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Post by benjaminsisko on May 30, 2019 12:02:05 GMT 10
Ok, I get that now, but what about the uvw mapping? When you attach them during the skin wrap process the uvw overlaps. How would you seperate the uvw to look for a second texture rather than overlapping the body? Change its map channel to 3 or something? And are you supposed to direct these before you start skin wrap process or during process? I can alter the uvw to work on one texture but gets tight Fallout 4 games we had a material editor to direct things to a specific texture, but this process is more complicated Thanks for the help so far, you guys have been great That I have no clue:/ other than keeping them as separate objects
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Post by vipervenom1977 on Jun 1, 2019 8:13:38 GMT 10
I will try to experiment with things and see how it works out and I let you know if can come to a solid answer and proper process of how I did it if I can figure it out So far I just keep to one image but been trying to see if I can export more than just the LODGROUP_1_MAINMESH_1_SUBMESH_1 such as a LODGROUP_1_MAINMESH_3_SUBMESH_1 as well to direct them to the bottom image texture. Tutorial was meant to show the primary process of getting into the game which was actually very detailed on specifics even if a few minor steps were left out(which I am highly grateful for his time creating it). Some things we need to just learn with trial and error.
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Post by mangakagirl on Jun 1, 2019 8:21:21 GMT 10
no you change only sub mesh number for changing texture source. Lod is for lod count in game (duplicate for 5) never touch main mesh number let it there.
always copy name from original model of game
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Post by es47 on Jun 4, 2019 19:25:46 GMT 10
Why is this happening? (model distortion) I do everything as in the tutorial.
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Post by mangakagirl on Jun 4, 2019 23:10:10 GMT 10
Why is this happening? (model distortion) I do everything as in the tutorial.
He doesnt explain rigging part. You need to rig your model you can find 3ds max tutorials around
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Post by es47 on Jun 5, 2019 1:51:21 GMT 10
Why is this happening? (model distortion) I do everything as in the tutorial.
He doesnt explain rigging part. You need to rig your model you can find 3ds max tutorials around Problem: - I use the skin wrap modifier (the models are identical). I do everything the same as before, but I get an error. I wanted to know if someone faced the same. and what solution found. I still do not understand at what stage the error
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Post by mangakagirl on Jun 5, 2019 1:59:02 GMT 10
im telling you its rigging. go to skin modifier and adjust weight. also remove weight 0,01. you need to check 3ds max rigging tutorials
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Post by vipervenom1977 on Jun 11, 2019 11:55:42 GMT 10
What's the difference between doing the military and elza Walker mesh? Every time I try the military I end up with a half invisible character There some different settings on the military for claire I should be using?
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Post by es47 on Jun 18, 2019 20:47:31 GMT 10
I found a error. such a glitch occurs if the model is exported to a mesh from another model. for example ada-mesh to claire-mesh.
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Post by mangakagirl on Jun 19, 2019 0:24:54 GMT 10
Of course you should never export to different model except you converted to other format and imply on another model
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Post by deletedmods on Aug 23, 2019 15:45:56 GMT 10
Toraneko says that we are out of luck if we do not have DLC. I do not have the DLC but thought I could test this method on the game files I do have. I do still have models in my RE2 files.
I open the Chinese file 教程. I tell RE2R_PC_v0.2_XNA where Microsoft.Xna.Framework.dll is located. I place re2_pak_names_release.list and re2_pak_unpack_2.bms inside quickbms folder along with all of the other quickbms files.
I move “r e2_pak_unpack_2.bms” onto “quickbms_4gb_files” and it seems fine until I try to save. When I try to create a new folder for the saved files. I don’t even end up with an empty folder which says to me that it’s a complete failure.
With Ninja Ripper I was also never able to extract any models or dds files. When I was using Ninja Ripper I assumed I was overlooking something. But the same problem with two different programs. This time I am not so confident that I am to blame. Unless of course this QuickBMS strategy really does only work on DLC?
I have a hard copy of the game. It is still in my steam library…. I don’t know if that makes any difference. I’m really grasping at straws here.
This is both very frustrating and depressing. There are a lot of mods I really want to start work on.
Edit: It is my understanding that QuickBMS doesn't work well on the main game files after some update or another. But I still believe that I should be getting more than 0%. Anyway if an update is the problem. Then the solution would be to use an update free version. Now as I said I have a hard copy of the game. However it forced me to update it on Steam before playing. But I was just thinking that's probably because I have Steam. So if I uninstalled Steam and Resident Evil 2. Then maybe I could install an update free version of Resident Evil 2.
Anyone know what happens if you install a hard copy without steam on your computer? For all I know it's going to come up "this game requires steam." Alternatively it would just be a waste of time for different reasons.
My current plan is the obvious. I'll download one of those free DLC skins and see if that fixes the problem. Now that I think about it 99% of other peoples RE2 mods that I have downloaded are for the DLC. So that by itself does imply something.
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Random Modder
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Post by Snipz on Aug 24, 2019 11:24:51 GMT 10
A lot of people seem to have issues extracting the games pak files, most of the time I see people using quick BMS. People should use Fluffyquacks pak tool instead found here.It doesn't have issues and is easy to use.
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Post by deletedmods on Aug 28, 2019 15:55:34 GMT 10
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Post by denism on Dec 12, 2019 22:53:05 GMT 10
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Post by akennedy on Feb 24, 2020 2:55:45 GMT 10
Ive followed every step but I keep getting white and yellow checkers for my textures. What do I do??
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