Deleted
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Post by Deleted on Nov 18, 2010 10:47:27 GMT -5
I release the below file for a modeler and try to describe the step for utilizing this mod due to my unfamiliarity for this modification method. The female skeleton can correct glitches of hands legs and ass like malposition. Please back up your original files notice: The peculiar expression on the face will emerge during the real-time movie.1 Download the file named "playerfullbody.big". 2 Replace the original one with the new downloaded file. You can follow the path "..\Dead Rising 2\data\skeleton" and find the original file. If someone ever used skeleton files from the modeler whose nickname is "TAB", you have to restore "default.big" to the primary file. You can follow the path "..\Dead Rising 2\data\anim" and find it. This model is not perfect, the author hope someone can improve it and share. The peculiar expression on the face will emerge during the real-time movie. Attachments:
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Post by shamrock91 on Nov 19, 2010 7:46:26 GMT -5
Hang about, has this one got working hands, hips and legs? Glorious
Edit: Not perfect? I cant really see how it could be better!
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sabi
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Post by sabi on Nov 22, 2010 16:26:10 GMT -5
Well, your "playerfullbody.big" can correct the issues of the shoes/legs, hips, and hands in the cutscenes, but still there are glitches in the cutscenes with the facial animation (eyes and lips). And it also seems that there is a problem that affects the hands of the male characters: glitches with facial animation (lips): glitches with the hands of the male characters: Please, try to resolve this issues, I appreciate your work, and thanks for correct the glitches of shoes, hips, and hands.
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Post by shamrock91 on Nov 22, 2010 17:24:15 GMT -5
The male hands cant be corrected. They use Chucks skeleton, so changing it to work for a female effectively breaks it for all the other males.
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moloko
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Post by moloko on Jan 19, 2011 7:06:57 GMT -5
So I was looking at the skeleton files but couldn't make out anything useful.
Since I noticed that Chuck's model is floating above the ground, which can be seen while standing on a table, e.g. in the Safehouse, and the model swaps don't, I was wondering if there's some variables that control the position of the model?
I mean, that's causing the female feet to be half in the floor all the time. Anyone who played with those files any idea if that's changeable? Because that would make the female swaps a little better once more.
Anno1404 this independent message was merged into this one
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Post by anno1404 on Jan 19, 2011 14:47:41 GMT -5
This site is so disorganized. Closed threads, information posted here: Female Skeleton Botch Jobs
Just something im working on at the moment. Im trying to swap the hand part of a male model for the female hand. Theoretically this should get rid of hand issues whilst keeping the rest of the skeleton the same. Ill post some pictures when I get some decent results Edit: Alright, forget that Update by Anno1404 See also: Female Skeleton Bodge JobsFixing up the Female Model Swaps
Well ive tried something else new, but as is so often the case, its not perfect. Obviously the hands are too big and the wrong color, but some females bodys have hands starting at differant places. For example, in this one, there is a big ol' gap between wrist and hand. Why? Who knows. Its a real shame because all the animations work perfectly and they stand normally too. But I think this is probably a dead end.
Just a thought, maybe you could swap the hands for gloves, e.g. boykin´s glove.
Did try that as well. It looked a bit more believable I suppose. You cant really see it in these pictures, but there is a big space between her hand and the rest of her right arm. This is because her hand model includes part of her wrist and forearm. So that gap will always be there, gloves or no. This does work for other models though, Stacey for one. Edit: They work fine for stacey and other models with long sleeves. I wonder if Sullivans gloves would be better.
Fixing up the Female Model Swaps Old Oct 11, 2010 post. Female Skeletons Further Improvements (moved and deleted)
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moloko
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Post by moloko on Jan 19, 2011 16:48:36 GMT -5
Okay. Well, I knew these threads existed, but all those models seemed to have flaws and I was assuming this skeleton here was included with the other swaps. Shadows look a little crappy now, but apart from that, it's pretty nice. Thanks.
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Post by anno1404 on Jan 20, 2011 11:07:25 GMT -5
Any suggestions to organize this site better is welcome from anyone. I hate how disorganized it is now.
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moloko
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Post by moloko on Jan 20, 2011 14:34:21 GMT -5
I'd think of some sticky topics in every section that sum up everything there is to be found. We could also make some threads that pack together everything alike, just like these skeletons.
If I had mod rights, I'd try it. Used to run a board myself, back then.
Apart from that, the wiki has everything, too. But I like picking things from the board. Dunno, maybe it feels more familiar.
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Post by anno1404 on Jul 10, 2011 15:27:52 GMT -5
This came up in the forum:
there are female skeletons, there are male skeletons, there is a katey skeleton, there is a TK skeleton, there is a snowflake skeleton, and there is a randy skeleton, there is also zombie skeletons.
all the cinematic skeletons, including the cinematic zombies, use the mail or female skeleton, so you can easily "change" into them.
Zombies include the blue mercenaries, and the regular looters. There are three other types of mercenaries, and one boss looter.
We do not know how to place or play the in game zombies, nor the models for the zombified characters without sever distortion.
Strangely, you CAN change into or place the cinematic zombies, the boss mercenary the zombie mercenary and the zombie looter.
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moloko
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Post by moloko on Jul 11, 2011 5:05:06 GMT -5
This skeleton from the OP shouldn't have clipping issues. I think it's the one I used and it worked very well (apart from the clipping in the cutscenes, which can't be avoided).
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moloko
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Post by moloko on Jul 11, 2011 9:02:17 GMT -5
That's really odd, because I just downloaded this skeleton and tried it, and I had no clipping at all. See my screenshots: But come to think of it, I bet you didn't change the default.big in Dead Rising 2 / data / anim, did you? I suggest you download the files I used here and then check on the Model Swap Tutorial you find here. If you follow the steps, it shouldn't fail.
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moloko
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Post by moloko on Jul 11, 2011 11:02:51 GMT -5
I see now, I wasn't aware that the Twins were that much taller.
I don't think there's any skeleton on this board that would fix this, as they weren't made with this issue in mind, I'm sorry.
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Post by anno1404 on Jul 11, 2011 19:58:14 GMT -5
there are a few characters that have little heels like the one thats on ur screenshots but i mean like chrystal (see my screenshots) those shoes look realy crappy xselina Looks to me like the heels are fine, it is just that the model is partially inside the floor.
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moloko
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Post by moloko on Jul 12, 2011 4:44:54 GMT -5
That's what she means. The Twins are taller than most females, thus making their feet disappear into the floor, while e.g. Jessica is floating a little above the ground, to prevent that issue. Not that big of a deal, but it cannot be unseen and I remember being bothered by one skeleton that made one foot be just a litte off and it annoying the hell out of me. But like I said, I don't think there's any skeleton that would fix that (yet). The easiest thing might be to move the whole skeleton up a few ingame inches, but I have no idea how to do that. You might just want to look for another (hot) female to play as.
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Post by anno1404 on Jul 12, 2011 10:17:42 GMT -5
That's what she means. The Twins are taller than most females, thus making their feet disappear into the floor, while e.g. Jessica is floating a little above the ground, to prevent that issue. Not that big of a deal, but it cannot be unseen and I remember being bothered by one skeleton that made one foot be just a litte off and it annoying the hell out of me. But like I said, I don't think there's any skeleton that would fix that (yet). The easiest thing might be to move the whole skeleton up a few ingame inches, but I have no idea how to do that. You might just want to look for another (hot) female to play as. found a potential solution in data/datafile.big/items.txt: FootIKFootOffsetFromGround = "0.075" FootIKSurfaceHeightOffset = "0.01" FootIKToeAngleLimit = "-0.9" FootIKToeOffsetFromGround = "0.015" this appears to only be on certain survivors, like cast. add this to a survivor that does not have this coding and has heel problems, play with the coding, and see if there are heel problems.
cSurvivorItem cast_stacey_t1 { Age = "25" AssetFilename = "data/models/npcs/cast_stacey_t1" AttackZombiesAndBosses = "true" AudioChestFoleyType = "2" AudioLegFoleyType = "4" AudioShoeType = "4" AwarenessArc = "" AwarenessRange = "" CanDefect = "true" CanFollow = "true" CinematicScale = "0.94" CinematicSkeletonSlotName = "SkeletonCinematicFemale" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65528" DisplayName = "50052" DR2 = "true" FootIKFootOffsetFromGround = "0.075" FootIKSurfaceHeightOffset = "0.01" FootIKToeAngleLimit = "-0.9" FootIKToeOffsetFromGround = "0.015" FullName = "81586" HeadTrackingRange = "50" HealthAmount = "30000" HealthState = "0" Height = "1.7018" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" Nature = "4" NPCAnimationChooser = "10" NPCType = "0" PokerAnimTypeAllIn1 = "1" PokerAnimTypeAllIn2 = "98" PokerAnimTypeCall1 = "10" PokerAnimTypeCall2 = "12" PokerAnimTypeCheck = "14" PokerAnimTypeFold1 = "17" PokerAnimTypeFold2 = "17" PokerAnimTypeIdle = "21" PokerAnimTypeKnockedOut = "35" PokerAnimTypeLoseBig1 = "40" PokerAnimTypeLoseBig2 = "41" PokerAnimTypeLoseBig3 = "51" PokerAnimTypeLoseMild = "53" PokerAnimTypeRaise1 = "73" PokerAnimTypeRaise2 = "184" PokerAnimTypeShortIdle1 = "26" PokerAnimTypeShortIdle2 = "31" PokerAnimTypeStrongTellAllIn = "87" PokerAnimTypeStrongTellCall = "87" PokerAnimTypeStrongTellNormal = "87" PokerAnimTypeStrongTellRaise = "87" PokerAnimTypeWeakTellAllIn = "83" PokerAnimTypeWeakTellCall = "83" PokerAnimTypeWeakTellNormal = "83" PokerAnimTypeWeakTellRaise = "83" PokerAnimTypeWinBig1 = "106" PokerAnimTypeWinBig2 = "84" PokerAnimTypeWinBig3 = "69" PokerAnimTypeWinMild = "110" PortraitTextureName = "portrait_stacey.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" SkeletonSlotName = "SkeletonFemale" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "1" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "3" }
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moloko
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Post by moloko on Jul 12, 2011 10:24:53 GMT -5
I am unsure about how that would solve the problem here, as it's a model replacement and thus shouldn't be using survivor properties from items.txt. :?
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Post by anno1404 on Jul 12, 2011 10:27:49 GMT -5
I am unsure about how that would solve the problem here, as it's a model replacement and thus shouldn't be using survivor properties from items.txt. :? yeah, i was kinda hazy on that, good point.
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