_Kd htm_body_base.png map_bump htm_body_nrm_VLH2_PP1.png
newmtl Model001_Material007 map_Kd L_5.png map_bump kas_dlc_010_01_nrm.png
newmtl Model001_Material008 map_Kd htm_body_base.png map_bump htm_body_nrm_VLH2_PP1.png
newmtl Model001_Material009 map_Kd cli_base.png map_bump cli_nm.png
newmtl Model001_Material010 map_Kd mom_face_base.png map_bump mom_face_base_n.png
newmtl Model001_Material011 map_Kd mom_face_base.png map_bump mom_face_base_n.png
newmtl Model001_Material012 map_Kd mom_face_base.png map_bump mom_face_base_n.png
newmtl Model001_Material013 map_Kd mom_face_base.png map_bump mom_face_base_n.png
newmtl Model001_Material014 map_Kd hel016_metal_base2.png map_bump hel016_metal_nrm.png
newmtl Model001_Material015 map_Kd gloves_b.png map_bump gloves_nrm.png
newmtl Model001_Material016 map_Kd stockings_b.png map_bump stockings_nrm.png
newmtl Model001_Material017 map_Kd DLC_TIN_102_01_base.png map_bump DLC_TIN_102_01_wet_nrm_VLH2_PP1.png
newmtl Model001_Material018 map_Kd DLC_TIN_102_02_base.png map_bump DLC_TIN_102_02_nrm.png
newmtl Model001_Material019 map_Kd ky_02_00.png map_bump ky_02_00 _nrm.png
newmtl Model001_Material020 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material021 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material022 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material023 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material024 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material025 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material026 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material027 map_Kd kas_backhair_base.png map_bump kas_backhair_nrm.png
newmtl Model001_Material028 map_Kd kas_hairbase_base.png map_bump n.png
newmtl Model001_Material029 map_Kd kas_hairbase_base.png map_bump n.png
newmtl Model001_Material030 map_Kd mom_matuge_base.png map_bump n.png
newmtl Model001_Material031 map_Kd mom_matuge_base.png map_bump n.png
newmtl Model001_Material032 map_Kd mom_eye_sdw.png map_bump n.png
newmtl Model001_Material033 map_Kd kas_fronthair_base.png map_bump kas_fronthair_nrm.png
newmtl Model001_Material034 map_Kd kas_fronthair_base.png map_bump kas_fronthair_nrm.png
newmtl Model001_Material035 map_Kd mom_face_base2.png map_bump mom_face_base_n.png
now i know that what is your problem as you can see your model is still addressing the png textures so solution is simple just select the groups one by one and assign the correct tga textures to them and then take another smd export
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Posts: 1,862
Original Join Date: Sep 20 2011
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Post by LuciaGTAVI on Oct 2, 2017 7:21:36 GMT 10
Thank you very much my dear. You solved my texture problem. Beta testing :
Ignore my previous posts. Now i only need a base hand-only rigged model (.smd) And a tutorial on how to fix polygons on armpits, shoulders etc. Besides i tried holding Shift or Ctrl it didn't create any rectangular to select polygons. Only by holding Alt but it doesn't hold them if i re-click. So basically the last part of edit is that i need to assign the difficult polygons to different joints so when i walk in game it doesn't look weird. Did i get it right? I still need a tutorial on this.
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Posts: 318
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Post by RhonMBLS on Oct 2, 2017 14:17:55 GMT 10
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Posts: 1,862
Original Join Date: Sep 20 2011
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Post by LuciaGTAVI on Oct 2, 2017 18:55:36 GMT 10
Yeah but i'm stuck now. Without the knowledge on how to use joins correctly i can't progress further. Shoulders, armpits, elbows and legs (close to butt part) are glitched. And i'm having a problem with hands too. they're not showing up. I rename the file to pl0b0h but they still show up as default Ada's hands. Then the game crashes after 1 min of gameplay. Perhaps we could co-work?
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Posts: 318
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Post by RhonMBLS on Oct 3, 2017 4:19:09 GMT 10
Yeah but i'm stuck now. Without the knowledge on how to use joins correctly i can't progress further. Shoulders, armpits, elbows and legs (close to butt part) are glitched. And i'm having a problem with hands too. they're not showing up. I rename the file to pl0b0h but they still show up as default Ada's hands. Then the game crashes after 1 min of gameplay. Perhaps we could co-work?
i will check the model tomorrow.also the pl0b0h is the head model.that is the model for head decapitation so yeah its maybe the reason of crash due to unidentified bones. sorry for some late reply.kinda busy with some serious real life drama stuff.
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