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Post by alphaz on Jul 3, 2020 3:39:35 GMT 10
Is there a video tutorial for total beginners? Unfortunately no, not for modding RE Engine meshes in Blender. The whole idea of doing that is as new as this thread. Hopefully someone will make one though (not me, though - I have no idea how to use Blender). I imagine it should work the same way as in 3ds Max, where you rig everything you want in your modded mesh to the skeleton / armature of the original model so that it moves perfectly with the original model's bones. You would do this with weight transfer or data transfer I guess, whatever Blender uses as an equivalent to 3ds Max's Skin-Wrap. UV's and textures are usually included with the stuff you are trying to mod into the game, you just need to make your textures into RE Engine format and replace the original textures of the Capcom model with them. I'm not sure how you average normals / smooth seams in Blender, but that may have to be done too, if you can see seams on them in the Blender viewport.
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Post by johnnyfromthe80s on Jul 3, 2020 3:54:56 GMT 10
I would love to learn how to do character mods and add models from other games. I wish I knew how to do this for the RE 4, 7, Remake2&3 lol
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Post by theflyingmuffin on Jul 3, 2020 5:36:41 GMT 10
So alpha, it seems like my mod has started causing slowdowns out of nowhere ?? I did change bone hierarchy (made the holster physics be attached to the hips), so that might have something to do with it but still it's weird, I dunno. I don't remember if I did that before or after the slowdown started to occur. It was working fine until a few mod upgrades ago and all that changed since them was rigging. I'll test around with this mod without changing the skeleton so maybe that might help. It's weird though because I lowed the set_prop bones deep underground in blender to make the pistol disappear when put away but it's still there. Does moving bones only work when done in Noesis?
Thought it might be good to post this in case it is something to do with the exporter but still... it's weird.
I've also not been able to export RE2 meshes ( I did use a mod to test though, not an original game mesh) too. The model can be exported and edited just fine in blender (I wanted to fix the normals, and it worked!) but when exporting it as RE2 mesh it just refuses to work. I did replace the .1934343434344343 something with .180909090909 somethingsomething in the Noesis script too.
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Post by alphaz on Jul 3, 2020 9:03:25 GMT 10
So alpha, it seems like my mod has started causing slowdowns out of nowhere ?? I did change bone hierarchy (made the holster physics be attached to the hips), so that might have something to do with it but still it's weird, I dunno. I don't remember if I did that before or after the slowdown started to occur. It was working fine until a few mod upgrades ago and all that changed since them was rigging. I'll test around with this mod without changing the skeleton so maybe that might help. It's weird though because I lowed the set_prop bones deep underground in blender to make the pistol disappear when put away but it's still there. Does moving bones only work when done in Noesis? Thought it might be good to post this in case it is something to do with the exporter but still... it's weird. I've also not been able to export RE2 meshes ( I did use a mod to test though, not an original game mesh) too. The model can be exported and edited just fine in blender (I wanted to fix the normals, and it worked!) but when exporting it as RE2 mesh it just refuses to work. I did replace the .1934343434344343 something with .180909090909 somethingsomething in the Noesis script too. Moving the bones works in Blender, Noesis and Max. It's hardest to do in Noesis though. You move setProp_A_00 to hide Jill's pistol and setProp_B_00 to hide her long gun. For RE2 characters, the bones are different, it's setProp_C and setProp_D or something, I can't remember exactly. You can tell by looking at where the bones are on the model. You can see the skeleton inside Noesis by clicking the little red skull in the preview window. I've never heard on a model causing slowdowns, it's probably something else. I just imported Claire's pl1003 model, loaded it into blender, edited it, exported it as FBX and exported it as MESH and the final MESH file works fine. How do you mean it "refuses to work"? Make sure you are giving it the right file extension. You can change the default one to be for RE2 in the global script options in the py file.
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Post by kingestefano on Jul 3, 2020 10:57:35 GMT 10
I mannaged to export the stuff i wanted, but one question remains, is there a way to export zones with their complete assets pack ? Or do i need to make the scenarios myself looking for every piece ?
Thanks for the help in advance! ^^
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Post by theflyingmuffin on Jul 3, 2020 11:18:46 GMT 10
So alpha, it seems like my mod has started causing slowdowns out of nowhere ?? I did change bone hierarchy (made the holster physics be attached to the hips), so that might have something to do with it but still it's weird, I dunno. I don't remember if I did that before or after the slowdown started to occur. It was working fine until a few mod upgrades ago and all that changed since them was rigging. I'll test around with this mod without changing the skeleton so maybe that might help. It's weird though because I lowed the set_prop bones deep underground in blender to make the pistol disappear when put away but it's still there. Does moving bones only work when done in Noesis? Thought it might be good to post this in case it is something to do with the exporter but still... it's weird. I've also not been able to export RE2 meshes ( I did use a mod to test though, not an original game mesh) too. The model can be exported and edited just fine in blender (I wanted to fix the normals, and it worked!) but when exporting it as RE2 mesh it just refuses to work. I did replace the .1934343434344343 something with .180909090909 somethingsomething in the Noesis script too. Moving the bones works in Blender, Noesis and Max. It's hardest to do in Noesis though. You move setProp_A_00 to hide Jill's pistol and setProp_B_00 to hide her long gun. For RE2 characters, the bones are different, it's setProp_C and setProp_D or something, I can't remember exactly. You can tell by looking at where the bones are on the model. You can see the skeleton inside Noesis by clicking the little red skull in the preview window. I've never heard on a model causing slowdowns, it's probably something else. I just imported Claire's pl1003 model, loaded it into blender, edited it, exported it as FBX and exported it as MESH and the final MESH file works fine. How do you mean it "refuses to work"? Make sure you are giving it the right file extension. You can change the default one to be for RE2 in the global script options in the py file. It was a really weird bug, I don't know exactly what caused it. Everything was working fine until the mod started lagging the game like crazy, it was caused by the harness mesh. I tried merging the 3D mesh with another object to see if it would work but it didn't. I did manage to make it work with an older version though, I lost some edits but nothing major, it was easy to replicate them and copying the weights from the broken mesh worked, so it's all fine for now. One thing I suspect might have caused it was that I used "reset vectors" to improve lighting on the harness mesh (extracted from Kendo), because that really is the only thing that I did differently from everything else. I'll try replicating the issue to know exactly what it was and to be able to avoid it in the future. The important thing is that at least now it's all done, the mod is 90% finished.
And as for RE2, I dunno what happened too. It might have been the mod I was using to edit, because everything was working perfectly until the time it came to convert the FBX into RE2mesh. I'll test some more to know if it really just a problem with that specific mod.
In the mean time, classic Jill is almost ready to release The pouches even have physics.
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Bringing consistency to this inconsistent franchise
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Post by chiarav1 on Jul 3, 2020 11:36:57 GMT 10
Moving the bones works in Blender, Noesis and Max. It's hardest to do in Noesis though. You move setProp_A_00 to hide Jill's pistol and setProp_B_00 to hide her long gun. For RE2 characters, the bones are different, it's setProp_C and setProp_D or something, I can't remember exactly. You can tell by looking at where the bones are on the model. You can see the skeleton inside Noesis by clicking the little red skull in the preview window. I've never heard on a model causing slowdowns, it's probably something else. I just imported Claire's pl1003 model, loaded it into blender, edited it, exported it as FBX and exported it as MESH and the final MESH file works fine. How do you mean it "refuses to work"? Make sure you are giving it the right file extension. You can change the default one to be for RE2 in the global script options in the py file. It was a really weird bug, I don't know exactly what caused it. Everything was working fine until the mod started lagging the game like crazy, it was caused by the harness mesh. I tried merging the 3D mesh with another object to see if it would work but it didn't. I did manage to make it work with an older version though, I lost some edits but nothing major, it was easy to replicate them and copying the weights from the broken mesh worked, so it's all fine for now. One thing I suspect might have caused it was that I used "reset vectors" to improve lighting on the harness mesh (extracted from Kendo), because that really is the only thing that I did differently from everything else. I'll try replicating the issue to know exactly what it was and to be able to avoid it in the future. The important thing is that at least now it's all done, the mod is 90% finished.
And as for RE2, I dunno what happened too. It might have been the mod I was using to edit, because everything was working perfectly until the time it came to convert the FBX into RE2mesh. I'll test some more to know if it really just a problem with that specific mod.
In the mean time, classic Jill is almost ready to release The pouches even have physics.
omg she looks so pretty <3 finally a ultra classic jill
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Post by alphaz on Jul 4, 2020 4:49:48 GMT 10
theflyingmuffinWow, really great job! Are you sure you just started with modding these games? That looks as good as any Jill mod I've seen released in the past few months
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Post by noobiemod on Jul 4, 2020 10:59:01 GMT 10
Is there a possibility of a video tutorial for us that are new to modding please, perhaps letting Zeratul do the honours on his youtube channel. Also I have tried to import a RE3 mesh.1902042334 file into Noesis using your mesh plugin, exporting as a .fbx file then re-importing the .fbx file into Noesis and exporting the file as a mesh.1808312334 file. I did this keeping to what you advised about filenames without success, something about the number of bones. can you advise me as to where I am going wrong please. On last thing is there going to be a RE3 to RE2 .mdf2 file converter coming soon. thanks for all your work so far, without guys like you modding would not exist.
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Post by alphaz on Jul 4, 2020 16:13:46 GMT 10
Is there a possibility of a video tutorial for us that are new to modding please, perhaps letting Zeratul do the honours on his youtube channel. Also I have tried to import a RE3 mesh.1902042334 file into Noesis using your mesh plugin, exporting as a .fbx file then re-importing the .fbx file into Noesis and exporting the file as a mesh.1808312334 file. I did this keeping to what you advised about filenames without success, something about the number of bones. can you advise me as to where I am going wrong please. On last thing is there going to be a RE3 to RE2 .mdf2 file converter coming soon. thanks for all your work so far, without guys like you modding would not exist. You are probably doing something wrong in the way you are exporting the FBX from Blender. Make sure that the number of bones (in the corner of the Noesis preview window) is the same on that FBX file as it is on the MESH file you are exporting it over. You must select the whole armature when exporting from Blender in order for the FBX to have the complete bone set.
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Post by noobiemod on Jul 5, 2020 3:10:07 GMT 10
I understand what you are saying about the number of bones but I did not edit anything with blender. Now I have read somewhere in your post that you can type "-bones" somewhere to save the bones to the mesh that you are writing over. Could you post a screenshot of exactly where to type it please. also does that overide the number of bones in the mesh that you overwrite. Once again thank you.
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Post by alphaz on Jul 5, 2020 4:26:16 GMT 10
I understand what you are saying about the number of bones but I did not edit anything with blender. Now I have read somewhere in your post that you can type "-bones" somewhere to save the bones to the mesh that you are writing over. Could you post a screenshot of exactly where to type it please. also does that overide the number of bones in the mesh that you overwrite. Once again thank you. What model are you trying to export, and what model are you exporting over? Maybe link me the Blend file and I will see if I can do it. If I can't, it's a problem with the exporter and I'll fix it
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Post by noobiemod on Jul 5, 2020 6:06:31 GMT 10
What I am trying to do is port one RE3 mod into RE2 using a second different mod (so as to be able to use the .mdf file of the "donor" mod because there is currently no RE3 to RE2 .mdf file comverter). I can export the .fbx file from the RE3 mesh over the original RE3 mesh giving it the RE2 file extension and it works in game but whatever I try I keep getting chequerboard textures. I think it is down to the .mdf file. The mod that I am trying to port is the Bodyperfection public version from nexus. The "donor" mod is Claire barefoot. I hope this helps you solve my problem. I know this forum does not allow nsfw mods to be shared in it and this port is a for my personal use (I am not a youtuber). Thanks again. P.S I made no edits in blender so did not use blender if it helps at all.
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Post by kingestefano on Jul 5, 2020 7:18:17 GMT 10
I mannaged to export the stuff i wanted, but one question remains, is there a way to export zones with their complete assets pack ? Or do i need to make the scenarios myself looking for every piece ? Thanks for the help in advance! ^^ Hi! I still cant find a way of doing this, anyone knows how ? Been lurking around the program but nothing yet! Any help is appreciated!
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Post by alphaz on Jul 5, 2020 13:55:35 GMT 10
What I am trying to do is port one RE3 mod into RE2 using a second different mod (so as to be able to use the .mdf file of the "donor" mod because there is currently no RE3 to RE2 .mdf file comverter). I can export the .fbx file from the RE3 mesh over the original RE3 mesh giving it the RE2 file extension and it works in game but whatever I try I keep getting chequerboard textures. I think it is down to the .mdf file. The mod that I am trying to port is the Bodyperfection public version from nexus. The "donor" mod is Claire barefoot. I hope this helps you solve my problem. I know this forum does not allow nsfw mods to be shared in it and this port is a for my personal use (I am not a youtuber). Thanks again. P.S I made no edits in blender so did not use blender if it helps at all. You can't use a MESH file with an MDF file that didn't go with it originally, otherwise you will get the checkerboard textures. That's the whole reason why the MDF converter was made (but that currently only converts from RE2 to RE3). To get BodyPerfection working in RE2, you would normally have to load it up into Max or Blender and make the model use Claire's skeleton imported from Claire's MESH file, by using Skin Wrap / SkinUtilities in 3ds Max or Transfer Weights in Blender (or similar tools in other 3D programs). Then you would have to export it over Claire's MESH file, effectively turning it into a mod of Claire's model rather than a mod of Jill's model. Because ordinarily, when you export a model over another model with a different skeleton, the weights on the bones are assigned to the wrong indices, and you get results like this: HOWEVER, I have just a few moments ago updated the plugin with an advanced bone-matching feature that will assign the rigging meant for Bone X on Skeleton A to Bone X on Skeleton B, as long as "Bone X" is found on both skeletons and has the same name. If Bone X cannot be found on Skeleton B, the plugin will automatically assign the weights for Bone X to the last bone that was assigned weights (usually very closeby). You can also change it to assign the unmatched bones to the hips and spine by typing the parameter -match after the MESH file to export over. This should allow you to do what you are trying to do, although Jill-specific bones such as her breast bones will not be transferred and will thus need to find other bones to match to using one of the two aforementioned methods. This functionality is very similar to using SkinUtilities "Match By Name" in 3ds Max. This model below was exported from a RE2 mesh with Claire's skeleton over a Jill mesh with Jill's skeleton: Still, even with this, you will have to ensure that your mesh names match up to the ones in the model you are exporting over. Any "LODGroup_x_MainMesh_x_SubMesh_x" names that are in your FBX file but are not in the model you are exporting over will be omitted. I mannaged to export the stuff i wanted, but one question remains, is there a way to export zones with their complete assets pack ? Or do i need to make the scenarios myself looking for every piece ? Thanks for the help in advance! ^^ Hi! I still cant find a way of doing this, anyone knows how ? Been lurking around the program but nothing yet! Any help is appreciated! You will have to export the assets one at a time and reconstruct the zones yourself inside your 3D program by rearranging them and making copies of them to try and replicate the way it is in the game. The layouts and placements of extra models (such as items, doors, windows, etc) in an area mesh are determined in SCN files that are not understood, and the assets themselves are all held in separate folders with separate textures and MDF files.
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