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First, I was known as Sectus. And then, well, I ended up here.
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Original Join Date: Aug 31 2009
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Post by FluffyQuack on Feb 17, 2014 22:46:39 GMT 10
Script was originally written by maliwei777 and modified by mariokart64n. Hopefully they're okay with me uploading and also editing it myself. Download link: www.tzarsectus.com/RE6/tools/RER%20&%20RE6%20(unoffical)-v0-21.msThere was a mistake with the material ID (it was treated like a byte, when it should be treated as a short), so now it'll show the proper ID when importing a model into 3DS Max and you can change it. Materials define which shaders and texture are used with a mesh.
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Post by -IronSoul- on Feb 18, 2014 5:10:30 GMT 10
so this mean that we're able to use any mesh as base and give it the special propietaries from another mesh? (like ada's legs or use alpha from hair?
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Feb 18, 2014 5:18:09 GMT 10
Yes. Just keep in mind that textures are tied to material. If you want to use a specific material, but not the texture tied to it, you'll need to edit the MRL or just replace the texture itself.
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Posts: 2,101
Original Join Date: Apr 6 2012
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Post by -IronSoul- on Feb 18, 2014 5:21:29 GMT 10
i see, this's very useful when the mesh used have special propietaries that you don't need n_n nice work, i'll try it right now
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Posts: 872
Original Join Date: Oct 19, 2012
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Post by packman on Feb 18, 2014 19:34:12 GMT 10
is it compatible with 3d max 2013? the old one specially the bones was not compatible with 2013 3d max ..
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AKB48
Posts: 25
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Post by Ajhankk on Feb 18, 2014 19:46:34 GMT 10
Thank you!!!! Thank you!!!! Thank you!!!! Thank you!!!! Thank you!!!! Thank you!!!! Thank you!!!! SOOOOO MUCHH..
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Feb 18, 2014 20:32:26 GMT 10
is it compatible with 3d max 2013? the old one specially the bones was not compatible with 2013 3d max .. No. I don't know what part of the script is breaking 2013 support.
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Posts: 872
Original Join Date: Oct 19, 2012
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Post by packman on Feb 19, 2014 2:57:31 GMT 10
no problem i have both 2012 and 2013 .. i got to try it and will inform you if i faced any bugs .. thank you my friend
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Post by superbayonetta on Feb 19, 2014 12:28:45 GMT 10
About the special properties that felixnew ask; does that include the wet shader?
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Posts: 2,101
Original Join Date: Apr 6 2012
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Post by -IronSoul- on Feb 19, 2014 14:35:33 GMT 10
About the special properties that felixnew ask; does that include the wet shader? well not exactly, like fluffy said, those special effects are decided by extra textures, so to use those materials you have to edit the mrl (very limited for now) so the only special effect that i can figure out it's the alpha adition, so you can save by example a dx1 texture into dx5 and use the transparency, (that's what i can imagine xD not sure if it's true n_n)
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Post by schnippshly on Feb 19, 2014 14:41:10 GMT 10
So we need 3DS Max 2012 specifically to use this? I am having a problem exporting the .mod after I have imported it and modified it, not sure what to do.
To be more specific, I am trying to delete parts of a model and then export the model so that, in game, the parts are deleted.
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Feb 19, 2014 21:49:27 GMT 10
About the special properties that felixnew ask; does that include the wet shader? Not directly. Each model has a series of materials defined in its MRL file. Using mariokart's mrl editor (http://www.youtube.com/watch?v=peR4QpL4Xy8) you could swap materials between MRL files, and then you could try to insert the wet material from another model. But there's 2 problems: there's no proper naming for the materials so good luck finding it, and secondly, I doubt the wet shader is loaded for many stages. So we need 3DS Max 2012 specifically to use this? I am having a problem exporting the .mod after I have imported it and modified it, not sure what to do. To be more specific, I am trying to delete parts of a model and then export the model so that, in game, the parts are deleted. It should work perfectly with 2011 and 2012. Are you trying to delete certain meshes or parts pf a mesh? If you want an entire mesh to disappear then select it, run the script, rename LOD to 0 (this means the game will ignore it) and then export to the same MOD file. That way the mesh won't be rendered anymore. As a side note, you can use LOD 255 to ensure something is always rendered. If you're trying to delete parts of a mesh, then well, I've been trying to find a reliable way myself. I've got extremely limited experience with modeling so I'm not sure what the method would be. Maybe you could select parts of a mesh, scale it down, and hide it within another mesh.
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Post by ThatGayModder™ on Feb 19, 2014 22:27:38 GMT 10
we need one for RE5
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Original Join Date: Jun 9, 2010
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Post by Night Furious on Feb 20, 2014 0:23:40 GMT 10
I totally agree. It is a pity that there are no people who can directly contact with maliwei777 and ask him to try to write a script for RE5 : ( It's a shame, because the modding RE5 has great potential, but without import it is very limited. We can get the sounds and change melee attacks and more. Thus, if we ported example or model Barry or Rebecca, we could get them to work as a full-fledged independent characters like Gold Edition. God, how I wish that after the closing of GFWL, Capcom has finally come to their senses and moved RE5 with all the DLC on Steam. Perhaps it only thing I want so long! Theoretically, if now they have it in the plans, but they hide, we can dream of the announcement in the beginning of summer (who am I deceive, it does not happen) LOL
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Posts: 116
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Post by schnippshly on Feb 20, 2014 2:04:47 GMT 10
It should work perfectly with 2011 and 2012. Are you trying to delete certain meshes or parts pf a mesh? If you want an entire mesh to disappear then select it, run the script, rename LOD to 0 (this means the game will ignore it) and then export to the same MOD file. That way the mesh won't be rendered anymore. As a side note, you can use LOD 255 to ensure something is always rendered. If you're trying to delete parts of a mesh, then well, I've been trying to find a reliable way myself. I've got extremely limited experience with modeling so I'm not sure what the method would be. Maybe you could select parts of a mesh, scale it down, and hide it within another mesh. I got it to work fine with 2010 and 2014, or at least everything seems to be fine. To be REALLY specific, I'm trying to remove parts of the BSAA soldier's mesh. As-is, if a player plays as him, he has two pairs of goggles on and one of the pairs clips through a night vision scope on his helmet. From what I can tell, just deleting a part of the mesh doesn't work because you can't upload the fact that the mesh is deleted to the .MOD file, so it'd have to be as you say, resizing and hiding it, but I haven't been able to figure out how to do that yet. After work I plan on watching some tutorials on 3DS Max. I'm trying out mesh deletion on the BSAA soldier because, after I get that simple change out of the way, I plan on modifying the zombie BSAA soldier to extract the red, gasmask-wearing soldier from it. Since the zombie model is like 10 different models on top of each other in one .MOD file, being able to remove the unwanted zombie parts seems like a good start. In RE5, there was evidently a way to remove spare parts by hex editing certain files, or something, but I haven't seen anything like that in RE6.
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