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Post by jckspacy on Feb 9, 2019 1:59:36 GMT 10
So, first we get the Original Soundtrack as DLC, then it's announced we're getting the original PS1 models as free DLC, then the Classic UI came out as a mod a day or two ago, and now this?! Dude. I'm in classic RE heaven! X'D I can't wait until the free DLC is out and your mod is ready! It's gonna make the game so nostalgic even if alot has changed. Keep it up!
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trying to learn
Posts: 196
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Post by themimegogo on Feb 12, 2019 0:57:45 GMT 10
Would it be doable to make a tool which converts models from one format to another? I think FBX is a commonly supported format, so then people could use 3DS Max, Blender, or whatever to do the rigging. On a side note, do you know how the mesh format stores vertex normals? I think I remember that being a problem people never figured out with some later MT Framework games (though I don't know how much time people actually spent on looking into it). Ye, fbx is a great format. The tool currently has an .obj importer and exporter, I made it some time ago but it needs some tweaking, its performance is not the best. I can't use an existing one either because most of them have an outdated way of importing the UV mapping, so my only option is continue tweaking the one I made. However, having a fbx converter would make things way better. I'll check if there exists any kind of tool I can use. Thanks for the suggestion!
Regarding the normals, I'm having some trouble with that as well. I'm guessing they're saved in half-float right after the vertex and texture section, but honestly that'd be kinda weird. I've never seen a game save the normals in half-float, usually they're just normal floating coords. There's no other option though, there isn't any other section in the .mesh files with normal floats aside from the vertex section, so ye, pretty sure it's half-floats, just like the UV mapping. There's some extra gibberish after the UVs so that must be the normals.
Oho... this is the thread where I need to keep my eyes on. You all are so talented, it's very inspiring. Zealot Tormunds, kudos for all you've done. I have a library of different character models just waiting to be rigged. Whenever, there's a good transfer from fbx to the game, I'd gladly dedicate my time to just sharing ready to use characters
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trying to learn
Posts: 196
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Post by themimegogo on Feb 12, 2019 1:16:13 GMT 10
That's an awesome idea and I can't wait to see it in the game! Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually. The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up! With regards to bringing in skinned models; what I would do is I'd like to have a looksy at two or more rigs that they are currently using, so we can investigate what commonalities are found in the rigs (# of bones, naming conventions and such). And when that information is available, it's the riggers job to conform to whatever standard the game has set in place. I have several types of rigs that I have used in my work professionally, but almost always I make modifications based on the demands of the project. If its possible find out what the requirements are for the rigs that are being used here, then I could build a rig that could become reusable template for future characters. that said, Zealot, is your tool available for other members of the forum? if so - where can we get it? Thanks, J
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Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Feb 12, 2019 2:42:53 GMT 10
That's an awesome idea and I can't wait to see it in the game! Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually. The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up! With regards to bringing in skinned models; what I would do is I'd like to have a looksy at two or more rigs that they are currently using, so we can investigate what commonalities are found in the rigs (# of bones, naming conventions and such). And when that information is available, it's the riggers job to conform to whatever standard the game has set in place. I have several types of rigs that I have used in my work professionally, but almost always I make modifications based on the demands of the project. If its possible find out what the requirements are for the rigs that are being used here, then I could build a rig that could become reusable template for future characters. that said, Zealot, is your tool available for other members of the forum? if so - where can we get it? Thanks, J Hey, how's it going?
The tool is not released yet (well, at least not this custom build). Process has slowed down a bit now because of high poly models. There's some stuff that I need to figure out too and I haven't been able to, so that's why it's taking a bit longer. Releasing right now would mean the tool would have a lot of initial issues and things to fix, like for example, not being able to import models with more vertices than the original. The normals are a bit weird as well. I really could really use some help regarding the model format. I've tried reading the MaxScript someone sent me some time ago, but I don't have much experience with that kind of scripting so I haven't learned much from it.
So, to summarize, lots of things to figure out before releasing! But it's coming, even if at some point I realize I can't figure it out, I'll definitely release the source code in case someone can do it. So one way or another, the imports are coming. We just don't know when exactly!
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Post by zubiecup99 on Feb 15, 2019 22:09:41 GMT 10
Is there any chance that someone will use the files that Capcom provided to make mods for Claire and Leon's classic costumes? I know this seems like a weird question since they're available for free through Steam, but I'm asking because we can't download those new costumes through steam here in Japan (or any other part of Asia apparently). I have no idea why they're not available to us (I'm even using the American version of RE2).
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First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,569
Original Join Date: May 12, 2009
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Post by JTeghius Kittius on Feb 16, 2019 1:34:50 GMT 10
Is there any chance that someone will use the files that Capcom provided to make mods for Claire and Leon's classic costumes? I know this seems like a weird question since they're available for free through Steam, but I'm asking because we can't download those new costumes through steam here in Japan (or any other part of Asia apparently). I have no idea why they're not available to us (I'm even using the American version of RE2). I thought Japan has that promotion for the PS4 version where you can get them via a buying a special PSN wallet card. and that the people who don't buy one of those get the costumes in March?
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Post by zubiecup99 on Feb 16, 2019 1:40:58 GMT 10
Is there any chance that someone will use the files that Capcom provided to make mods for Claire and Leon's classic costumes? I know this seems like a weird question since they're available for free through Steam, but I'm asking because we can't download those new costumes through steam here in Japan (or any other part of Asia apparently). I have no idea why they're not available to us (I'm even using the American version of RE2). I thought Japan has that promotion for the PS4 version where you can get them via a buying a special PSN wallet card. and that the people who don't buy one of those get the costumes in March? Interesting. I hadn't heard that. I suppose it makes sense from an exclusivity standpoint. Regardless, it's not much help to us PC players. Edit: I just looked it up. You're right. There were no details on PC, though
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First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,569
Original Join Date: May 12, 2009
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Post by JTeghius Kittius on Feb 16, 2019 2:10:55 GMT 10
I thought Japan has that promotion for the PS4 version where you can get them via a buying a special PSN wallet card. and that the people who don't buy one of those get the costumes in March? Interesting. I hadn't heard that. I suppose it makes sense from an exclusivity standpoint. Regardless, it's not much help to us PC players. Edit: I just looked it up. You're right. There were no details on PC, though I wouldn't be surprised if this deal means the costumes will be on PS4 first until that later date in march and then it'll be out on other platforms.
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Sleeping
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Post by SAMI on Feb 23, 2019 20:05:49 GMT 10
After looking closely at Marvin's RE2 PC model, I realized he kinda looks like Lee from Walking dead.
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Post by ikyriousi on Feb 25, 2019 2:10:44 GMT 10
If you guys do weapons you will sell me on this mod!
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Always on a quest...
Posts: 3,751
Original Join Date: Apr 6, 2013
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Post by ΛLISTΞR on Feb 25, 2019 10:44:02 GMT 10
Starting to get the first few models in, a few texture problems. But it’s progress!
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Post by linkthehylian on Feb 25, 2019 11:32:38 GMT 10
This is perfect. I can't wait to see when this is done. This is something I've wanted for a while.
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Always on a quest...
Posts: 3,751
Original Join Date: Apr 6, 2013
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Post by ΛLISTΞR on Feb 25, 2019 12:24:58 GMT 10
This is perfect. I can't wait to see when this is done. This is something I've wanted for a while. Hopefully me and JTeghius Kittius can make it happen soon!
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Post by noonbob on Feb 25, 2019 17:52:49 GMT 10
Excited !!!
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Always on a quest...
Posts: 3,751
Original Join Date: Apr 6, 2013
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Post by ΛLISTΞR on Feb 26, 2019 9:19:07 GMT 10
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