Post by syncroe on Mar 16, 2019 12:06:25 GMT 10
Set your expectations very low. I'll give you the process from 30,000ft.Scenario 1: Swapping between existing models:
Scenario 2: Swapping in your own models on top of existing models:
- Make an empty mod folder using FluffyQuack's modmanager. <FluffyQuack>\Games\DMC5\<yourmod>
- Recreate folder structure of the character you wish to replace inside your mod folder. Use the unpacked archive as a reference.
- Base models: native\x64\characters\*
- High quality versions (LOD0): native\x64\streaming\characters\*
- Copy the relevant _MDF2, _MESH, and _CHAIN files from the character you want to use into your mod folder. Rename your mod's files to match the ones used by the existing character.
- It's not yet clear whether there's any hardcoded magic involved in asset loading.
- Inspect your files for clues. A generic process cannot exist because the engine provides many override facilities to join meshes and bones. The conventions Capcom used are inconsistent across genders, NPCs, playable characters, and other boundaries. I'd expect most prefab/weapon/item replacements to work without issues, but you will run into snafus with characters pretty quickly. For example, female player heads don't fit properly on male player heads - but some do. Because, conventions.
- I suggest contacting lukascone.wordpress.com/2017/06/18/mt-framework-tools/ , forking his work or taking the repo, and then convincing the moderators of all the DMC5 forums to put up a giant MODDING sticky that redirects to said github and then delete all these stupid subgroups they've prematurely created. There's no excuse for the current state of affairs: releasing software in forum attachments and mediafire links is stupid on every level and should not be encouraged or supported.