Enjoy!
Posts: 1,266
Original Join Date: Nov 21, 2012
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Post by Mister T on Feb 25, 2018 21:49:33 GMT 10
Try this .mod file! It should contain 4x the same Wesker Model. Be aware that you will have to connect all added model meshes with bones again by using 3D Max.
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Posts: 268
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Post by DINNER SUPREME on Feb 26, 2018 3:30:27 GMT 10
Try this .mod file! It should contain 4x the same Wesker Model. Be aware that you will have to connect all added model meshes with bones again by using 3D Max. Cool, How did u do that? Well....based on one of the 3ds max pics here....Do I have to make the mesh and bone connections on the 3d display or on the left side with all the "LOD" stuff? I never done it b4. Just so I can get a basic idea when I get home from work later on today.
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Enjoy!
Posts: 1,266
Original Join Date: Nov 21, 2012
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Post by Mister T on Feb 26, 2018 4:41:04 GMT 10
Try this .mod file! It should contain 4x the same Wesker Model. Be aware that you will have to connect all added model meshes with bones again by using 3D Max. Cool, How did u do that? Well....based on one of the 3ds max pics here....Do I have to make the mesh and bone connections on the 3d display or on the left side with all the "LOD" stuff? I never done it b4. Just so I can get a basic idea when I get home from work later on today. I just used the tool I linked you. And please just skin wrap new meshes to old model to fix bone connection. You know like darknessvaltier did in his fantastic tutorials. Even though the music is not my taste but Mute is a option if you don't like tutorials with music too.
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Posts: 268
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Post by DINNER SUPREME on Feb 26, 2018 15:08:13 GMT 10
I know you "used" it. I mean how? because I dragged the 4 files into the exe (and even had everything together) and didn't get anything out of it. (just for educational purposes)
Also, I noticed you renumbered the extra mesh (89-356). Did you use the 3DS Max renamer because the script doesn't have an option for numbering the mesh outside of the 4 labels (including LOD, group, MAT and etc..) or did you actually take the time to give a new number to every single mesh? if you did.......dayyyuuuumm! Lol. I feel like this may have been a factor in the conflicts I was having since each model all had (1-88) no matter what LOD group they were in or how manipulated everything.
skin wrap...eh? I'll do some research on how to pull that off.
Funny thing about you mentioning the darknessvaltier tutorial videos is that it's actually the REVERSE effect on me Lmao. I liked his music but not the tutorials x'D. I'm not saying they're bad either but they barely help somebody like me with absolutely no experience with 3d modding stuff. I would have to slow the video down and maybe take days or weeks of studying exactly what's going on in there while taking down notes with much more simplistic detailed steps that I would break down for myself. Outside of the "model modding" stuff.....I pick up things very quickly. Darkness is another awesome dude I like on here though....we communicated a lot on youtube when he was bustin out a lot of mods and good work.
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Enjoy!
Posts: 1,266
Original Join Date: Nov 21, 2012
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Post by Mister T on Feb 26, 2018 19:35:56 GMT 10
I know you "used" it. I mean how? because I dragged the 4 files into the exe (and even had everything together) and didn't get anything out of it. (just for educational purposes) Also, I noticed you renumbered the extra mesh (89-356). Did you use the 3DS Max renamer because the script doesn't have an option for numbering the mesh outside of the 4 labels (including LOD, group, MAT and etc..) or did you actually take the time to give a new number to every single mesh? if you did.......dayyyuuuumm! Lol. I feel like this may have been a factor in the conflicts I was having since each model all had (1-88) no matter what LOD group they were in or how manipulated everything. skin wrap...eh? I'll do some research on how to pull that off. Funny thing about you mentioning the darknessvaltier tutorial videos is that it's actually the REVERSE effect on me Lmao. I liked his music but not the tutorials x'D. I'm not saying they're bad either but they barely help somebody like me with absolutely no experience with 3d modding stuff. I would have to slow the video down and maybe take days or weeks of studying exactly what's going on in there while taking down notes with much more simplistic detailed steps that I would break down for myself. Outside of the "model modding" stuff.....I pick up things very quickly. Darkness is another awesome dude I like on here though....we communicated a lot on youtube when he was bustin out a lot of mods and good work. " I know you "used" it. I mean how? because I dragged the 4 files into the exe (and even had everything together) and didn't get anything out of it. (just for educational purposes) " Just read the thread of Aman's tool and you will find commands and how to execute them. I created a .bat file with: RE5ModelMerge.exe -o em8100.mod em810.mod pl1500merge.mod:1-1:2-2=2 and executed it 3 times, after each execution I wrote the new model in my file like: 1. RE5ModelMerge.exe -o em810.mod em81.mod pl1500merge.mod:1-1:2-2=2 2. RE5ModelMerge.exe -o em8100.mod em810.mod pl1500merge.mod:1-1:2-2=2 And thats it. Else I can't follow your problem with model export right now ...
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Posts: 268
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Post by DINNER SUPREME on Feb 26, 2018 20:48:24 GMT 10
I actually did read it. Many times trying to understand it. I would not have done any of that naturally (especially making a .bat file). I pulled out command prompt before and such along with having all the files together with the .exe. Long story short, I basically did read but it still ultimately failed (said it cant open body.mod)
but yeah it's cool....just trying my best to learn. I'm humbled with the experience you provided me, despite my severe lack of it and lack of knowledge in these areas.
I'm gonna continue to try and figure out how to do this skin wrap stuff properly so I can hopefully finish.
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Post by DINNER SUPREME on Mar 4, 2018 1:17:13 GMT 10
Ok, so I've been hammering this for awhile with no success. I decided I'm going to be creative and do something interesting. I'm going list every single step I do without leaving anything out and even provide pictures for every single step I take!
This should enhance the solution process greatly as it allows for more precise details, analysis, instructions and error correction to be taken at every point. I'm going to start doing this every attempt I make until I reach resolve Let's begin: Attempt #7 STEP 1: Ok, I open up 3DS Max 2018 and I run the v0.31e script.
STEP 2: Next, I choose "ImportMod" on the script window and I select the em8100.mod file that Mister T provided to me that has 4 Boss Wesker models merged together in there at the size 2.87mb. STEP 3: When it finishes importing....it looks like this. STEP 4: All the meshes from the models are piled into the LOD 255 group. The total amount is 352 meshes. Each model that was merged with the model merge tool has 88 meshes. STEP 5: Knowing the count for each model, I proceed to the 89th mesh. STEP 6: I select 88 of the meshes starting from that 89th one and use the script window's "rename" function with "LOD" selected to renumber their LOD's differently from the original 1-88 meshes that usually always load up in LOD 255 group. So I did (Mesh 89-176 renumbered to LOD252), (Mesh 177-264 renumbered to LOD2) and (Mesh 265-352 renumbered to LOD1). STEP 7: After everything is renumbered. I proceed to select the whole LOD255 group. I also right click the LOD255 and pick "Select child nodes" so that all meshes are selected and then I click on "ExportToMod" on the script window STEP 8: When I'm asked to select a .mod file for the exportation process, I select the same .mod file that I opened in the beginning STEP 9: After passing the ".newmod" through the RE5TriStripV3 to get the new mod file. I imported that new mod file back into 3DS Max. This is how it looks now. It has 88 meshes in LOD1, LOD2, LOD252 and LOD255. I Proceeded to select the new LOD mesh groups "1, 2 and 252" and use the "Create Selection" dropdown at the top to name the selection of the 3 LODs as "New LODs" STEP 10: With all of these New LODs selected, I then went to the right side of the screen and selected "Modifier List" and applied "Skin Wrap". STEP 11: The only thing I adjusted from the skin wrap settings was the Deformation Engine to "Face Deformation" and Falloff to "0.001" STEP 12: On that same right side of the window I went to "Parameters" and pressed "Add" then I pressed the "H" key on my keyboard for a "Pick Object" menu to pop up and then I selected the whole LOD255 group for the other LODs to skin wrap to. STEP 13: After that, all the meshes from LOD255 are listed in "Parameters" on the right side. I click "Add" again to finish. STEP 14: To finish off, I select LOD groups 1, 2, 252 and 255 with all meshes selected and then I click on "ExportToMod" on the script window. This time when I'm asked to select a .mod file, I pick the pl0100.mod that I started with here instead of the em8100.mod. After all that, I go through the usual process with RE5TriStripV5. Rename the finished .mod file to "pl1500.mod" like it should be. put it in the Wesker folder, repack and then check it out. Result:
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Post by KamiA on Mar 4, 2018 5:39:56 GMT 10
That is really impressive. I can't believe you went through all these troubles just to swap 1 melee. I have no experience in model modding so I can only hope you succeed with this!
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Posts: 268
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Post by DINNER SUPREME on Mar 4, 2018 6:23:26 GMT 10
That is really impressive. I can't believe you went through all these troubles just to swap 1 melee. I have no experience in model modding so I can only hope you succeed with this! What can I say....I'm a diehard guy...
lol jokes aside. Thank you, I work hard for all the really good stuff or anything I feel has got be fixed, changed or can be improved. This game has a lot of potential and I'm happy we're all trying to push it further past it's limits. I see a vision where this game becomes a much more amazing version of itself. and yeah.....sometimes I even feel like "If she/he/they can do it........then I can do it too!" when it comes to the overwhelming stuff I have no experience in or no nothing about. It's how I went from being a general requester back then to being a modder myself aside for the huge passion I have for improving things in games.
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Posts: 268
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Post by DINNER SUPREME on Mar 4, 2018 14:43:02 GMT 10
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Enjoy!
Posts: 1,266
Original Join Date: Nov 21, 2012
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Post by Mister T on Mar 5, 2018 23:39:20 GMT 10
It seems like this Wesker problem can't be solved by you. I think there are missing bones in Boss Wesker Model ... Are other models like Jill Boss able to perform this Rhino Charge without deforming body or only characters like Josh, Excella, playable Wesker and so on?
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Posts: 268
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Post by DINNER SUPREME on Mar 6, 2018 1:24:33 GMT 10
It seems like this Wesker problem can't be solved by you. I think there are missing bones in Boss Wesker Model ... Are other models like Jill Boss able to perform this Rhino Charge without deforming body or only characters like Josh, Excella, playable Wesker and so on? If there was anything I did wrong then you can point it out and i'll be happy to correct it. It's gonna be a lot of characters to LMT swap but I will check. Edit: Some small good news. I think I learned how to actually Complete the skin wrap process. I never knew nor was I aware that the "skin wrap" modifier eventually has to change into a "skin" modifier. This whole time, I did it without confirming to "skin" because I didn't know I had to nor was I informed. I might be revisiting some earlier methods. I have some more dumb issues now that seem related as I changed one of Sheva's animation to that of Wesker's and eye balls pop out of her. Edit2: Mister T I'm retrying the whole "skin wrap new LOD1,2 and LOD252 meshes to the old LOD255 model thing" again that you mentioned now that I know how to skin wrap. but FUCK!.....is there a faster way to skin wrap!?!? It can only be one object/mesh at a time?!? lol
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Posts: 268
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Post by DINNER SUPREME on Mar 7, 2018 12:08:42 GMT 10
It seems like this Wesker problem can't be solved by you. I think there are missing bones in Boss Wesker Model ... Are other models like Jill Boss able to perform this Rhino Charge without deforming body or only characters like Josh, Excella, playable Wesker and so on? Mister T If you read the shoutbox chat then you know that I Skin wrapped successfully and removed the T-Pose problem with the merged 4-model file as you originally told me. It pretty much looks the same as if it was with just 1 model of Boss Wesker where it only screws up with Rhino Charge (as shown in "Spaghetti Wesker" video) Also.....I saved time from doing all those LMT swaps of the characters you mentioned (I really didn't wanna waste the huge amount of time doing so lol) and instead I used the trainer for full anim swaps on the fly. Josh, Excella and Boss Jill have no problems doing the Rhino Charge. Only with a very small exception to Boss Jill where there is minimal problems with hair but nothing huge.
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Enjoy!
Posts: 1,266
Original Join Date: Nov 21, 2012
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Post by Mister T on Mar 8, 2018 2:15:01 GMT 10
Yes, you are right. We would need a tool to merge bones to give normal Wesker these Coat bones to make Rhino Charge work with Coat Wesker ...
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Posts: 268
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Post by DINNER SUPREME on Mar 8, 2018 3:11:03 GMT 10
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