Spotty normals have been completely fixed! The normals on mods are still not 100% what they should be compared to the normals on Capcom models, but this is a giant leap in the right direction and makes them look so, so much better.
Tangent space calculation in the script has been fixed. Now all exported submeshes are as clean as submesh_1. However, not all models are compatible with the tangent space formula, and some will generate garbled tangents. You can test to see if your model is broken with regard to tangent calculation by using my tangent tool (download here) to generate normals on the model that will visualize the calculated tangents. If your model is incapable of having them calculated, you can fix it to make it capable by using ResetMesh on the model, or by exporting it as FBX and then exporting the FBX as OBJ from Noesis. Visualized tangents should appear like this, when working correctly:
Make sure your normal map works with the handedness of your generated tangents. If it does not, your model will have inverted shadows and seams appearing between the UVs. This can be fixed by changing the "flip handedness" checkbox in the script export, or by inverting the green channel of your normal map. The vast majority of models for RE Engine seem to have flipped-handedness.
The script can also import original normals from any saved model now, including from Capcom models. This is very useful for preserving well-crafted normals and normals across neck seams.
A feature has been added to allow weighted normals to be generated on selected meshes. Weighted normals are especially adapted to preserving bevels and hard angles, and look better for the kind of low-poly geometry seen in games.
Another feature has been added in the form of a "Re-import 3DS" button. This will fix most issues with your mesh and create a fresh duplicate with correct UV maps.
Finally, the script has been updated to be able to export all kinds of meshes, including static ones with no bones, such as stages and props.
Her bikini panty looks a little strange in 3dsmax after importing and when the texture is applied those dark areas are still visible.
The bikini mesh is broken and needs to be optimized. Use resetmesh on it, or export the mesh as OBJ from Noesis until it is able to generate valid tangents. Once it is able to generate valid tangents, it will also be synchronized to be able to import valid normals:
Tangent space calculation in the script has been fixed. Now all exported submeshes are as clean as submesh_1. However, not all models are compatible with the tangent space formula, and some will generate garbled tangents. You can test to see if your model is broken with regard to tangent calculation by using my tangent tool (download here) to generate normals on the model that will visualize the calculated tangents. If your model is incapable of having them calculated, you can fix it to make it capable by using ResetMesh on the model, or by exporting it as FBX and then exporting the FBX as OBJ from Noesis.
-Import skeleton now has a "T-pose" checkbox. Check the box and import a skeleton to import it T-posed. Change the "threshold" to adjust how much of the mesh is T-posed vs how much is A-posed. Different models require different thresholds to successfully T-pose without any twisted joints. Set it to -1 to import the model 100% T-posed. Set it to 0 to import the model by its local bone transforms instead of the normal global transforms.
-You can now add un-numbered bones to the list of bones in the Skin modifier, if there is space in the hex of the MESH file to add them. Select the un-numbered bone in the skeleton, click "Add Bone" and choose the MESH file you want to add it to. When you import that MESH, the bone will be the last bone in the list
Some joints may need to be manually rotated or un-rotated by 90 degrees. From T-pose, you can save the skeleton as global positions to another mesh file for easy loading. With this, you can easily rig other T-posed characters from outside Resident Evil to RE characters without having to put them in A-pose. Just skin wrap them to the T-posed RE character, and use import skeleton to put them back to the A-pose positions and get them ready for the game.
For add-bone, here you can see I added the l_weapon bone to the bones list. I selected it in the skeleton, then clicked "Add Bone" and chose my mesh file to add it to. Then I imported that mesh file with the script, and got this:
Crash fixes for stages / static meshes and RE2 meshes
Weapons meshes are exported correctly without ever being invisible
Face UVs are no longer imported because they were causing UV corruption in the RE7 script, and because vertex UVs are enough anyway
Much improved T-pose skeleton import, with less twisted bones
"Add Bone" can now add one more bone than it could before
Submeshes now have custom Object Properties when you right click on them, one of which is MDF_Material = . Changing this user property changes what material the submesh uses from its MDF file
"Use New Naming Scheme" checkbox lets you import and export with submeshes numbered by order rather than by material, so every mainmesh will have submesh_1,2,3,4 etc instead of things like 2,3,6,7
Object Properties When you import a model, it will have special user-properties added to it by the script that define what material it uses and what submesh it is. You can see these properties by right clicking on the submesh and going to its Object Properties, like this:
The submesh property is not currently used, but changing the number in the MDF_Material property will actually change what material that submesh uses. It corresponds to the same list of numbers used by the model's MDF file for its materials used on the model. UPDATE: as of v1.35a, MDF_Material will be ignored during export unless the third property, Write_MDF_Material, is set to true.
New Naming Scheme To explain the purpose of the New Naming Scheme, I think it's best to show you a model that requires it. Here is a mesh of Jill that has her first 12 submeshes all combined onto Mainmesh_1. Normally, all of mainmesh_2 and mainmesh_3 (8 submeshes) are made invisible from the start of RE3 until Jill picks up the pistol from the dead cop. This hacked mesh combines the structures of Mainmesh_2 and Mainmesh_3 all together onto Mainmesh_1, which will never go invisible:
...but some of those submeshes use the same material, so with the old naming scheme Maliwei made for the script, there would be multiple LODGroup_1_Mainmesh_1_Submesh_2's, for example, and they would be skipped or exported to the wrong places in the file. That's why you need to use the new naming scheme. Checking the "Use New Naming Scheme" checkbox will organize the imported submeshes by their order in the file, rather than by what material they use. So Mainmesh_1 will now be populated by Submesh_1,2,3,4 etc instead of having an odd ordering like Submesh_2,3,5,6, and every other mainmesh will have its submeshes ordered numerically as well.
You can download the combined-mainmesh model here. It is a version of Jill's default costume meant for the full-game, with a head bone added. It and any mods made over it must be imported and exported using the new naming scheme.
packman: are there any re resistance players?
Sept 29, 2023 14:18:24 GMT 10
Lostdaniel: Hello friend ! I would like to make changes to the story mode of resident evil 4 remaker, modifying the enemies at first, but I don't have the editing tool. Can you send me the tool?
Sept 29, 2023 21:27:30 GMT 10
- Cᴏɴᴅ3ᴍɴᴇᴅ -: dang er bear error on my screen
Sept 30, 2023 11:06:52 GMT 10