trying to learn
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Post by themimegogo on Feb 25, 2019 2:36:18 GMT 10
thank you for this!
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Post by vega on Feb 25, 2019 3:16:42 GMT 10
I used to do modding for RE4. Nothing major, just swapping in simple characters from other games. I tried modding for RE6 but I wasn't so tech-savvy with that game's files and I got put off modding shortly after that. Your Leon mod and this tutorial really inspired me to give modding another chance. Thanks!
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Post by andehx on Feb 25, 2019 3:27:38 GMT 10
cool! Only issue is the bms script currently doesn't work for extracting the main game PAK
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Post by leremod4213 on Feb 25, 2019 11:48:38 GMT 10
Is there a proper way to export the FBX model from 3DSMax with the rig intact and with actual bones and not with dummy bones? I work a lot more efficient in Blender than 3DSMax horrid weight tools.
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Post by andehx on Feb 25, 2019 12:43:23 GMT 10
cool! Only issue is the bms script currently doesn't work for extracting the main game PAK It does, but it's not complete. But you can still extract the models and textures from it. Try it. It extracts the first 19gb, then spits out an error. It's been like this since the last update.
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trying to learn
Posts: 196
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Post by themimegogo on Feb 25, 2019 18:50:43 GMT 10
I hope we get a tutorial on the .atos and the wetmask (and maybe the mask?) .10 files. I'm only able to save out a plain white or a plain black wetmask with the methods taught in the forums... and as you can see in this video... it doesnt look good
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somewhere in latin america
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Post by elvaliente on Feb 26, 2019 9:39:28 GMT 10
Thank you so much for this! Just wondering, can models from the inventory be modded or is it just characters for the moment?
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trying to learn
Posts: 196
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Post by themimegogo on Feb 26, 2019 19:34:40 GMT 10
Btw, Ive been editing the .atos.10 files the same way we do with the normr and albm but with the only difference being saving out the dds file as BC1 instead of BC7 Edit:
I've been stuck at getting rid of the shiny metall issue ive been having. seems to be a problem with the albm file - when i save it out without an alpha - BC7 the texture shows up fine, but if i save with a black alpha like you teach, the texture doesnt show up in noesis, and in the game. have u encountered this issue before?
added edit: found that changing the alpha to grey / white made the texure visible..
on the left is a full white alpha, right is 50% grey. but black shows no texture
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trying to learn
Posts: 196
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Post by themimegogo on Feb 26, 2019 23:53:27 GMT 10
Btw, Ive been editing the .atos.10 files the same way we do with the normr and albm but with the only difference being saving out the dds file as BC1 instead of BC7 Edit:
I've been stuck at getting rid of the shiny metall issue ive been having. seems to be a problem with the albm file - when i save it out without an alpha - BC7 the texture shows up fine, but if i save with a black alpha like you teach, the texture doesnt show up in noesis, and in the game. have u encountered this issue before?
added edit: found that changing the alpha to grey / white made the texure visible..
on the left is a full white alpha, right is 50% grey. but black shows no texture The alpha in the albm texture is the metalnes. If you make it grey it will look 50% metallic, and white will be 100% metallic.
but when i put the alpha to 100 % black - texture not appearing. charcacter only has grey shader im positive i followed every step - from dds compression to proper hex header copying.
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Post by cruiser44 on Feb 27, 2019 1:52:34 GMT 10
Hey, thank you so much for this detailed tutorial. So far I succeeded the step where I include my own model but I am failing to apply the texture. The map texture fits perfectly my model on 3D Studio Max but when I apply it in the game it look stretched and doesn't fit at all. I checked UV Editor and seen the everything is defined as it should be. I did many tests but no success so decided to write here. Can you help me with that? Thanks
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Post by cruiser44 on Feb 27, 2019 2:03:03 GMT 10
Your Taskmaster looks really cool and way better than my model XD. I am also having the shinning metal issue. Any success with it? I also wonder if you encountered any problems when applying the texture to your model as it doesn't looks the case? In my case the texture map works perfectly on 3d studio max but when applied to the model in game it's looks deformed like if it's not made for the same model. I remarked that 3D studio max use .mtl file to know how to wrap the texture? How can I include this information in the game? Thanks
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Post by cruiser44 on Feb 27, 2019 6:10:44 GMT 10
In this tutorial you show how to substitute the body. What about the head? Is is possible to do it? I saw that someone here manage to swap the head of Leon by the one of the taskmaster. How this was done please? Thanks
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trying to learn
Posts: 196
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Post by themimegogo on Feb 27, 2019 10:33:41 GMT 10
hey Cruiser!
you have 3 issues yes? I'll help u as best as I can. (I'm only assuming that you have the same problems I encountered, otherwise you might be going thru a different problem).
1 - messy UV in-game despite looking correct in 3DSMax:
Before you skin your mesh to the rig, did you re-export it as an FBX from noesis? I was having the crazy f'd up UVs even tho everything is looking correct in Max. What you might need to do is, export just your mesh as an FBX, ideally remove any modifier from it. Open the FBX you just exported from max in Noesis, then from noesis, export it as an FBX AGAIN, then bring that back into max.
When you bring it back into max after that, the mesh will get cut up into (forgot the correct name for the component) polygon islands / patches / poylgons based on the UV mapping. THEN you can proceed to skinning it after that. This process is detailed around 25 mins in Toraneko's video
2 - shiny charcter:
At the moment I am troubleshooting this issue as well. What Toraneko teaches is making perfect sense. the .ablm.10 file (basically your diffuse map + metalness map) is using the RGB for the image, and is using the alpha for the metalness. And bumping the alpha down to full black SHOULD remove the shiny metalness from the character - but instead, even in noesis it hides my RGB as if it was obeying the alpha for transparency.
For now I am using 50% grey just so i could see my texture in the game, but I'm still figuring out how to fix this myself.
3 - hide the head:
Since we are editing the costume, it's made of 3 parts in the .pfb.16 files - head, hair and body. My Taskmaster is only a Body mesh, and even tho I could separate the head if I wanted to, for me personally it was more convenient to keep it as one mesh. Toraneko's sexy leon is using the ingame head so he didnt have the same trouble i did.
At first I tried just removing the head and hair prefabs - but that will cause the character to freeze after cutscenes, and in some cases it cause cutscenes not to trigger at all. A technique I noticed that the hunk mod uses is that they duplicate the head pfb and rename it to the hair pfb so the Hunk mods are actually using the head model 2x. I tried that with the body (so all 3 pfbs were pointing to the body, but it also caused freezing and hanging).
(I think Toraneko may have a better method for removing the head) - but the workaround I did was to also replace leon's default head (located in pl0050). be very careful! make sure you back up your default files or else you'll mess up your game. With Leon's head, what i did was I just created a 1 polygon mesh made sure it was tiny and skinned it to the head bone (so it ends up inside the Taskmaster head), and I used that tiny polygon to replace leon's head, and then the pfb for both head and hair was pointing to that tiny polygon - viola instant invisible head.
Please give these a try... Hope your mod works out.
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trying to learn
Posts: 196
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Post by themimegogo on Feb 27, 2019 10:54:44 GMT 10
themimegogo I suspect the problem with your albm textures lays in the header you are replacing. Try to copy the header from a different albm texture and see if you can find one that works. I might just have been lucky with mine. alright i'll try thanks bro
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Post by gaggiame on Feb 28, 2019 3:20:13 GMT 10
excellent guide, excellent work my friend.
But I have a slight problem in following the guide:
because when I try to export the model containing the clothes of the character (as in the video), I can export them correctly, but if I try to export the models of the faces 3ds max crash ? i use 3ds max 2019 .
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