Post by Son of Persia on Jul 29, 2014 12:49:25 GMT 10
thanks dear friends.
About the poly count limit the answer is NO. I personally did not find any limits on poly count. Yes, RE4 GC/Wii does not support facial bones. it only uses morph targets for facial animations in cut scenes.
My tool does not have any kind of RE Remake texture problems because I spent a lot of time and trial and error to fix that problem.
The texture damage in RE Remake was due to bad TPL usage in BIN files OR incorrect size of generated BIN files that mariokart did not take into consideration when writing his max script.
And about the lighting and bump effects on chris body(his arms specially), its just specular and semi normal mapping dear friend and the magic of correct normal.
So no TLP damage texture that's nice also something else i forget to ask but the riggin on remake was limited i men when you rig a polygon with 0.25 or 0.3 and export and when you re import back again it seems the polygon riggin change to 0.5 a and 0.5 =/ i ask because your Chris have the same riggin from re5 so i was curious.
And for the polygon limits that mean that i can put a 30000 polygon model and the game will not crash.
We still need to keep the tpl textures on 256x256 or we can use the original size of the texture?
Post by Son of Persia on Jul 30, 2014 4:55:50 GMT 10
Based on my experience with RE4 GC/Wii the maximum size of a TPL file is important for the game engine NOT the size of textures. Maximum size of a TPL in RE4 GC/Wii is 2MB. More than that will make the game crash. You can have a 1024*1024 texture as long as the maximum TPL size is not exceeded.
It's very nice to see you liked the rigging quality of chris. It's not the original RE5's. It's my custom rigging job with ONLY 2 BONES PER VERTEX that I originally did for RE4 pc and then ported to GC/Wii versions.
About the bone weights problem. The engine lets a maximum of 3 bones per vertex and my script did not showed me the problem you talked about. I personally have not used Mario's RE Remake script and thus have no idea about that problem.
About the poly count limit, I can not tell you for sure BUT I personally have imported 20000 poly models into the game and they all worked perfectly.
Post by Son of Persia on Aug 11, 2014 17:24:04 GMT 10
Have some good news. Last night I finally succeeded to lmport a full model into RE4UHD. I think that it would be the begining of a long journey but for the first time I look at it with the sense of hope. Let's see if I can finally break the spell of fully functional .bin models or not? If anyone is interested to join and help me (a coder) please let me know.
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