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 Jan 22, 2016 20:52:01 GMT 10
dragon dogma export is not yet supported, i am still working on it, sorry.
actually only mesh import in max but export will come once i made all the necessary fix for it.
Hi, do you need sample .mod files from the PC version? he owns the game on pc so he already has access to those files keep up the amazing work CodeMan02Fr, looking forward to getting to mess around with mods in DD: DA here codeman take this
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I need to start releasing my mods and be active lol
Posts: 276
Original Join Date: July 9, 2012
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Post by Crazy Potato on Jan 25, 2016 2:24:30 GMT 10
I'm getting this error and the model just shows the bones Edit: I forgot to boot 2012 >_>
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Feb 1, 2016 5:42:31 GMT 10
Mr CodeMan02Fr can you do a check up on Re zero mesh i really want to make my mods better for that game xD i need you to check up the head meshes again and the other thingy which makes the mesh stretches everywhere i hope you fixed that too :33 here is Billys and Rebeccas head files Download Heads
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Posts: 104
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Post by STARS_Redfield on Feb 1, 2016 7:55:34 GMT 10
Hello, can someone have a tutorial for importing Weapons from other games into Resident Evil ? I want to import the RE0 Samurai Edge in RE6 (Over the 909) & RE5 (Over the M92F & Wesker Samurai Edge) I have 3DS Max 2016 I use the script from that Page ( v1.2.8 ) I use Fluffy's ARC Tool When I import the weapons model ( uWp1010\data\chara\wp\wp1010\model\wp1010.mod ) i get an error: "Unable to convert: Undefined type to: integer" And nothing appears imgur.com/B8NLx7OBut if I use the other script (from here, I still have the error but the weapons model appears: imgur.com/H11mgvdHave I did something wrong with the script from that page ? (wich seems to be more complete) Edit: I will download 3DS v2012 Edit2: Where the hell can I find 3DS Max 2012 ? I'm only finding 2016 to 2013 ._.
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Feb 2, 2016 13:51:26 GMT 10
Mr CodeMan02Fr can you do a check up on Re zero mesh i really want to make my mods better for that game xD i need you to check up the head meshes again and the other thingy which makes the mesh stretches everywhere i hope you fixed that too :33 here is Billys and Rebeccas head files Download Headsi will check it today after work.
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Feb 5, 2016 4:40:32 GMT 10
i have a question i have problems with mesh and when ever i rig my eyes to the eyes bones their mesh dissapear a bit and when i rig it to the head bone its fine can you tell me which version of 3d max should i use or is there a way we can fix that
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Post by reaccount on Feb 8, 2016 4:08:26 GMT 10
Out of curiosity, does this script extract the collision data from .sbc files? I was looking at some of the older threads, and I couldn't tell if someone looking to make their own backgrounds was supposed to use the .mod file in the "shd" folder (and everyone seems to be talking about .mod files here) or .sbc files.
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Posts: 6
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Post by carlettov on Feb 12, 2016 9:26:23 GMT 10
Hi, good job like usual! I have a problem, I can't understand how to edit a base model (Like Chris BSAA or Jill Stars). For example I want to eliminate the gears (backpack and "armor") from Jill RE3 (to make her the same as the beginning of RE3). I do these steps (studio max 2012 and RE HD Script 1.26 [the last one] ) : - Import the .mod extracted with ArcTool - I select the mesh that I want to eliminate, then I delete them with canc - At this point I tried to extract selecting the "LOD 255" group, nothing changes. - I tried to select the rest of Jill, everything goes crazy, but the mesh deleted stays. Some advices, or little tutorial? I can't find anything
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Posts: 104
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Post by STARS_Redfield on Feb 12, 2016 11:20:40 GMT 10
Hello, if you just want to remove stuff:
Select the meshes you want to remove (in all LOD group), open the script, set them to 0
Select all the meshes you edited (the ones puted to 0) and select Export (select your original .mod file)
Now repack.
24:30 of the video
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Posts: 6
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Post by carlettov on Feb 13, 2016 1:05:47 GMT 10
Thank you very much sir, you deserve a T-Cookie!
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Posts: 42
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Post by master86 on Mar 7, 2016 3:20:40 GMT 10
Hi codeman can your check this i found out how your script can work with max 2016 but i am not are max scripter if your can take are look at it and can make it complett work with max 2016 would be create. Her is the code i found so fare: line 3259 for c=1 skinOps.GetNumberVertices $.Skin do old for c=1 to vc do line 3321 --skinOps.ReplaceVertexWeights $.Skin c #(2,3) #(1,2) old skinOps.ReplaceVertexWeights $.Skin c # (b1,b2,b3,b4) #(w1,w2,w3,w4)
this is undefindet on max 2016 #(b1,b2,b3,b4) #(w1,w2,w3,w4)
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Keeping calm and go ahead
Posts: 413
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Post by Arthas Menethil on Jun 29, 2016 20:27:45 GMT 10
script older version updates: -------------------------------- - see in the script for details
- Latest script version : 1drv.ms/22qw7Ji
-- ******************** -- script 1.2.8 version : -- ********************
12/2015 :
-- lot of fix fix for re6 support added. -- some more bones fix for dmc4 special edition support !!! (normals still not fixed)
-- ******************** -- script 1.2.7 version : -- ******************** 12/2015 : -- some fix for dmc4 special edition support !!! -- added basic support for Lost Planet 2 Pc
also just reuped a script version for dmc4se fix :
check the advanced option checkbox
then chex dmc4 fix
then you can import/export your dmc4se models
same goes for lost planet 2 models and fix
automatic version check don't worked because dmc4 and re6 use same mod file version grrr damn capcom.
IF YOU FIND A NOT WORKING MESH : SEND ME THE .MOD FILE + PROBLEM DESCRIPTION + GAME NAME IN A ZIP AND BY PM THANKS
Special thanks to theses peoples for their feedback on script on HD Remaster, revelation, Revelation 2 and Re6 : -- Zero -- ZombieAli2000 -- Evillord -- Kernelzilla -- The Chief -- JTeghius Kittius -- Emperor Shigu -- yupboy -- ryuhayabusa94
and any other ones that i may have omited including me lol.
Bug report:The AcHead which is imported and exported by 1.2.8 script has bug but 1.2.4 script is normal.The bug like this this is the nomal one Please fix it
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Posts: 42
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Post by master86 on Sept 23, 2016 0:35:23 GMT 10
Ther is are export error on script 1.2.8 on this line max 2012 used produktupdate 12 installed. Unable to convert:undefinded to type integer 3537: WriteByte nf b1 unsigned
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Keeping calm and go ahead
Posts: 413
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Post by Arthas Menethil on Oct 29, 2016 23:09:09 GMT 10
Oh,please make the script export weapon perfectly
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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 Oct 30, 2016 1:26:52 GMT 10
Codeman doesn't really look at these forums anymore. so I doubt he will do that
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