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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 12, 2017 9:00:13 GMT 10
So i have Milkshape3d and 3dsMax, but not able to reduce the polys of player models without destroying the bone mappings. Here's the issue: - Milkshape3d has DirectX tools to reduce poly count of models but it destroys the bone mappings when used - 3ds Max 2017 does not have proper SMD support (yes there is a WallWorm pluggin but the developer refuses to add the proper bone support.. I asked him to fix his tools and he said he wants $250 ) So.. is there anyone out there that can help me edit 4 models? All i need is the poly reduced from 3000+ to around 800-1000 polys. I could reduce the polys then re-map all the bones but its lots of work.. FYI - The models work fine in game, but when too many enemies appear the player model for Leon goes invisible, so i think by reducing the polys of these models might help resolve the issue. (even though in some rooms there can be lots of enemies and Leon appears fine, and in some rooms with only 3 enemies he goes invisible) Happy Modding! Mr.Curious
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sed.akoson@gmail.com
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Post by seda on Oct 12, 2017 16:31:27 GMT 10
So i have Milkshape3d and 3dsMax, but not able to reduce the polys of player models without destroying the bone mappings. Here's the issue: - Milkshape3d has DirectX tools to reduce poly count of models but it destroys the bone mappings when used - 3ds Max 2017 does not have proper SMD support (yes there is a WallWorm pluggin but the developer refuses to add the proper bone support.. I asked him to fix his tools and he said he wants $250 ) So.. is there anyone out there that can help me edit 4 models? All i need is the poly reduced from 3000+ to around 800-1000 polys. I could reduce the polys then re-map all the bones but its lots of work.. FYI - The models work fine in game, but when too many enemies appear the player model for Leon goes invisible, so i think by reducing the polys of these models might help resolve the issue. (even though in some rooms there can be lots of enemies and Leon appears fine, and in some rooms with only 3 enemies he goes invisible) Happy Modding! Mr.Curious oh my... $250 just for fixing an issue! personally i think it's better to pay that much money to capcom (if they want to release their re4 engine) albeit it's still too much for a 15 years old engine because some of the game companies are releasing their perfect uptodate engines for free and other ones are releasing at least some free level editors and other modding tools a question?: what is that plugin which you are using? is it a simple maxscript or one of those auto installer ones? (with dlls and other binary files) upload it maybe one of our talented friends could fix it (maybe) i really love to help albeit unfortunately i don't have the 3ds max but i have the blender and ms3d so i will do my best (although i can't promise anything, so in advance please forgive me if i couldn't) and just reminding something which i think you already know it reducing 3000poly to 800 makes it a little deformed a static object doesn't has a big issue on reducing its polygons but a character or any other dynamic objects especially with bones need to have its topo untouched (which means not actually possible to reduce its polygons that much) but there is nothing to lose in try so let's try i wish someone with python skills make a pmd importer/exporter for blender (including bin files can be awesome) that could save lots of modding times and makes the re4 modding soooooo much easier and fasterby the way send it to me (including the .smd of the models) (and i will try all of methods which i can do)
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 12, 2017 18:23:51 GMT 10
Thanks friend.. well after much trouble i was finally able to get this SMD pluggin working.. Its the one from Wallworm, but im still having problems. The textures dont seem to export properly but im sure ill figure it out, but am stuck on reducing the polys. I have tried Marko's method with the Pro optimizer, but it seems to just shred my model to pieces leaving holes in it. I will have to try messing around with the settings some more.
EDIT got your email thanks!
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 12, 2017 18:29:51 GMT 10
ughh i wish the pro-optimizer in 3dsMax would work as well as the Milkshape DirectX mesh tools. I just dont want to have to reassign all the bones!!!
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Deleted
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Post by Deleted on Oct 12, 2017 21:41:45 GMT 10
I use 3ds max 2012 and it works perfect, after applying the modify "ProOptmizer" you should put it below "Skin" and export the model in SMD, remembering that all the options of materials and Uvs should be marked as in this image:
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 13, 2017 9:05:35 GMT 10
@mrgamer.. thanks Markos. seda is helping me because the Poo Optimizer is just destroying my model, leaving all kinds of holes in it. I am trying to reduce a 4000 poly model to about 1500 which might be impossible to do without making it look bad. One thing though is that the DirectX Mesh tools in Milkshape do a fine job of reducing 4000 to 1500 (with no holes), but it seems the Poo Optimizer just cant do the same job. Its too bad because the DirectX mesh tools remove bone assignments.
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Deleted
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Post by Deleted on Oct 13, 2017 15:17:40 GMT 10
then you could reduce and then export the template to smd and then use the "Rig O Matic" and then do this:
1- you add your corrected model without reducing anything of poly
2- you add your model that you have reduced the polygons.
3- place where you save your model.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 13, 2017 16:40:07 GMT 10
@mrgamer thanks for this information. I am a bit confused about your instructions though (as I haev not used rigomatic before), but no worries for now as Seda is helping me fix the issue.
Perhaps you night make a tutorial for me & others in the future about how to do this
Cheers friend! and THANK YOU!
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Deleted
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Post by Deleted on Oct 13, 2017 17:07:51 GMT 10
I was talking about it here:
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 13, 2017 17:17:37 GMT 10
THis looks good. I am guessing the new model that you exported from Rigomatic has a lower poly count like the reduced model?
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Deleted
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Post by Deleted on Oct 13, 2017 17:20:57 GMT 10
as you saw in the video, I reduce the model and it went without the bones and then I export the model without bones and with the " Rig o Matic" I added the bones again to the model with reduced polygons.
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Deleted
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Post by Deleted on Oct 13, 2017 17:28:46 GMT 10
What I did was do this:
1° I added the model with all the polygons.
2°I reduced the polygons and then exported the model and no bones as it gets after reduce
3° I used the "Rig O Matic" to add the bones again and at the end of the video I made a correction if I get any small errors or maybe do not even need to correct this.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 13, 2017 18:28:41 GMT 10
ok thank you for clearing that up Markos. It is very helpful!
I am wondering though, how did you detect that small error? Was it a vertice that was not assigned to a bone?
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Deleted
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Post by Deleted on Oct 13, 2017 18:44:01 GMT 10
In fact I just wanted to leave the orange color, that is, I had only one color in the middle of the orange colors and this I consider a failure, but sometimes it is not a failure, so you have to test the model in the game and see if there is an error and if you have mistake look well where it is, and then reopen the template and try to look for a different color from the others and this color may be the mistake, I just did it from experience.
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