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Post by DINNER SUPREME on Feb 23, 2018 18:07:25 GMT 10
Like if I wanted to change Boss Wesker's taunt to another taunt for example.... or if I wanted to go back and change stuff to something I already did instead of starting over from scratch with a fresh default Lmt file from the game.
I read in the Wilsonso tutorial video that modded files cannot be "extracted" but this tutorial was made when he had released 1.0 of the tool.
Using the 2.0 version of the tool, it clearly extracts it or am I missing something?
Did he mean that the process wouldn't work with the swapping? My problem is that when I make the swaps.....Everything stays the same as if I never did anything. (I also did this 100% correctly and carefully followed all guidelines....retracing any possible errors I could of done)
I've looked all over the forum and I haven't found any info regarding this.
Edit: Also, what is the significance of .mtg and .hit files? They seem to be within similar category to .lmt from what i've read around here.
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Post by KamiA on Feb 24, 2018 2:20:50 GMT 10
I'm pretty sure you can extract/edit any modded .lmt files just fine with 2.0 version.
As for editing, make sure you edit the .lmt files inside nativePC(_MT)\Image\Archive\.arc files, not the one in nativePC(_MT)\pawn\ (these are mostly there for model swap trainer patch)
.mtg files are model related, it is there to toggle on/off certain part of the model (Jill's device for example). .hit files are hit-boxes (for receiving damage and for doing melee/attack) related.
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Post by DINNER SUPREME on Feb 24, 2018 3:28:04 GMT 10
I'm pretty sure you can extract/edit any modded .lmt files just fine with 2.0 version. As for editing, make sure you edit the .lmt files inside nativePC(_MT)\Image\Archive\.arc files, not the one in nativePC(_MT)\pawn\ (these are mostly there for model swap trainer patch) .mtg files are model related, it is there to toggle on/off certain part of the model (Jill's device for example). .hit files are hit-boxes (for receiving damage and for doing melee/attack) related. That's the thing, I did exactly that. I repacked the LMT put it back into the pl03 wesker motion folder then I repacked the folder itself back into a compiled arc file.........then I set it up for Image\Archive placement in the fluffy manager like everything else and nothing happened.........I actually did both ways too just in case I thought the atkdata files were for the hitbox and damage stuff. EDIT: WAIT A MINUTE! I think I might know what the problem is............perhaps when I was getting Wesker's regular mercs .arc file it was still actually the one from the mod. Maybe it was still installed with the Fluffy Manager and I forgot to disable it before taking the arc file from the archive folder and extracting it. I'm gonna check real quick. EDIT2: CHRIST!.....it still didn't work. Same crap. I thought I figured it out. EDIT3: I FIXED IT! It turns out it was the problem I stated plus.....I was accidentally repacking the arc folder without putting the edited LMT file back in (though this only happend when I tried this again now, the first time it was just the error I committed in the 1st "EDIT" that I made). It is extremely easy to make mistakes since you're dealing a lot of back and forth with the files and folders that come out from repacking and extracting processes.
I have no idea how I keep solving my own mystery crap when all hope looks lost lol. I appreciate you coming to help again, KamiA. Thanks again buddy!
Note for other people in the future: Be very careful with your steps when it comes to the LMT modding process and if you run into an issue......retrace VERY carefully because a simple mistake can fly right by you easily despite following whatever guide you're on. Also, if for any reason you find a default arc file that is low in size and incomplete like this for example:
It might be because you're using Fluffy Manager and I think it does this thing where it replaces the default files with placeholders and stores the regular files as backups. Basically, you just have to get the files in the backup folder made inside the RE5 folder for Fluffy Manager. (This was the case with me for "uPl03WeskerCos1.arc". I had to get the default one from the backup folder of the Fluffy Manager)
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Post by DINNER SUPREME on Feb 24, 2018 5:54:26 GMT 10
Ok, actually I got a whole new problem now. The taunt animation is working well but why is it that when he does the rhino charge (which I reverted back to the original more dramatic cutscene looking one done by Mercs Wesker), his model looks glitched up in the process? His model returns back to normal after the animation for rhino charge is completely done and goes back to his standing state. Everything is good till he does the rhino charge
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Post by Mister T on Feb 24, 2018 6:23:45 GMT 10
Use model merge tool to combine 3x em81 model into one. Then you should import this new model with 3x same Wesker model in slot LOD 255 and make this Boss Wesker Model like normal Mercenaries Model.
Also first model in LOD 1, 2 or 3, second model in LOD 252, third stays in LOD 255. Can't remember anymore ...
I would do it for you but I have no access to 3D Max 2012 anymore. We used Aman's script to make special models for Resident Evil 5 ...
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Post by DINNER SUPREME on Feb 24, 2018 14:09:25 GMT 10
Use model merge tool to combine 3x em81 model into one. Then you should import this new model with 3x same Wesker model in slot LOD 255 and make this Boss Wesker Model like normal Mercenaries Model. Also first model in LOD 1, 2 or 3, second model in LOD 252, third stays in LOD 255. Can't remember anymore ... I would do it for you but I have no access to 3D Max 2012 anymore. We used Aman's script to make special models for Resident Evil 5 ... That.....is a lot of stuff that I definitely didn't understand lol. I've done a lot of ass pulls but i'm almost afraid that i've finally met my defeat here. Never heard of the model merge tool so i'm gonna check it out in the modding tools section of the forum to see if I missed it. I'm sure em81 refers to the id of boss wesker or something like that but I got no idea what "3x" or "LOD" are though. Is 2012 really needed? I have 3DS Max 2018 ready but have never done almost anything with 3D modeling aside from pulling up the Remake STARS Wesker model in it just to do nothing inside of it. EDIT: Did you mean the "RE5 mod tool" by any chance from here?? residentevilmodding.boards.net/thread/1504 because if you did then I actually do have v0-31e.ms and was able to seemingly use it with 3DS Max 2018. As you can see here, I was able to open a Wesker mod file for Remake with it: oh wait....holy crap, it's the great Mister T himself. Since you're here, I got a quick question: How come your older Boss Wesker mod feels a whole lot better than the new one (origins). There's some flaws with that one such as the Dash Attack that almost doesn't kill since it pushes enemies back and the missing squat dodge that Wesker does mainly. I know it's in beta but what I find funny is that the older one feels perfect enough and very well done. With the old version: Dash cobra kills, he has all of his dodges and other stuff. Awesome job with it btw. I actually switched from Origins to the ∞ one. I'm only changing the taunt and rhino charge for myself and my brother for personal tastes......we like the more dramatic looking cutscene rhino charge and luckily the taunt has no problems.
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Post by DINNER SUPREME on Feb 24, 2018 15:54:33 GMT 10
I think I might be doing another ass pull and might be understanding what you're saying to me now lol xD.
However....what do you mean by making "Boss Wesker Model like normal Mercenaries Model."? Do you mean like renaming the new exported mod after the RE5strip from "em8101.mod" to "pl1500.mod"? or is it something more specific inside 3DS max like with the arrangement of mercs wesker stuff when the original pl1500.mod gets loaded up. I also notice that it fills up 4 of the LOD slot thingys. LOD 1, 2, 252 and 255 are filled in by Mercs Wesker if that's of any importance....
EDIT: Yeah i'm gonna need some super detailed help with this....I just wasted the whole night trying to figure how to do this properly in like about 18 different ways with no success......I feel like i'm the right place though or very close.
I think the main problem may have to do with how the exportation only focuses on one batch of LOD255 files and ignores any duplicates or even anything LOD225, 1, 2 and etc... (That's assuming i'm somewhat in the right direction of understanding all of this)
I do not mind taking screenshots of everything I do or "as I go along" with 3DS max and outside of it for the sake of making the path easier for me to reach the goal
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Post by Mister T on Feb 25, 2018 0:01:45 GMT 10
I think I might be doing another ass pull and might be understanding what you're saying to me now lol xD. However....what do you mean by making "Boss Wesker Model like normal Mercenaries Model."? Do you mean like renaming the new exported mod after the RE5strip from "em8101.mod" to "pl1500.mod"? or is it something more specific inside 3DS max like with the arrangement of mercs wesker stuff when the original pl1500.mod gets loaded up. I also notice that it fills up 4 of the LOD slot thingys. LOD 1, 2, 252 and 255 are filled in by Mercs Wesker if that's of any importance.... EDIT: Yeah i'm gonna need some super detailed help with this....I just wasted the whole night trying to figure how to do this properly in like about 18 different ways with no success......I feel like i'm the right place though or very close. I think the main problem may have to do with how the exportation only focuses on one batch of LOD255 files and ignores any duplicates or even anything LOD225, 1, 2 and etc... (That's assuming i'm somewhat in the right direction of understanding all of this) I do not mind taking screenshots of everything I do or "as I go along" with 3DS max and outside of it for the sake of making the path easier for me to reach the goal
1. Merge 3 em81 models together and then import this new mega sized model with 3D Max and you will see that all have LOD (Level Of Detail) 255. But if you import normal Wesker pl1500.mod you will have 3 models in different spheres (Level Of Details), all less or more detailed at some point. Look at which LOD spheres your original pl1500.mod is using and make em81 model the same way. 1 Model in LOD 1 1 Model in LOD 3 1 Model in LOD 255 for example, can't remember so good ... But first you should import a original em81.mod file which is not merged because you need to count meshes to don't mess up. 1 model has 300 meshes for example, so your merged one has 900 meshes and they are splitted into: 1. Model 300 2. Model 300 3. Model 300 Do count or you could REALLY mess something up. You will need a whole model per sphere and no parts of another model like: 1. Sphere (LOD) 301 meshes 2. Sphere (LOD) 299 meshes 3. Sphere (LOD) 300 meshes This would cause one model with 1 missing mesh ... After just export and test this mega sized model ingame ... I wish you good luck. This way I merged pl1500.mod with em8c.mod (Uroboros arm) but never released it because of ... eh ... reasons. 2. You like Old Boss Wesker more and I like my new one because I made it not so OP for my taste ... And remember that it will stay beta until I learned some new stuff to improve this mod.
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Post by Mister T on Feb 25, 2018 0:16:05 GMT 10
Let`s take this screenshot for better understanding! 1 Wesker Model = 255 Meshes Imagine that the whole model is in LOD 255 ... After you used Aman's model merge tool you will see a model with 255 x 3 meshes in LOD 255. Select mesh 1 - 255 and make this model LOD 1 by renaming with Aman's script, then hide. Select next 255 meshes and make this model LOD 2 by ... Select ... and make this model LOD 255 by ... Export and test.
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Post by DINNER SUPREME on Feb 25, 2018 3:48:16 GMT 10
Ok, it looks like I was definitely understanding but I think where i'm getting stuck is the initial "merging" part. How do I merge exactly? is "merging" simply: import the same "em8101.mod" wesker model file 3 times into 3ds Max then export? or import "em8101.mod" once and make 2 more copies of all the "child nodes" or "mesh" as it's called in LOD 255? ......and does a proper export have all the 3 models "selected/highlighted" along with the helper files? ("LOD 255" for example, not the files in it but including "LOD 255"). When I export (assuming each model each has 255 things in there) should I have 3DS Max saying "765 objects selected" or "768 entities selected (with the all the duplicate LOD 255's selected from importing 3 models to merge)" Just to see if i'm doing it right because I was definitely understanding the concept but when I import the model back into 3DS Max that I supposedly had three different wesker models merged into 1.....It usually just loads one 1 set of "LOD 255" like if I never even put in 3 and I just loaded in one model by itselfEDIT: For the boss Wesker model, it's 88 count btw
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Post by DINNER SUPREME on Feb 25, 2018 4:07:57 GMT 10
Select mesh 1 - 255 and make this model LOD 1 by renaming with Aman's script, then hide. Select next 255 meshes and make this model LOD 2 by ... Select ... and make this model LOD 255 by ... And after renumbering 2nd and 3rd models "LOD 1" and so on.....Do i place them in the LOD groups of the same number? (How the Mercs Wesker model is arranged already in 3DS max when imported) or keep them all in the LOD 255 group with the new numbers and assume that it will be put in their proper groups after export based on the new numbering? Also since Mercs Wesker actually occupies 4 LOD groups (1,2,252 and 255), wouldn't that mean that I need 4 models merged instead?
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Post by Mister T on Feb 25, 2018 6:08:17 GMT 10
You are asking a good question. I don't know but maybe this mesh merge tool was not public. I will download 3D 2018 and see if I can do it for you.
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Post by DINNER SUPREME on Feb 25, 2018 6:20:53 GMT 10
You are asking a good question. I don't know but maybe this mesh merge tool was not public. I will download 3D 2018 and see if I can do it for you. Even so, I'm interested in learning how to fix in case of any future occurences. And yeah I was confused because I'm only finding and familiar with Aman's RE5 mod tool which I thought you were talking about. Update me if anything.....I'm gonna jump back into this after I come back from work later on
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Enjoy!
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Post by Mister T on Feb 25, 2018 6:37:41 GMT 10
You are asking a good question. I don't know but maybe this mesh merge tool was not public. I will download 3D 2018 and see if I can do it for you. Even so, I'm interested in learning how to fix in case of any future occurences. And yeah I was confused because I'm only finding and familiar with Aman's RE5 mod tool which I thought you were talking about. Update me if anything.....I'm gonna jump back into this after I come back from work later on Ok, here you go! Use this tool to merge 4 Wesker em81 models into one.
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Posts: 268
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Post by DINNER SUPREME on Feb 25, 2018 6:41:15 GMT 10
Alrighty! I'm gonna give it a shot when I get back from work later on. I'm excited. Thank you in advance. I will update in like about 7-8 hours from this post. EDIT: Ok, so far the merge tool seems unresponsive for me. I've tried dragging 4 different copies of "em8101.mod" file to the .exe at once along with also trying to drag 4 of the ".NEWMOD" instead to no success. I feel like I might be doing it wrong. I'm gonna try exporting from 3ds max with 4 .mods that were imported (having all 4 of the LOD255's selected along with all of the meshes in them) and then i'm try dragging the .NEWMOD that comes from that into the exe. Like so: Can't think of any more ideas beyond that... EDIT2: I ran into this (straight from Aman himself): residentevilmodding.boards.net/thread/1060/combine-excellas-head-body-mod........but holy crap! God help me if I can even understand it lol EDIT3: I might be on to something here. I managed to get a model to load into LOD1 instead of LOD255 upon a fresh import...........What I did was that I completely moved the ones in LOD255 group to the LOD1 group and renumbered them accordingly followed by export. What I'm learning from this is that 3DS Max (or maybe the script) gets angry when you try to export more than one model or LOD group and then ends up saying "FUCK YOU! I'm ONLY DOING LOD255 YOU FUCKER!" Knowing this now....Perhaps I have to do 3 different exports using the method I just thought of just now (for 1,2 and 252. "em1010.mod" is 255 by default.) and then maybe I can put the 4 files through merge tool where they'll all be filling out each LOD group. Based on this I also don't think another exportation would be needed after the 3 done to have 4 files but I'll see
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