SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 8, 2015 2:46:44 GMT 10
i will check thoses issues when i got time as this week end is a familly party so no time to code grr
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 8, 2015 20:43:01 GMT 10
got one hour today to code quickly so 1.1.8 version is out , see first post for link and details
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 8, 2015 20:47:23 GMT 10
any feeback,bugs report,suggestion ? Wow, the LOD display feature is very good. And your script can import RE6 too, that so convenient, please keep up the good work. But unfortunately the problem of vertices not assigned still persist. Chris Stars arm, Rebecca shirt and arm. However I have found some thing interesting: the original script RE6 (v0.21, is that right) you used to develop into RE HD script has problem. That means the problem we are facing here is due to the RE6 script 0.21. The problem with the RE6 script is also complicated, depending on the character, the LOD. Some character is imported correctly. In some character with many LOD, some LOD are imported correctly while the other LOD have problems. I has tried to used the RE6 script v0.1 and 0.21, found complicated results: - JakeHeadAsia: script 0.1 face and eye all vertices unassigned (completely), but the mouth are good. Script 0.21 face and mouth some vertices unassigned, but the eye are good - AdaHeadA: script 0.1 good result - PiersHeadAsia: 0.1: LODx1, LODx2 has some bad vertices on back of thje neck, LODx252 and 255 are good. As far as I know script 0.21 is the version that mariokartn develop. I think mariokart did something to the script and cause both some errors as well some improvement in his script. Maybe you can look into both RE6 version 0.1 and 0.21 to figure out what is the problem to make a perfect REHD script. unassignated vertices are just beacuse of incomplete vertex def in the script loader so as i state in first post : i need the extracted mod file (no arc file please) , the game name and the problem encountered wrote in a txt file , all that zipped and sent by pm so i can organise my work timeline on this tool.
any other incomplete report is meaningless and will not be treated. Mostly because i need to learn maxscript advanced scripting stuff to improve the script and it require time.so no time loss give better efficiency. thanks
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 10, 2015 4:21:43 GMT 10
1.1.9 version is out see you later
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Posts: 42
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Post by master86 on Mar 10, 2015 5:26:41 GMT 10
Hi work this version with max 2015 if yes would be great then i can switch to 2015.I installedt 2013 for the 1.1.7 that is way i asked if 1.1.9 works with max 2015.
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 10, 2015 5:32:19 GMT 10
Hi work this version with max 2015 if yes would be great then i can switch to 2015.I installedt 2013 for the 1.1.7 that is way i asked if 1.1.9 works with max 2015. dont really get what you want to say,sorry.
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 10, 2015 5:35:00 GMT 10
New Major update : 1.2.0 version is out, it fix a major issue with ALL the mesh loaded that have more than 128 bones (especially for re6) and leaded the script to crash. see first post for download link.
also i would need feeback for all re versions (hd, rev, rev2 and re6 ) about the skinning working or not on export.
that's all for today lol.
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Posts: 42
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Post by master86 on Mar 10, 2015 23:44:01 GMT 10
sorry for my stubid english. I asked if this version works with max 2015. I can test it with max 2015.
Her is are error i got: runtime error : List number of vertex exceeded skin : skin
on this line on the script: 2520: b1 = skinOps.GetVertexWeightBoneID theSkin c 1
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 11, 2015 0:43:31 GMT 10
sorry for my stubid english. I asked if this version works with max 2015. I can test it with max 2015. i don't know, it work on 2009 and 2012 , newer/other versions od 3dsmax need to be tested.
also i updated the 1.2.0 script version today so please redownload it, it may fix an eventual root bone id problem
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Posts: 42
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Post by master86 on Mar 11, 2015 0:47:04 GMT 10
ah okay i can get max 2009 to 2012. But ther is some error: Her is are error i got: runtime error : List number of vertex exceeded skin : skin
on this line on the script: 2520: b1 = skinOps.GetVertexWeightBoneID theSkin c 1
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 11, 2015 2:33:18 GMT 10
export your mesh to .3ds then import it back, it may fix the problem.
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Posts: 42
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Post by master86 on Mar 11, 2015 5:30:55 GMT 10
if i export it as .3ds the mesh is deformet and i can not import it back. dont us 3ds max 2013 on this version the script dont works. I get two strange errors on this line MeshScale = 32768/($b_0_1.scale) 1:error scale is undefindet 2:second one is the line itself.
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Post by Chrono on Mar 12, 2015 8:14:06 GMT 10
thanks for file i appreciate it
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 12, 2015 23:23:11 GMT 10
please redownload the 1.2.0 script, fixed this mistake, it must now be : MeshScale = 32768/($b_256_1.scale) because of some maxscript nonsense ^^
thanks for reporting !
also fixed some more bugs at the same time ..
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 13, 2015 22:05:01 GMT 10
UPDATE : fixed a big memory corruption on export so please redownload the 1.2.0 script
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