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Post by uvtex on Feb 28, 2019 3:59:48 GMT 10
I am not sure what to do if I wanna just modify the meshes only of other mods or your mod, like morphing body by just importing everything from the mod folder. It would be helpful if you can help me. Thanks for your amazing tutorial helped me import 3D models.
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trying to learn
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Post by themimegogo on Feb 28, 2019 12:59:30 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 Everything you taught to the letter is 100% correct!
I'm finally over the can't get rid of the shiny issue nonsense from my albm files.
What i did (wrongly) was just save out to DDS an old multilayered photoshop file that i used to have which came with the taskmaster model. Even tho I got rid of the other layers, i didn't flatten it like you did in the video. Now that I have, im managed to get rid of the shiny metal problem that ive been having for quire a long time!
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Post by uvtex on Mar 1, 2019 12:44:14 GMT 10
I am not sure what to do if I wanna just modify the meshes only of other mods or your mod, like morphing body by just importing everything from the mod folder. It would be helpful if you can help me. Thanks for your amazing tutorial helped me import 3D models. If you just want to modify an existing mesh should be easy, what problem do you have? I have followed all the steps in the video tutorial, but I had a big problem. When I selected LODGroup mesh that I edited to export, nothing showed up as DONE! and if I get the same edited mod in the game it shows checkered textures. Mod already contains textures, do I really have to do it all over again as if I was making a new model?
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trying to learn
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Post by themimegogo on Mar 1, 2019 19:21:08 GMT 10
If you just want to modify an existing mesh should be easy, what problem do you have? I have followed all the steps in the video tutorial, but I had a big problem. When I selected LODGroup mesh that I edited to export, nothing showed up as DONE! and if I get the same edited mod in the game it shows checkered textures. Mod already contains textures, do I really have to do it all over again as if I was making a new model? I recall encountering this issue when i tried to just outright overwrite the hunk model and mr x model with my taskmaster. For mr x i was getting the checkered t pose, but for hunk, it was skinned but with no texture. Its obvious from the mr x swap, that he is not using the same bones as the player models, hence the t pose. But even tho my guy successfully replaced the hunk body, the pfb.16 files are still targeting hunks textures, which is not assigned to the mesh u exported. This is my best guess for what youre going thru
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Post by uvtex on Mar 2, 2019 0:50:45 GMT 10
Are you messing with the joints? It looks like you are modifying the mesh overwriting the skinning. The mesh must be completely skinned to all the bones, or it won't work. I modified the waist size in zbrush, making it smaller after I imported the original mod mesh to zbrush. This one is causing the problem?
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Post by uvtex on Mar 2, 2019 11:50:21 GMT 10
yes i did, i selected all of the main ones and after that it showed me all of the joints including arms and waist hips etc. did that part.
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Post by originrm on Mar 6, 2019 2:52:58 GMT 10
Hi everybody, i was trying to put another mesh over the Noir one. I've found a model that matches my tastes, but i can't figure out how to put it in position like the original one (every model i find is in T position). Is there a way to do that (maybe linking something to the bones), or I actually have to adjust it manually?
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trying to learn
Posts: 196
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Post by themimegogo on Mar 6, 2019 9:35:28 GMT 10
Hi everybody, i was trying to put another mesh over the Noir one. I've found a model that matches my tastes, but i can't figure out how to put it in position like the original one (every model i find is in T position). Is there a way to do that (maybe linking something to the bones), or I actually have to adjust it manually? You have to adjust it manually. If your mesh is already skinned beforehand to its own rig, you can use it to match the games charactets and their poses. In my owm experience i even had to change a character's arm length just so the can match...
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Post by gaggiame on Mar 6, 2019 9:54:01 GMT 10
I have a problem with this tutorial: when I try to do the skin wrap of my modified model, I get an erroe that says "skin modifier not found on lodgroup_1_Mainmash_1_submesh_5
What could I have done wrong?
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trying to learn
Posts: 196
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Post by themimegogo on Mar 6, 2019 11:39:25 GMT 10
I have a problem with this tutorial: when I try to do the skin wrap of my modified model, I get an erroe that says "skin modifier not found on lodgroup_1_Mainmash_1_submesh_5 What could I have done wrong? It means that your target mesh doesn't have the skin modifier. (uh oh, I suspect you might have imported the mesh into max without the skin option checked) Anyway, the target (the one you target after you have applied a skin wrap modifier) mesh's Modifier Stack MUST look like this:
or else the skin wrap wont work.
In principle this is what should be happening:
1 - you imported into max, a character model from the game. That model, has modifiers (in this case, skin) that allows it to obey the in-game skeleton (aka rig). The rig should be there along with the model when you imported it.
2 - you use a modifier (in this case, skinwrap) to sort of "gift wrap" your character around the character that came from the game. the skinwrap modifer will look for a skin modifier in the the target model. If the target model has no skin modifier - then you get the error message that you posted.
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Post by kite on Mar 6, 2019 21:52:08 GMT 10
I have 3ds max 2014, and half of the times I try to import a model with the script, the app crashes, it always happens with any part of the Mr X model, do you know any way to fix it?
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Post by tblpblpbl on Mar 6, 2019 22:53:37 GMT 10
Can anybody help export model from 3D Max? I don't know that wrong. I use 3D Max 2014, do all step by step like in a video, but while exporting program hangs for 30-45 minutes and gives an error.
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Post by kite on Mar 6, 2019 23:35:46 GMT 10
Can anybody help export model from 3D Max? I don't know that wrong. I use 3D Max 2014, do all step by step like in a video, but while exporting program hangs for 30-45 minutes and gives an error. Same, but on importing and with half of the models, not all of them.
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Post by gaggiame on Mar 7, 2019 7:55:57 GMT 10
I have a problem with this tutorial: when I try to do the skin wrap of my modified model, I get an erroe that says "skin modifier not found on lodgroup_1_Mainmash_1_submesh_5 What could I have done wrong? It means that your target mesh doesn't have the skin modifier. (uh oh, I suspect you might have imported the mesh into max without the skin option checked) Anyway, the target (the one you target after you have applied a skin wrap modifier) mesh's Modifier Stack MUST look like this:
or else the skin wrap wont work.
In principle this is what should be happening:
1 - you imported into max, a character model from the game. That model, has modifiers (in this case, skin) that allows it to obey the in-game skeleton (aka rig). The rig should be there along with the model when you imported it.
2 - you use a modifier (in this case, skinwrap) to sort of "gift wrap" your character around the character that came from the game. the skinwrap modifer will look for a skin modifier in the the target model. If the target model has no skin modifier - then you get the error message that you posted.
now I have another problem: I managed to import my mesh inside the game, but when I start it, if I'm still the mesh is perfectly visible, if I start to run it becomes transparent. Sometimes it becomes transparent even when changing the camera angle and I do not understand what this error is due to. can you help me ?
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trying to learn
Posts: 196
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Post by themimegogo on Mar 7, 2019 10:03:30 GMT 10
now I have another problem: I managed to import my mesh inside the game, but when I start it, if I'm still the mesh is perfectly visible, if I start to run it becomes transparent. Sometimes it becomes transparent even when changing the camera angle and I do not understand what this error is due to. can you help me ?
gaggiame , you are experiencing this problem because you only exported 1 LOD, everything you did up to the point of exporting (as taught in the video) is correct. I was surprised it wasnt mentioned in the video but basically you need to duplicate your object 4 more times (you will export 5 objects in total) and you need to rename each object "LODGroup_#_MainMesh_blah blah blah" but change # into 1 ~ 5
What's happening is the the game will display a differen LOD (Level of Detail) object depending on the demands / limits of your pc at any given moment. So whenever it was turning invisible, it meant that it was trying to display a different # LOD, but since you only exported # 1, it isnt displaying any of the other 2 ~ 5 meshes.
toraneko I looked at your video again because of this question. I was surprised the tutorial made no mention about the LODs? If you got them to work with just 1 LOD im curious to know how lol.
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kite I am using Max 2017. I just gave Mr. X a try, I was able to import it into max within a minute.
I'm not really sure at the moment, but I might have read somewhere that there are issues with different versions of Max when importing. I could be wrong. But there's an alternative way to grab the models from the game. Maybe you can try what is shown here:
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