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 May 7, 2019 23:16:37 GMT 10
name: RE2 Model tool Version: 0.3JT by: maliwei777edited by: Crazy Potato, Jackal, and myself Heya~ so this is an edit of an edit of an edit of Maliwei's RE2 Remake model tool. Crazy Potato edited the script to support models with only 1 LOD, Jackal edited the tool to support importing models with more or less than 5 LODs for all models. all I did was fix the tool so it supports models that have no bones. like dead katherine: anyway: the usage of the tool is pretty much identical to other versions of the model tool with a few small exceptions: Made a small change to the max script that jackal edited so that it now correctly supports importing static meshes when having the tickbox "import skin" set to false when importing a mesh that has no bones. there's now a new checkbox that says "export without skin" when having that checked you can export models without skin modifier. Ingame it'll be completely static linkI'm by no means a programmer so please don't ask me to fix the models that import without skin modifiers or correct bone names... again full credit to the tool goes to Maliwei.
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Posts: 366
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Post by mangakagirl on May 7, 2019 23:31:20 GMT 10
I didnt test this but Jackal's multi lod script works well except head. it never import head for me
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Post by VLADISLAV on May 8, 2019 23:44:54 GMT 10
I have questions. 01. And it made sense to do 8 LODS import models, if only 5 LODS models are enough for the correct display of models in the game? Just with these 8 LODS models, immediately added how many problems:
A) Much longer now, 3DS MAX loads models, due to the fact that there are more models by 3 LODS models. B) It became much longer and more difficult to edit models and make mods in the program. C) After exporting models, file size will now be larger with export 5 LODS models is file size 4Mb and with export 8 LODS models file size is 7Mb.
02. Jesus Christ! and in this version of the script, a serious BUG with normals on the mesh is not fixed when importing models, and the mesh models have normals broken, every time you have to manually edit normals on all 5 LODS models, and now every time you do it on all 8 LODS models before export? It takes a lot of time for this shit.
And I already on this forum, in different topics, wrote about this bug in a script that was discovered in the first version of the script 0.2 But no one hears me, and therefore nobody fixes a damn bug. So all modders like to spend a lot of time manually fixing on all 5-8 lods mesh models that are broken when imported normals. But modders do not even realize how much it will make life easier for everyone, save time, save power, and save nerves when this bug with normals when importing models will be fixed. Hear me at last. Then thank me yourself, tell me for it.
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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 May 8, 2019 23:58:50 GMT 10
I have questions. 01. And it made sense to do 8 LODS import models, if only 5 LODS models are enough for the correct display of models in the game? Just with these 8 LODS models, immediately added how many problems: A) Much longer now, 3DS MAX loads models, due to the fact that there are more models by 3 LODS models. B) It became much longer and more difficult to edit models and make mods in the program. C) After exporting models, the file began to weigh more (for example: pl1000.mesh.1808312334) 02. Jesus Christ! and in this version of the script, a serious BUG with normals on the mesh is not fixed when importing models, and the mesh models have normals broken, every time you have to manually edit normals on all 5 LODS models, and now every time you do it on all 8 LODS models before export? It takes a lot of time for this shit. And I already on this forum, in different topics, wrote about this bug in a script that was discovered in the first version of the script 0.2 But no one hears me, and therefore nobody fixes a damn bug. So all modders like to spend a lot of time manually fixing on all 5-8 lods mesh models that are broken when imported normals. But modders do not even realize how much it will make life easier for everyone, save time, save power, and save nerves when this bug with normals when importing models will be fixed. Hear me at last. Then thank me yourself, tell me for it. 1 those aren't really questions it's just you "yelling". 2 I said I'm not a programmer so I can't fix these issues with the normals, I just added support for static meshes without any bones/skin modifier. 3 some models like Mr. X do not display correctly without all 8 LODs. 4 yeah loading more models takes more time... that makes sense, but again some models do need all these 8 LODs to work correctly 5 this version was also mainly made to import static meshes. a lot of which only have 1 LOD, and I thought I'd share it here because initially I had only shared it on the discord group, and thought other people might have use for it. the bug with the normals is annoying, but again I'm not a programmer and I only edited the script made by someone else. So I don't think I can fix that.
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Post by VLADISLAV on May 9, 2019 0:13:36 GMT 10
I have questions. 01. And it made sense to do 8 LODS import models, if only 5 LODS models are enough for the correct display of models in the game? Just with these 8 LODS models, immediately added how many problems: A) Much longer now, 3DS MAX loads models, due to the fact that there are more models by 3 LODS models. B) It became much longer and more difficult to edit models and make mods in the program. C) After exporting models, the file began to weigh more (for example: pl1000.mesh.1808312334) 02. Jesus Christ! and in this version of the script, a serious BUG with normals on the mesh is not fixed when importing models, and the mesh models have normals broken, every time you have to manually edit normals on all 5 LODS models, and now every time you do it on all 8 LODS models before export? It takes a lot of time for this shit. And I already on this forum, in different topics, wrote about this bug in a script that was discovered in the first version of the script 0.2 But no one hears me, and therefore nobody fixes a damn bug. So all modders like to spend a lot of time manually fixing on all 5-8 lods mesh models that are broken when imported normals. But modders do not even realize how much it will make life easier for everyone, save time, save power, and save nerves when this bug with normals when importing models will be fixed. Hear me at last. Then thank me yourself, tell me for it. 1 those aren't really questions it's just you "yelling". 2 I said I'm not a programmer so I can't fix these issues with the normals, I just added support for static meshes without any bones/skin modifier. 3 some models like Mr. X do not display correctly without all 8 LODs. 4 yeah loading more models takes more time... that makes sense, but again some models do need all these 8 LODs to work correctly 5 this version was also mainly made to import static meshes. a lot of which only have 1 LOD, and I thought I'd share it here because initially I had only shared it on the discord group, and thought other people might have use for it. the bug with the normals is annoying, but again I'm not a programmer and I only edited the script made by someone else. So I don't think I can fix that. I understand that you are not a programmer, and that you did not create this script, but that it was created by a Chinese modder. But can you tell someone about this fucking bug with normals when importing models, so that this person can fix the bug? For example, tell the people who edited this version of the script Crazy Potato, Jackal. Or contact the Chinese modder who created this script to fix his bug? Well, how much will we still be so tormented with this manual editing normals so that when exporting all the models look whole and not broken in some places?
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Post by jememo on May 31, 2019 18:31:28 GMT 10
RE2R_PC_v0.3jt.ms ? wonder how far can you go for the cheekiness.
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Post by jememo on May 31, 2019 18:32:04 GMT 10
1 those aren't really questions it's just you "yelling". 2 I said I'm not a programmer so I can't fix these issues with the normals, I just added support for static meshes without any bones/skin modifier. 3 some models like Mr. X do not display correctly without all 8 LODs. 4 yeah loading more models takes more time... that makes sense, but again some models do need all these 8 LODs to work correctly 5 this version was also mainly made to import static meshes. a lot of which only have 1 LOD, and I thought I'd share it here because initially I had only shared it on the discord group, and thought other people might have use for it. the bug with the normals is annoying, but again I'm not a programmer and I only edited the script made by someone else. So I don't think I can fix that. I understand that you are not a programmer, and that you did not create this script, but that it was created by a Chinese modder. But can you tell someone about this fucking bug with normals when importing models, so that this person can fix the bug? For example, tell the people who edited this version of the script Crazy Potato, Jackal. Or contact the Chinese modder who created this script to fix his bug? Well, how much will we still be so tormented with this manual editing normals so that when exporting all the models look whole and not broken in some places? They don't even contact him before editing his work, you think they will now?
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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 Jun 1, 2019 0:07:18 GMT 10
They don't even contact him before editing his work, you think they will now? in the OP I also said that the tool is made by Maliwei. all I did was edit it so it supports more models. I guess you'd rather have people not share fixes/improvements. also this happened with every past RE game when Maliwei made tools. he makes the tool so that he can make a nude mod and then he usually moves on to other proejcts/games. it's almost always been other people improving functionality of those tools. as for this: RE2R_PC_v0.3jt.ms ? wonder how far can you go for the cheekiness. I have like 8 different versions of the RE2 script in my 3ds max plugin folder. I named it "_JT" mainly for myself to know which one was the version I edited.
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