djlarryt
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Post by djlarryt on Feb 18, 2012 14:18:25 GMT -5
Oh I've tried that. but every time I do, the model is just invisible in game. I'm fucking something up but have no idea what. Then I start from scratch and now the model is showing but one of the objects has the wrong texture... So I need a way to do it with the tool and not a work around method. Mine's not a workaround method. It actually recreates meshes and then appoints them to the model. The only catch is that it's limited to how many items are in the model in the first place. Anyway if you're seeing the item/model you want when it comes back in-game Freako, but it has the wrong texture, I explained how to fix that in step 1: -Re-open your .big in max. -Select the item that has the wrong texture. Make sure the texture you want is the right one in your texture multi-map (the path to the map in that checkered globe where your textures are, you have to go down a few levels to see this), sometimes these are pointing to other ones and then they won't show up properly. -Drag the multi-map onto the item that needs re-texturing. You should get a message saying "Do you want to replace texture blah blah" and you say yes. - go to editable mesh mode and select all faces of that item (they should all turn red). - Go down to your Material Selection in the right-hand side rollout and select the right number which corresponds to the map in your Multi-sub-object map (if the texture you want is the 8th map in the list under the multi-map then you need to put the number 8 in there). You can preview it in the preview window in max (the little teapot icon) before re-exporting and make sure it's correct. Hope this helps. If you want you can send me your .big and .tex files and I can fix this for you.
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djlarryt
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Ridin the dolphin!
Posts: 171
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Post by djlarryt on Feb 18, 2012 8:32:32 GMT -5
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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djlarryt
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Post by djlarryt on Feb 7, 2012 7:31:35 GMT -5
Thanks. Your other mod makes it REALLY handy to get back to the safehouse from the Arena.
Any chance on making another warp from the Yucatan strip back to the safehouse as well?
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djlarryt
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Post by djlarryt on Jan 28, 2012 13:45:09 GMT -5
Actually it will do this on other parts of the body as well. I modded a shirt Frank wears and the design on the front blurs out right at the upper center chest for some reason... whereas the rest of the shirt looks fine.
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djlarryt
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Post by djlarryt on Jan 26, 2012 7:32:34 GMT -5
Ha! Thanks B1llsy, this is fun. This makes it possible when starting a new game to go downstairs and run around with TK and Brandon, taking photos of them up close instead of on the catwalks... higher PP too, woot!
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djlarryt
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Post by djlarryt on Jan 26, 2012 7:14:11 GMT -5
8 survivor rule. but great idea. But the survivors attack in Sandbox mode, and they're spread out around the map...?
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djlarryt
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Post by djlarryt on Jan 25, 2012 14:01:31 GMT -5
Oh well, got the updated script (v0.6c) and tried swapping out an entire character- but got an 'exploding' character even though it looked fine in 3DsMax.
Has it been concluded that it's a problem that can be solved by checking the bones the verts are attached to?
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djlarryt
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Post by djlarryt on Jan 25, 2012 13:51:27 GMT -5
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.
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djlarryt
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Ridin the dolphin!
Posts: 171
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Post by djlarryt on Jan 24, 2012 21:22:00 GMT -5
Video preview of todays work. Decided to investigate whether you could revisit the starting area directly after you finish the wrestling event and end up in the locker room before you go up the elevator and the outbreak occurs. Turns out you can! Will post the code tomorrow. Fantastic work man!! ...am looking forward to this code tomorrow
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djlarryt
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Ridin the dolphin!
Posts: 171
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Post by djlarryt on Jan 24, 2012 13:06:49 GMT -5
- 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. - 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. - 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.
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djlarryt
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Ridin the dolphin!
Posts: 171
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Post by djlarryt on Jan 19, 2012 22:16:02 GMT -5
Nice work Freako! I've been wondering how to add new items as opposed to swapping them. Replace your str_en.bcs file with this attached one and change DisplayName = "50520" to DisplayName = "00004" and it will say "Knapsack" when you approach it (instead of "Garbage Bag"). Attachments:
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Jan 16, 2012 21:50:54 GMT -5
Thanks Billsy- these are great and very convenient. And Tom's right, but I prefer the code myself
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Jan 12, 2012 14:38:49 GMT -5
Thanks for this great mod! This is how the game should have looked in the first place.
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Jan 11, 2012 11:18:38 GMT -5
Hi Guys! Problem: why some textures converted from the tex. files are shown like this one? how to fix it? Without seeing it first-hand, I'd say it has an alpha channel for the pattern there so it has a transparency. Check the .dds texture for Elrod's pants in OTR and you'll see it will appear the same way- his jeans are blue but the texture map appears red like this one.
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Jan 10, 2012 10:32:53 GMT -5
THANK YOU FREAKO! His assistance helped me fix this problem. It was due to the old version of MarioKart64n's utility that I was using... plus I needed to adjust the skinning envelope slightly as well. ...back to modding.... Moderators, you can close this thread if you want to.
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Jan 9, 2012 21:49:49 GMT -5
sorry.. i have this error when i try to import a big file model with MarioKart Injector script: array index must be a positive number: got: 0.0 --- any help? thanks! (i have DR2 pc version) That means something is missing from the .big file and the importer can't find it. Make sure you are using the original .big not one that is already modded.
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Jan 9, 2012 14:17:25 GMT -5
Are you making another nude mod? Cuz I'm still having nightmares from nude frank Whatever. Actually, you'd be surprised at how many people emailed me asking for that mod. Anyway *bumping* for help.... Mario? Freako? Model-swapping gods?
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Jan 8, 2012 22:35:36 GMT -5
Argh. 3 weeks trying to get this to work and no success, so now I'm officially requesting someone to help me out with this. I'm trying to make a shirtless boss Chuck model. I've taken the Chuck chest/arms and made a new mesh out of it in 3DsMax (attached arms, re-textured, etc). I took this mesh and swapped it with the jacket, and exported it using Mario's utility. In this method it should be exactly the same as taking a foreign (exterior) mesh and importing it, since in effect I did create a new mesh. Before exporting, I checked all rigging in 3Ds. Everything works fine. Arms move properly and are attached to the hands as expected. But when I export, the arms fly apart from about the upper arm and down. So I tried the same thing with another mesh- I used the Woodrow naked upperbody model and did the same thing- re-modeled, re-textured, fit it to the model, checked the rigging and it works fine. Exported it and got the same result, as seen below: I thought maybe it's having a problem attaching to the hands so I tried again exporting them too. Exact same result. So just to test I used Marc as the subject and tried making him shirtless, using a different nude chest mesh... same issue. Arms fly all over the place from mid-arm down, as seen below (disregard the break between the neck and upper chest, I'll go through fixing that once I get a working torso): I'm at my wit's end here- I've read through the thread by Freako when he had the same issue, and didn't see what exactly might have been causing the problem. Can one of you please try this out for me and see if you can succeed? It would be much appreciated... thx
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djlarryt
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Post by djlarryt on Jan 2, 2012 20:59:26 GMT -5
Thanks Freako- That's the one I'm using= v0.4a. Unless he updated it and never changed the version, it should be the most recent one. The problem I'm having seems to be the same as yours, with the arms flying all over the place.... but I get it on other items too (eg necklace as mentioned above). Just updated the version, am getting the same result... see below, I'm trying to make a shirtless boss Chuck, the jacket/chest skins work perfectly in 3Ds:
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Jan 2, 2012 19:58:00 GMT -5
Has anyone figured out why this is happening? I have a model where I rigged a small item (necklace) all to one bone. It seems to hold OK until the model gets to certain areas and then portions of the mesh explode like in the Mackenzie picture. Then I exchanged one of Chuck's torsos and from the mid-arm down, it did the same thing. The mesh looked fine in 3Dstudio and worked perfectly with moving the bones around. It wasn't until I exported in-game that the arms began flying off into space....
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Dec 28, 2011 7:28:26 GMT -5
The vertex points of the jacket you're using may not map directly to the bones the same way as the skin you want to use, even though they're both jackets. One may have more/less vertices than the other which would cause this effect. Just re-weight them to the bones they should be attached to and export it with MarioKart's tool. It's not a difficult fix. Blue Castle re-used the same skeleton for male, female, and other characters to save them time. This also makes it easy for us to mod
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Dec 24, 2011 7:47:05 GMT -5
Wow, you guys are amazing. That is some fantastic stuff! I was never fortunate enough to play the first DR mostly because I am PC-devoted and can't be bothered to spend for another gaming system.
But the hopes of actually being able to see this really makes my day!
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djlarryt
Modder
Ridin the dolphin!
Posts: 171
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Post by djlarryt on Dec 5, 2011 12:46:22 GMT -5
I'd like to plug this Duke model above into the game. Did anyone manage to capture this before the link got broken?
Thanks!
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djlarryt
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Ridin the dolphin!
Posts: 171
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Post by djlarryt on Nov 28, 2011 15:38:04 GMT -5
Hey guys
Has anyone found a property yet that discerns what type of attack the zombies perform when they are close to Frank?
eg fat male zombies with hat grab around neck, thin female zombies go for the crotch, gas zombies attack from behind and pin Frank down, thin male zombies charge and go for the neck
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Nov 28, 2011 15:28:31 GMT -5
Hmm good scan Mario,
I searched for the first string you listed in the .exe and found it. The new values were input, but I noticed that the first four entries turned the text red (I'm going to have to read what this signifies, I think it's non-write values).
When relaunching the game, it crashed without even loading the splash screen.
Out of curiosity I tried searching for the remaining strings- none of them were found.
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djlarryt
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Ridin the dolphin!
Posts: 171
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Post by djlarryt on Nov 16, 2011 14:59:26 GMT -5
The lag issue has a lot of reoccurring post's just get a better pc. Haha dude my pc only gets 5-10 fps top so yeah imah gonna go and buy a new pc with my million dollars that I of course have Did you try going into your msconfig and stop stuff that autoruns at startup that you might not need? Also Alt+ctrl+del to turn off running processes that you don't need either. This will free up resources and maybe speed up your system. Plus try shutting off some Windows services that you aren't using either by going into the Administrative tools. There's a reason that the recommended gameplay specs are listed on the box for potential players. You want the full gaming experience, you got to put out and ramp up your system. Go cut a few lawns or paint a few fences and you'll be enjoying the return of a fancy new workbox.
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Nov 9, 2011 9:43:22 GMT -5
Great mod, but what happens when you reach the part about the Safehouse Breach? If you run into this area will the portal not take you out of the safehouse and away from the mission? (Haven't got to that point myself yet- but this just occurred to me).
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Nov 9, 2011 7:52:00 GMT -5
MarioKart: Late response from me, but thanks a million for posting that video tutorial. I actually knew a lot more regarding all this model tweaking than I thought I did. Much appreciated!
It would be useful if eventually we could figure out a way to re-skin our models too using the UVW Unwrap. I tried it a few times and always get these f**ked up results when importing back in the game.
Sorry about your computer, that really sucks when stuff gets ruined by a virus. I got my desktop locked down like a penitentiary, haven't had a problem for the past 6 years (I do 'wash' it by totally wiping my Windows drive every 9 or 10 months, just to get rid of the crap, AND I always purchase legit copies of programs I run.... just sayin'). Too bad you couldn't access an online scan before it took you down, like Trend Micro or Panda (I've been using Panda for the past 6 yrs as well, it's VERY aggressive- but gives a lot of control back to the user, however).
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Nov 6, 2011 19:06:55 GMT -5
Didn't I do a tutorial on this? What the- Dengarde, DO tell.... if you can find a link to your tutorial please post, I need to read it to understand how to go about making this work.... so far I've had nothing but crashes...
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Nov 6, 2011 15:03:16 GMT -5
Tommah, how about the other way around? Is there a way to map Chuck's body sections onto an srv_ model?
Or body sections between two srv_models for that matter, considering they are one block item and not component parts?
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