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Dead Rising 2/OTR PC Mods :: Dead Rising 2: Off The Record Modding (PC) :: Modding Tools :: [MaxScript] Model Exporter
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mariokart64n
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 Re: [MaxScript] Model Exporter
« Reply #195 on Jan 11, 2012, 3:52pm »

I had a HUGE computer virus, and basically lost everything.

I backed up what I could, but I donno whats what.

anyway someone said the link to the script was expired?
http://pastebin.com/Er75t3Vv

also if the arms don't assign right that means the bones are bad. you'll need to run a quick test.
first extract fresh files (original files, not modded) import the model and export the arms only, and test in game.

older scripts may have had bugs which would cause a bad import, and thus a bad export.
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Freako
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 Re: [MaxScript] Model Exporter
« Reply #196 on Jan 11, 2012, 5:06pm »

Their arm problem was using an outdated version, not anything else.
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anno1404
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 Re: [MaxScript] Model Exporter
« Reply #197 on Jan 11, 2012, 7:51pm »

I don't know how long pastebins last, so here is a backup of mario's pastebin:

http://deadrisingwiki.com/wiki/User:A/mario_script_backup

any assistance on the next step as about how to use Noesis, etc by anyone would be appreciated.



Jan 11, 2012, 3:52pm, mariokart64n wrote:
I had a HUGE computer virus, and basically lost everything.

I backed up what I could, but I donno whats what.

anyway someone said the link to the script was expired?
http://pastebin.com/Er75t3Vv

also if the arms don't assign right that means the bones are bad. you'll need to run a quick test.
first extract fresh files (original files, not modded) import the model and export the arms only, and test in game.

older scripts may have had bugs which would cause a bad import, and thus a bad export.
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mariokart64n
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 Re: [MaxScript] Model Exporter
« Reply #198 on Jan 12, 2012, 6:04pm »

noesis is straight forward, the problem is extracting the files. noesis may look for the extension MOD or DOM.
in computers numbers can be represented either forward or backwards... some Einstein must have forgot this. and there is some misconception about the extracted extensions. some extractors may output the models as DOM, some MOD.

I cant recall which noesis is built for. but you may need to make name changes in order for noesis to pickup files
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maddacheeb
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 Re: [MaxScript] Model Exporter
« Reply #199 on Jan 12, 2012, 10:30pm »

You have the worst of luck when it comes to computers.
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anno1404
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 Re: [MaxScript] Model Exporter
« Reply #200 on Jan 14, 2012, 5:40pm »

I just finished making screen shots of all dead rising 1 models, except for the environment:

http://deadrisingwiki.com/wiki/Mod:Dead_Rising_1_Files

thanks to freako showing me how!
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Freako
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 Re: [MaxScript] Model Exporter
« Reply #201 on Jan 14, 2012, 6:08pm »

Very very very very good work.
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gique13
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 Re: [MaxScript] Model Exporter
« Reply #202 on Jan 14, 2012, 10:30pm »

Amazing work!!
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Taiga
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 Re: [MaxScript] Model Exporter
« Reply #203 on Jan 24, 2012, 1:15am »

Hi, thanks for your work as always, mariokart64n. I miss DM~

Anyways, I replaced Frank's head with a mesh I made of a friend's head. I ran into some problems that I'm not sure were mentioned in the video, some that I found solutions to. Thought I'd list them here for further clarification and to assist others.

- When reimporting to test a modified mesh, that array error mentioned near the start of this thread seems to occur if forcing a material ID that does not exist. It's safer to use the eyedropper to pick the material off the original model and then apply it to the new mesh.

- mariokart64n's 0.4c script does not seem to implode facial bones, and imports the bones with proper names, but you have to reimport the model .big using the 0.4c script. If you have trouble click-selecting bones to move them, try using select by name.

- Textures above 1024x1024 seem to crash the game on load.

- Like most games, Dead Rising 2 is fussy about the order of transparent meshes, ie. hair layers. I know this was already mentioned earlier in this thread, to some degree. Because of how I modeled the hair, I'm getting nasty transparency issues where any meshes behind my hair mesh are rendered transparent.

- Moderately visible seams at the end of the neck/collar mesh where it connects to the rest of the body. Not sure how to resolve this, but the way I resolved it in other games was to import the rest of the body, connect the meshes and weld/smooth the seams of the neck and body, then delete the rest of the body before export.
« Last Edit: Jan 24, 2012, 10:54am by Taiga »Link to Post - Back to Top  IP: Logged
djlarryt
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 Re: [MaxScript] Model Exporter
« Reply #204 on Jan 24, 2012, 12:06pm »


Jan 24, 2012, 1:15am, Taiga wrote:
- When reimporting to test a modified mesh, that array error mentioned near the start of this thread seems to occur if forcing a material ID that does not exist. It's safer to use the eyedropper to pick the material off the original model and then apply it to the new mesh.


Good to know... I have encountered that problem a couple of times.

Jan 24, 2012, 1:15am, Taiga wrote:
- Textures above 1024x1024 seem to crash the game on load.


Haven't come across any character maps bigger than this- but thanks for the heads-up in case I see any moving forward.

Jan 24, 2012, 1:15am, Taiga wrote:
- Moderately visible seams at the end of the neck/collar mesh where it connects to the rest of the body. Not sure how to resolve this, but the way I resolved it in other games was to import the rest of the body, connect the meshes and weld/smooth the seams of the neck and body, then delete the rest of the body before export.


What I've been doing is just create a copy mesh, save the polys as a smoothing group, attach it to the body mesh and then weld the verts. Then I get rid of the polys again and when attaching the skin, I make sure the bottom row is weighted exactly the same as the real body mesh I want to use. This seems to control the tearing of the mesh when the character moves out of position.

Thanks for the recommendations Taiga. Have you come across any solution for getting rid of match lines/ smoothing group definitions when attaching head to body meshes (the clear division between meshes when re-attaching items together)? Most of the time they're not there upon the original import but when pieces are exported, they show up.

« Last Edit: Jan 24, 2012, 12:08pm by djlarryt »Link to Post - Back to Top  IP: Logged
Taiga
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 Re: [MaxScript] Model Exporter
« Reply #205 on Jan 24, 2012, 9:04pm »

That's what I was trying to describe. My plan is to merge the head+neck to the chest, and then once they are smooth without seams, I'll copy the weights over from the finished head+neck and then delete the chest faces before export. I did this for some other games and it worked. No idea if it'll work for DR2.

Edit: It didn't seem to work, but I discovered that the OBJ import/export I was using to get the model to Maya and back wasn't resizing to the same number of decimal points, so I'm retrying now using a different method.

Edit2: Still doesn't seem to work. I suspect the weights for the edges don't match the chest model. Might take a look again later.

Edit3: I think I've fixed the weights now. The tiny gap between neck and body are gone but the edges still didn't weld in-game like they should.

Edit4: I checked some of the original Frank head meshes, and they have a seam at the neck/collar as well. I guess it's just how the game is.
« Last Edit: Jan 27, 2012, 11:23pm by Taiga »Link to Post - Back to Top  IP: Logged
djlarryt
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 Re: [MaxScript] Model Exporter
« Reply #206 on Jan 25, 2012, 12:51pm »


Jan 24, 2012, 9:04pm, Taiga wrote:
Edit: It didn't seem to work, but I discovered that the OBJ import/export I was using to get the model to Maya and back wasn't resizing to the same number of decimal points, so I'm retrying now using a different method.

Edit2: Still doesn't seem to work.


I'm using 3DsMax and it seems to be fine most of the time. Other times what I've tried is to leave an extra row of polys so there's an overlap of one row where the meshes meet, making sure they are mapped/skinned exactly the same. This way if the meshes separate it's not obvious.

I wish I could figure out why when exporting the meshes back into the game, they explode all over the place, even though they work fine when testing the rigging in 3DsMax. ???

Either that, or how to handle DTX5 alpha map textures so the mapping doesn't turn white when viewed in-game (that way I wouldn't have to try swapping over existing character meshes). Again, the maps look fine in 3DsMax but when viewing in-game they turn white.
« Last Edit: Jan 25, 2012, 12:52pm by djlarryt »Link to Post - Back to Top  IP: Logged
maddacheeb
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 Re: [MaxScript] Model Exporter
« Reply #207 on Jan 25, 2012, 7:18pm »

Anybody up for deswizzling a few textures, PM me. I have a private project I need help with that involves porting Case Zero content to DR2.
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Freako
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 Re: [MaxScript] Model Exporter
« Reply #208 on Feb 18, 2012, 2:36am »

I have a question for mariokart,

I'm unsure on how to delete parts of models, I'm trying to take clothes from survivors and I'm unsure on how to actually delete model parts. The best I can come up with is to shrink the parts I don't want to a tiny size and move them far away from the model as I did here.

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I know you're able to replace things but as for adding and deleting, such as adding a camera to the model, I have no idea how it's done with your tool.
« Last Edit: Feb 18, 2012, 2:53am by Freako »Link to Post - Back to Top  IP: Logged

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djlarryt
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 Re: [MaxScript] Model Exporter
« Reply #209 on Feb 18, 2012, 7:32am »


Feb 18, 2012, 2:36am, Freako wrote:
I have a question for mariokart,

I'm unsure on how to delete parts of models, I'm trying to take clothes from survivors and I'm unsure on how to actually delete model parts. The best I can come up with is to shrink the parts I don't want to a tiny size and move them far away from the model as I did here.

I know you're able to replace things but as for adding and deleting, such as adding a camera to the model, I have no idea how it's done with your tool.


I'm not MarioKart but I can probably help you, as this is what I've been doing:

1. Yes, delete all polys EXCEPT ONE (Go to face mode, click one, Select inverse, Delete) from the piece of the model you want to remove and shrink the remaining one so small it will never show. You don't have to move it far away from the model because it still needs the skin and the skin is attached to the bones, so this may affect how it bounds on other items.

As long as the item exists when repacking, doesn't matter in what form, the model will work in-game.

2. If you want to replace/ add things, this is how I've been doing it- import the model with the items you want first, but you DON'T need to import the skin. Completely delete what you don't want and hide what's left. Bring your model that you want to add stuff to into Max, along with skin. Apply the textures to the items BEFORE doing anything else. You might have to remap UVWs if you're changing the textures too.

Copy the name/skin of an item to replace, then delete the item. Rename the item you want with the name/paste the skin and check the weighting on the bones to make sure vertices don't fly all over the place. You can export it back to the model file and it should work in-game.

I did this with items like Johnny's Bandana and turned it into a pair of sunglasses and it worked. I've also done it with complete body parts (eg appointed a 'shirt' into a pair of legs because the legs were already part of a set of hips/boots.)

I have found one problem however- you do have to watch out for items with DTX5 maps. If you import something that's mapped with DTX5 and replace something that's DTX1 textured, you won't see it in game the way you're expecting.

Also, items with really long names (eg "tir_wrestling_singlet_legsShape") won't export, they crash MarioKart's tool- there must be some oversight on length of names.
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