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Post by nightwing100 on Nov 3, 2016 1:55:38 GMT 10
The original texture maps should still be inside the extracted .arc folder. Look for them then replace with the scarf's texture. Btw, you can see the texture files as a .dds file type, right? I think you can still find the mesh's names in blender. Maliweii didn't delete them, he simply shrunk them so they won't be visible. But the mesh's names are still there. Take those names and rename your scarf mesh with it. I know how to extract them from arc file and convert .tex to .dds, i think the scarf texture is included in pl0500_20_jacket which bound with jacket, those original texture still included in maliwei777's mod btw. Mesh_037_14d40020_LODx1_MatID:48_Group:0_DisplayMode:3 Mesh_039_14d40020_LODx2_MatID:48_Group:0_DisplayMode:3 Mesh_040_14d40020_LODx252_MatID:48_Group:0_DisplayMode:3 Those are the scarf mesh name in the original model, i did as you told me copy the scarf meshes and rename them to those above and i was able to export it but when in game the scarf mesh seems to freak up like they're still using maliwei777's body texture or something...any idea? BTW do you know what LOD1 LOD2 and LOD252 each serve as what function? I think they are basically three same models but one in cutscene, one in gameplay and the other seems to be use in certain animation such as QTA, am i right?
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Posts: 30
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Post by nightwing100 on Nov 3, 2016 14:26:17 GMT 10
Try everything i can think of still no luck, port the mesh and the name them back to their original mesh name should have work like re-enable them on her body, but somehow it's just not working.
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Post by Tris on Nov 3, 2016 17:05:11 GMT 10
Then maybe you can rename the material ID to that of the scarf texture. For example: In Mesh_037_14d40020_LODx1_MatID:48_Group:0_DisplayMode:3, you rename the number in MatID: into the appropriate texture. Let's say, 80, so it's going to be Mesh_037_14d40020_LODx1_MatID:80_Group:0_DisplayMode:3. Though I'm not very sure about the MatIDs in maliweii's model. BTW do you know what LOD1 LOD2 and LOD252 each serve as what function? I think they are basically three same models but one in cutscene, one in gameplay and the other seems to be use in certain animation such as QTA, am i right? They are group of meshes that is used depending on the camera's angle from the character: LOD1 is for close/close-up of the model, LOD2 and LOD252 are the middle and faraway angles and LOD255 is the shadow. Sorry, TBH I can't think of anymore ideas for editing maliweii's mod. I can only advice you to use its meshes for the original model to make your own mod.><
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Posts: 30
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Post by nightwing100 on Nov 3, 2016 18:23:44 GMT 10
Then maybe you can rename the material ID to that of the scarf texture. For example: In Mesh_037_14d40020_LODx1_MatID:48_Group:0_DisplayMode:3, you rename the number in MatID: into the appropriate texture. Let's say, 80, so it's going to be Mesh_037_14d40020_LODx1_MatID:80_Group:0_DisplayMode:3. Though I'm not very sure about the MatIDs in maliweii's model. Well i see the problem here, Scarf texture and Jacket in original model's MatID is 48, maliwei777's body texture MatID is also 48. This could been very easy for someone has experience, which i do not have...This whole idea of cover neck seam with a scarf has been done before and i just try to replicate it, because the original author is not sharing it. Thanks for all the help though, i don't think i can process further now that i ran out of idea what to do next, if anyone else know what to do please let me know. I even message maliwei777 himself for help but he is rarely online...
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Post by nightwing100 on Nov 5, 2016 12:39:54 GMT 10
Is there anyone else can help? I spend days doing something should be done less then 30 mins if only i know HOW...The replace mesh method isn't really working well for me because maliwei777 change almost every mesh name in the model it's hard to know what is what anymore...lots of mesh in his mod's layer is actually invisible and serve unknown purpose which make merge or replace almost impossible...I once got lucky somehow guess it right the scarf mesh will still intact on her body not floating around or freak out, but now i can't figure out which part of mesh is that, i just keep trying to replace or merge with one of random mystery mesh of maliwei's and result is all the same model just freak out...
This is what i doing right now.
First i import the original Sherry's model, select the scarf mesh and copy it.
Second i restart blender and import maliwei777's mod and paste the scarf mesh, then move them into the right position i want them (on the neck), when i paste it there usually came along with an extra bones skeleton (ArmObject) which i delete it, i assume it has nothing to do with my scarf, correct me if i'm wrong.
Third I copy the exact same scarf mesh and paste two more times, each one for LOD1 LOD2 and LOD252.
Four is merge or replace one of mesh in LOD1 LOD2 and LOD252 with my new scarf mesh, which i has problem with...
I think there has something to do with linking scarf with bones and weighting, but i don't know anything about it...
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Post by Tris on Nov 5, 2016 15:55:49 GMT 10
Every mesh in the model that you won't need should have their LOD renamed to 0, that includes everything from LOD Groups 1, 2 and 252. Let's say Sherry's holster mesh name is Mesh_018_14d40020_LODx1_MatID:32_Group:6_DisplayMode:67, if you won't need it, you should rename it to Mesh_018_14d40020_LODx0_MatID:32_Group:6_DisplayMode:67.
Back to the scarf, you only need 1 scarf mesh. *NOTE: This following instructions should only be done AFTER you have transferred weights.* The name of the mesh that you will replace with it, should have its LOD renamed to 255. So you copy the name, delete that mesh, rename your scarf to that deleted mesh's name, then rename the LOD to 255.
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Post by nightwing100 on Nov 5, 2016 16:46:06 GMT 10
So how do i transferred weights? Edit: Here's pictures of their mesh name, i use LOD1 and LOD2 as example maliwei777's model imgur.com/OoyjXreimgur.com/a/MFXdtOriginal in game imgur.com/a/0sHWUAs you can see all their mesh's name is entirely different...and a lots of mesh layer actually has no mesh at all...
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Posts: 30
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Post by nightwing100 on Nov 5, 2016 19:30:44 GMT 10
Sorry forgot to mention some of mesh after i replace them it won't let me export.
Update: Maybe it can't be done in Blender...i will try 3DSMAX again
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Posts: 30
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Post by nightwing100 on Nov 7, 2016 23:28:36 GMT 10
I have switch to 3DSMAX but i still have the same result...i think the scarf mesh needs to have "skin" to connect to the skeleton bones, something to do with Skin Wrap i think which i don't know how it work, and i don't what transfer weight means either...
P.S I understand the concept of editing a model then export it out as obj then port it back with original RE6 model then try to clone it's skeleton to the new model, basically it's like working on an entire new mod, i didn't do this because it's too complicated and i'm very likely to screw things up...beside a lots of thing in maliwei777's mod seems to be different to the original even if i manage to port it right it is very unlikely the be the same as original maliwei777's mod.
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