SetMode : Enraged Mad Dog ---> SetMode : Ok
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Post by CodeMan02Fr on Apr 24, 2015 4:17:40 GMT 10
thanks for all thoses answers, so as i suspected we actually need an easier tool for all re games appart from re5 like the re4 rigomatic one, i will think of this during my holydays , the main problem is that not all people can/know how to use 3dsmax. well autorig is not an easy stuff to code especially when you know how many vertex format thoses games use.
anyway , i will soon start to work on the re5 script for 3dsmax.
just a final word, i don't wanted to be rude over our actual modders , i was just thinking about why not more people do custo model port. i now have my answer, current way is a bit too hard so i need to find a workaround if i can to make it simpler, easier and more interesting :op
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I WON'T DO ANY REQUESTS AT THE MOMENT
Posts: 555
Original Join Date: Feb 22 2012
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Post by ZERO on Apr 24, 2015 4:20:36 GMT 10
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SetMode : Enraged Mad Dog ---> SetMode : Ok
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Post by CodeMan02Fr on Apr 24, 2015 4:28:14 GMT 10
Zero> no need to make me bluch another time, i wanted some reaction from the communauty (even yours lol). for the copyrighted mods i will addd something to the next maxscript versions so that you can add your copyright to the mod (still can be hexed but at least it is a start lol.
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Busy, but still here
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Post by on Apr 24, 2015 5:49:04 GMT 10
ZEROI know modders always report about bugs and their suggestions, but didn't saw that modders claim someone for his work and push to do more. Who is this person, who "just complain and demand more"? If someone shows disrespect you can tell about him personally. No need to talk like all or most of the modders act like this. I saw many times, when you start working on something and show your progress to people here, they are trying to support you.
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Posts: 1,154
Original Join Date: Oct 27, 2011
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Post by Kernelzilla on Apr 24, 2015 10:51:01 GMT 10
CodeMan02Fr: if you make a custom model probably the game rejected your mesh , felix tried to made Jill Valentine RE3 using different parts from other models and the game just show a destroyed mesh lol , same happen with me in some models and i left the proyect for this. about the copyright: "...i will add something to the next maxscript versions so that you can add your copyright to the mod (still can be hexed but at least it is a start)" i think is good idea to avoid some people stole our work very easy. ----------------------------------------- ZERO: "Some people keeps bitching to much about little things I know we are not perfect but if you want to get something fix pm the person and give some pics of the problem if you can instead of just bitching about your needs." Is Strange see a perfect mod. All mods have some small detail, also everyone have different perspectives so the critics will always be. about reporting bugs: some users don't make it to avoid discussions because in some cases this happens lol. (besides they are not obliged to report you the bugs same with Us to make mods for request)
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Posts: 687
Original Join Date: Jan 9, 2013
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Post by Shigu on Apr 24, 2015 15:16:38 GMT 10
CodeMan02Fr: if you make a custom model probably the game rejected your mesh , felix tried to made Jill Valentine RE3 using different parts from other models and the game just show a destroyed mesh lol , same happen with me in some models and i left the proyect for this. about the copyright: "...i will add something to the next maxscript versions so that you can add your copyright to the mod (still can be hexed but at least it is a start)" i think is good idea to avoid some people stole our work very easy. The custom mesh issues are usually just due to a mismatch of vert count in the UV map from what I understand. This is usually fixable by either exporting selection to 3ds, then reimporting | or breaking the vert count/uv vert count | or both. I'm not sure what Felix tried but that has always worked for me.
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Posts: 6,004
Original Join Date: May 6 2011
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Post by ThatGayModder™ on Apr 24, 2015 17:39:08 GMT 10
This is great new codeman and if you do find time to make an auto rig tool that would be awsome for people like me
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Posts: 687
Original Join Date: Jan 9, 2013
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Post by Shigu on Apr 24, 2015 18:24:22 GMT 10
This is great new codeman and if you do find time to make an auto rig tool that would be awsome for people like me :D When you attach your new mesh to the old in 3ds max it practically 'autorigs' it that way anyways. If seperate meshes/parts is a problem, it's not hard to skin wrap to all the other split up parts to 'autorig' to that too. Maybe I should post a tutorial on this, basic model importing is actually really easy with a good methodology.
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Posts: 6,004
Original Join Date: May 6 2011
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Post by ThatGayModder™ on Apr 24, 2015 22:11:51 GMT 10
This is great new codeman and if you do find time to make an auto rig tool that would be awsome for people like me When you attach your new mesh to the old in 3ds max it practically 'autorigs' it that way anyways. If seperate meshes/parts is a problem, it's not hard to skin wrap to all the other split up parts to 'autorig' to that too. Maybe I should post a tutorial on this, basic model importing is actually really easy with a good methodology.
Yes please that would be great thanks
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Post by ryuhayabusa94 on Apr 25, 2015 12:26:12 GMT 10
For my opinion, rigging requires many skills to refine your models. And I like rare but high quality mod much more than massive mod with poor quality. Those poor mod really distinguish our emotion for the epic RE series . And they is totally an insult for the epic games . In every RE series there are quite a lot of problems to solve. In RE5 I see the mesh disappearing problem, and also as fas as I know the script can not make new head in cutscene, nobody has been able to mod the face in cutscene, right? I have tried many way, for example increasing the size of the mesh in RE5 to be very big, but the mesh disappearing problem still happen? I also suggest the importing script will be able import texture. Some part of the character is quite hard to check which texture is on which part. And about new bone with physics? So please codeman please help us improve the problems. I can try to make a lot of mod, but whenever I looked at the cutscene with another girl body with Sheva head or Piers body must attach with Chris head, or the mesh disappearing, my mood completely goes away and leaves me a frustration and I just want to stop the game right away and can not mod that model anymore.
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Posts: 687
Original Join Date: Jan 9, 2013
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Post by Shigu on Apr 25, 2015 15:23:32 GMT 10
For my opinion, rigging requires many skills to refine your models. Actually rigging usually just requires patience and basic skinning knowledge (like knowing to blend vert assignments). And if done like I said, 70% of the job is done in the start as if it were "autorigged", I'm not saying these mods practically rig themselves, but for a basic unrefined mod; Yeah they do (but then even refining shouldn't take more than a few days).
I've done multiple semi-bugless model imports in a single day before with my method. And I'm not "flaunting my skill" or anything (don't come attack me Felix :o ), because I don't believe model importing is skill based. I simply believe that coming up with the right method for the process is what determines most of the mod's resulting quality and development time, it should be a mostly systematic process.
If anybody wants to have a go at me for hypocrisy (i.e; My RE5 Claire Mod being in W.I.P for a month now); know that I have very little time for modding in my life due to bad time management, and I have even worse motivation problems, I'll gladly teach somebody better in those two areas my methodology for model importing (if they even believe that i'm doing it well).
nobody has been able to mod the face in cutscene, right? So please codeman please help us improve the problems. I can try to make a lot of mod, but whenever I looked at the cutscene with another girl body with Sheva head or Piers body must attach with Chris head, or the mesh disappearing, my mood completely goes away and leaves me a frustration >:D and I just want to stop the game right away and can not mod that model anymore. The solution is pretty simple; See ThatGayModder™
I also suggest the importing script will be able import texture. Some part of the character is quite hard to check which texture is on which part. And about new bone with physics? I usually prepare a model by baking all it's textures into one, then add the new texture into the arc with a COMPLETELY NEW NAME (so that it won't interfere with the original model it replaced if swapped over somebody else) and just hex edit the .mod file to refer ALL materials to that one texture, so this wouldn't even be a problem honestly.
But to answer your question directly, Just use the "MaterialID:XX" value in the names to sort out which meshes use which textures. You can usually find out which texture that material uses by which other meshes would share that same ID.
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Enjoy!
Posts: 1,266
Original Join Date: Nov 21, 2012
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Post by Mister T on Apr 25, 2015 15:34:35 GMT 10
thanks for all thoses answers, so as i suspected we actually need an easier tool for all re games appart from re5 like the re4 rigomatic one, i will think of this during my holydays , the main problem is that not all people can/know how to use 3dsmax. well autorig is not an easy stuff to code especially when you know how many vertex format thoses games use. anyway , i will soon start to work on the re5 script for 3dsmax. just a final word, i don't wanted to be rude over our actual modders , i was just thinking about why not more people do custo model port. i now have my answer, current way is a bit too hard so i need to find a workaround if i can to make it simpler, easier and more interesting :op Could you include in your script that every mesh will be always exported and that we don´t need an existing .mod file to overwrite like by amans script? Everytime when I try to export Uroboros Wesker completely a different part of his body disappears. So I am a noob at model ports this time but I am learning it. So some function to merge Resident Evil 5 .mod files would be cool.
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