Simps for Lepotitsa
Posts: 243
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Post by Akeinu on Mar 30, 2017 19:50:34 GMT 10
So i have tried so many things and nothing worked. Every export is weirdly broken. I tried to export and re-import the Mesh as 3ds, Obj and fbx, i skin wraped with the optimal values and tried even different ones. Things like limit total to 4 and so on are all correct and i tried so much more and more and more. Every mesh looks like in the pictures below. Inside 3ds max the rig is fine. On every new try i made a complete new import from the original file. It happens not only to Chris, i get similar results with Helena and others. Another strange thing happened when i made a mod for an enemy, at first it turns out normal, but as soon as he is 3 meters or closer to the player he starts to deform like Chris here. All are just one model on Lod 255, the rest of the original mesh parts are lod 0 and i excluded the hands from the export and changed nothing. I made sucesfully mods with the exact same technik in the past and even only some weeks ago with no problems. I tried even different scripts aswell, so i am totally clueless what went wrong.
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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 Mar 30, 2017 21:25:47 GMT 10
hmmm seems like its an Exploded Mess XD
what script do you use xD
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sed.akoson@gmail.com
Posts: 651
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Post by seda on Mar 30, 2017 23:30:49 GMT 10
So i have tried so many things and nothing worked. Every export is weirdly broken. I tried to export and re-import the Mesh as 3ds, Obj and fbx, i skin wraped with the optimal values and tried even different ones. Things like limit total to 4 and so on are all correct and i tried so much more and more and more. Every mesh looks like in the pictures below. Inside 3ds max the rig is fine. On every new try i made a complete new import from the original file. It happens not only to Chris, i get similar results with Helena and others. Another strange thing happened when i made a mod for an enemy, at first it turns out normal, but as soon as he is 3 meters or closer to the player he starts to deform like Chris here. All are just one model on Lod 255, the rest of the original mesh parts are lod 0 and i excluded the hands from the export and changed nothing. I made sucesfully mods with the exact same technik in the past and even only some weeks ago with no problems. I tried even different scripts aswell, so i am totally clueless what went wrong. hi dear Akeinui have never tested modding for re6 but according to screen shots, it reminds me an issue in old versions of 3ds caching problem sometimes 3ds max is keeping the last project selections groups still on and without showing anything (selection set's bug) have you tested to load the default ui? if you have tested it before but the problem is still exist so try this simple one too (to make sure about that chaches issue) make a new scene and create a simple object (like teapot) and select some polys and make it a selection set and make few other random set and now save the scene close the program and open it again and load the last one and this time go to the selection editor and delete them all now save it again and reset the scene and test your model
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Simps for Lepotitsa
Posts: 243
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Post by Akeinu on Mar 31, 2017 0:25:01 GMT 10
hmmm seems like its an Exploded Mess XD what script do you use xD EvilLord and seda thanks for your replys i used the leatest "MT_FRAMEWORK" Script version, but i tested some older ones too. They give all slightly different deformations, but all in a similar pattern. Thanks Seda for your detailed report, i will try your solution,......... Other Details The new Mesh in the Picture above is the RE6 Ubvisto Mesh, but i joined all Meshes together and created a new UV Layout+ New combined textures, so that he is now only one Mesh with one Texture. Could it be that this has done something to the Mesh that break the Script. I testet the meshes in blender and Zbrush and everything seems ok, no double verteces or stuff like that. Ingame it looks like above the charackter is a second mesh that is totally distorted. Because the last 3 meshes that don`t work had all new UVs from me. I am a bit suspicious that that may be the culprit. Its so weird, especially with the modded enemys, because all meshes are Lod 0 and only the new mesh is 255 but still as soon as the enemy is close enough a total distorted mesh appears, but there is no other mesh that should be ever visible? ?? so why does it appear. If you look trough a sniper or in some distance the distorted mesh is gone?
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Posts: 2,101
Original Join Date: Apr 6 2012
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Post by -IronSoul- on Mar 31, 2017 2:27:10 GMT 10
thats because of a rejected mesh, sometimes when using the net framework scripts can cause some mesh rejection issues, sometimes even the original mesh get ''exploded'', depending on the mesh size(faces) you can use only a few parts to replace with your custom mesh, an arm, a leg, a boot, even a belt or accesories can be used, there are meshes way more stable on some models, by example the difficult level between modding helena usa and asia are different, even when they are the same character, same goes with chris between chris or helena, chris seems to be way more, uuhm, sensitive, but there are some ''super meshes'' that accept everything, even smoothed meshes without quadrangulate before applying the smooth modifier xD
by the way, try using the 1_2_4 version of the script, also the lod system can get damaged too if you don't export all the meshes back so be very careful with this.
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Simps for Lepotitsa
Posts: 243
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Post by Akeinu on Mar 31, 2017 8:26:20 GMT 10
thats because of a rejected mesh, sometimes when using the net framework scripts can cause some mesh rejection issues, sometimes even the original mesh get ''exploded'', depending on the mesh size(faces) you can use only a few parts to replace with your custom mesh, an arm, a leg, a boot, even a belt or accesories can be used, there are meshes way more stable on some models, by example the difficult level between modding helena usa and asia are different, even when they are the same character, same goes with chris between chris or helena, chris seems to be way more, uuhm, sensitive, but there are some ''super meshes'' that accept everything, even smoothed meshes without quadrangulate before applying the smooth modifier xD by the way, try using the 1_2_4 version of the script, also the lod system can get damaged too if you don't export all the meshes back so be very careful with this. You saved the day!!! i used Chris Omakes Torso everytime, now i have replaced his legs and it exported correct. (Rig is not fine tuned yet) ------------------------------------------------------------ @felixxcurve thank you very much!!! --------------------------------------------------------- problem 1 solved!!!!! WOOOHOOO!!!!!
-------------------------------------------------------- Are there any complications if i use meshes from lower Lod groups like 2? because the Whopper enemy i moddet don`t have that much meshes in lod 1 and the ones i used explode like Chris. ----------------------------------------------------------------------------------------------------------------------------------------------------------- And what are the best parts to use for Helenas outfits, her USA upper skin part dont work, so i guess i try exchange her arms next? does anyone know wich skin parts of her outfits get exportet correct? that would save so much time and nerves.
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Posts: 2,101
Original Join Date: Apr 6 2012
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Post by -IronSoul- on Mar 31, 2017 12:13:19 GMT 10
thats because of a rejected mesh, sometimes when using the net framework scripts can cause some mesh rejection issues, sometimes even the original mesh get ''exploded'', depending on the mesh size(faces) you can use only a few parts to replace with your custom mesh, an arm, a leg, a boot, even a belt or accesories can be used, there are meshes way more stable on some models, by example the difficult level between modding helena usa and asia are different, even when they are the same character, same goes with chris between chris or helena, chris seems to be way more, uuhm, sensitive, but there are some ''super meshes'' that accept everything, even smoothed meshes without quadrangulate before applying the smooth modifier xD by the way, try using the 1_2_4 version of the script, also the lod system can get damaged too if you don't export all the meshes back so be very careful with this. You saved the day!!! i used Chris Omakes Torso everytime, now i have replaced his legs and it exported correct. *Pic* (Rig is not fine tuned yet) ------------------------------------------------------------ @felixxcurve thank you very much!!! --------------------------------------------------------- problem 1 solved!!!!! WOOOHOOO!!!!!
Glad to hear that! Are there any complications if i use meshes from lower Lod groups like 2? because the Whopper enemy i moddet don`t have that much meshes in lod 1 and the ones i used explode like Chris. you can use all the meshes, even from the LOD 252, they should work just like the LOD1 meshes, also if the pants accepted a mesh there is a 90% of possibilities that the mesh from the pants on the LOD 2 and 252 will accept your mesh, it can be rejected, but with less possibility, that should help a bit with the saving time issue. And what are the best parts to use for Helenas outfits, her USA upper skin part dont work, so i guess i try exchange her arms next? does anyone know wich skin parts of her outfits get exportet correct? that would save so much time and nerves. hmmm im not sure, it depends on the mesh that you are trying to import, if it doesnt work just ex-change the ID between the rejected mesh and the original mesh that you think it could accept your custom mesh.
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Simps for Lepotitsa
Posts: 243
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Post by Akeinu on Apr 1, 2017 19:34:42 GMT 10
Good to know!!! thanks again @felixxcurve!!! i have exportet Helena Usa now sucessfully too, but the whopper enemy has the same bug with every mesh part he has. Because the distortion only occurs when he is direct in front of the player and is shown correctly in the trophy bonus vault, i guess its a different error. Maybe that happens because the whopper has kinda injury meshes that blend ingame or something like that. I leave the Whopper for now. I think i am the only one who mods enemys in the first place, so i doubt that someone have experience to help here. So dont mess with the whoppers;)
If someone is interested in modding enemys i can say that the witch, the tank, the ubvisto and the lepotitsa are working fine with no problems. so better change them.
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Keeping calm and go ahead
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Post by Arthas Menethil on May 10, 2017 11:02:24 GMT 10
Some mesh will get a wield weight in being exported by Script(even if use 1.2.8).Change a mesh to test will be helpful.Same reason on modding enemy I think
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Post by psychedelist on May 15, 2017 4:30:49 GMT 10
thats because of a rejected mesh, sometimes when using the net framework scripts can cause some mesh rejection issues, sometimes even the original mesh get ''exploded'', depending on the mesh size(faces) you can use only a few parts to replace with your custom mesh, an arm, a leg, a boot, even a belt or accesories can be used, there are meshes way more stable on some models, by example the difficult level between modding helena usa and asia are different, even when they are the same character, same goes with chris between chris or helena, chris seems to be way more, uuhm, sensitive, but there are some ''super meshes'' that accept everything, even smoothed meshes without quadrangulate before applying the smooth modifier xD by the way, try using the 1_2_4 version of the script, also the lod system can get damaged too if you don't export all the meshes back so be very careful with this. What if one wants to modify the original meshes? I experienced the "exploded mesh" problem when trying to change coat on Sherry Europe and shirt on Sherry Asia. The only way is to put them in place of some stable mesh like accessories etc.? That would be out of my current abilities, as I don't know anything about rigging yet. All I wanted was to slightly modify the existing meshes (vertex coordinates). By the way, the original v0.21 script produces more tolerable results. Models aren't messed up beyond recognition but unfortunately are still bugged in some areas. Edit: Tried bluearms' version of the original script and it works almost perfect (fixed Europe but not Asia, fortunately Asia's problem was relatively small to begin with).
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Currently out of business.
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Post by zakizakizaki on May 15, 2017 6:57:05 GMT 10
thats because of a rejected mesh, sometimes when using the net framework scripts can cause some mesh rejection issues, sometimes even the original mesh get ''exploded'', depending on the mesh size(faces) you can use only a few parts to replace with your custom mesh, an arm, a leg, a boot, even a belt or accesories can be used, there are meshes way more stable on some models, by example the difficult level between modding helena usa and asia are different, even when they are the same character, same goes with chris between chris or helena, chris seems to be way more, uuhm, sensitive, but there are some ''super meshes'' that accept everything, even smoothed meshes without quadrangulate before applying the smooth modifier xD by the way, try using the 1_2_4 version of the script, also the lod system can get damaged too if you don't export all the meshes back so be very careful with this. What if one wants to modify the original meshes? I experienced the "exploded mesh" problem when trying to change coat on Sherry Europe and shirt on Sherry Asia. The only way is to put them in place of some stable mesh like accessories etc.? That would be out of my current abilities, as I don't know anything about rigging yet. All I wanted was to slightly modify the existing meshes (vertex coordinates). By the way, the original v0.21 script produces more tolerable results. Models aren't messed up beyond recognition but unfortunately are still bugged in some areas. Edit: Tried bluearms' version of the original script and it works almost perfect (fixed Europe but not Asia, fortunately Asia's problem was relatively small to begin with). It might sounds stupid,but sometimes when I've got the broken mesh by using 1.2.4 for import and export meshes,Im using 1.2.8 Try to import model with 1.2.8 - skin,mod or whatever and export it with 1.2.4. It helps me when I mod Helena Europe - Asia.
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