|
Post by mariokart64n on Nov 22, 2011 15:53:17 GMT -5
i guess its possible I've only looked at character files. which model gave you the crash? EDITjust tested, no problems on my end
|
|
|
Post by mariokart64n on Nov 22, 2011 0:18:57 GMT -5
if you got 3dsmax you can run my script and use the unpack and pack function to access and write new textures.
|
|
|
Post by mariokart64n on Nov 21, 2011 17:40:43 GMT -5
the script writes new geometry and patches the persistent.big.. soo you have to use the updated script with fresh files. I imported your BIG, and exported it over a fresh big file. Attachments:
|
|
|
Post by mariokart64n on Nov 20, 2011 22:34:10 GMT -5
sorry for late reply turns out the missing shadows was a typo ^-^ hehe download the script of pastebins pastebin.com/ukDbtM97I'm not working on anything else until I can build some download content. even with the release of the tool it seems this place just keeps dying. poring countless hours into expanding the tools capabilities would be stupid if theres no community to support it
|
|
|
Post by mariokart64n on Nov 20, 2011 17:23:19 GMT -5
I got the MGS2 PC rips, there really lowpoly. so I can port those. the MGS3 ones need to be ripped, and I'm not going to do the leg work. if you want him, get me a ps2 save of the MGS3 costume so I can rip it from pcsx2
|
|
|
Post by mariokart64n on Nov 19, 2011 22:33:03 GMT -5
I just don't have anything to go off of.
I'm not rewritting anything but the vertex and face data. which is completely understood. I write the vertices and faces, then amend the counts in the header file. the rest is completely untouched. theres no reason for the shadows to be gone...
and the shadows look very pixelated, so I cant make any assumtions on how the devs set it up cause its a pixelated blob
|
|
|
Post by mariokart64n on Nov 19, 2011 21:56:52 GMT -5
sorry, its not up cause i cant find it anymore lol..
|
|
|
Post by mariokart64n on Nov 19, 2011 14:32:13 GMT -5
|
|
|
Post by mariokart64n on Nov 9, 2011 16:34:52 GMT -5
im gonna spend more time tonight on recovering the os... but if i do a os recovery im worried the my files will be lost so of course i want to setup windows on a new partition. then bring my files back after i have a new os in place virus free. problem is that my win key is oem.... which means ill need to buy a win disc. and a new hd.... and any anti virus to help prevent infect files crossing over from the infected drive. win7s gonna blow a 200-300 hole in my pokect plus the new drive another 300. im not quiting dr2, but its going to take a week plus to order in a solid state drive and new os... its cheaper to buy online... the virus was not caused by pirated software btw....
|
|
|
Post by mariokart64n on Nov 8, 2011 22:46:40 GMT -5
typing from my n3ds, seems my pc got a really bad virus...
lol when my anti virus expired it left the windows protection still disabled. my pc was a sitting duck.
i tried to remove the virus, but it was very agressive.
it appears to have now deleted my external hard drives while i was trying to fix the pc. and fully locked me out of windows.
all in like 1hour lol
evrythings gone, i doubt data recovery is possible. i thought external hard drives were safe...
all i can do is buy a win 7 disc, and reinstall windows fresh. itll take a good week to get a pc working again... plus another week or longer trying to recover and re-setup the programs....
all work on dr2 is officially gone
ill check back here once i have a working pc again.
|
|
|
Post by mariokart64n on Nov 8, 2011 17:03:51 GMT -5
transparency takes alot of CPU power to render correctly. so games layer transparency, the goal is to limit the amount if transparency used on a model.
because of this theres usually a switch in the materials which tells the renderer if the material should be enabled with transparency or not.
those plate things you noted are actually eye lashes which need transparency but have been disabled by the material you used.
the largest issue right now with model importing is that we know nothing about DR2's material system.. soo if you want to use transparency, replace a mesh that already has transparency enabled on it
|
|
|
Post by mariokart64n on Nov 6, 2011 23:32:00 GMT -5
the thing is the NPCS.BIG has to be resized and its like 500compressed or 900uncompressed..
its just alot to mess with.
but what I did was uncompressed mine, then inflate the files from say 60kbs to 2MBs the rebuilt the NPCS.BIG Then used injection to import edits in a flash. but I'm using a hex editor to inject, so theres no tools to release.
|
|
|
Post by mariokart64n on Nov 6, 2011 21:18:33 GMT -5
1) your model has to be in the same pose.... thats what is meant by prepared. I used an already rigged model since I can then move its pose to fit the DR2 skeleton exactly.
2) I'll look into weaps after zombies are imported
3) I am seriously considering porting the project to C, but would start small. like making a BIG unpacker
|
|
|
Post by mariokart64n on Nov 6, 2011 21:03:34 GMT -5
magnum used the same technique in his auto rigger script.
copies the weights then reapplied them...
its possible to recreate a simular setup to what was at the RE4 scene. but i'm not a programmer, I'm just a modder with some knowledge of 3dsmax's scripting language. we really need a programmer with an actual programing background.
shame that james and magnum are now defunct
|
|
|
Post by mariokart64n on Nov 6, 2011 20:25:47 GMT -5
@benjaminxdr not i'm gonna try to focus on the script @wizard Well I just got done watching the entire video...holy crap! ...I understood most of what you just did because I've been working with models for some time now but man.. talk about alot of work xD Do you think in-time we'll be able to manually rig the model rather then perhaps say "Steal" the rig from the original model? From what I can tell it'd be alot faster lol, but then again it may not help to much because you still need to have the new model split up into the same amount of parts as the original because of the export the model chunk by chunk right? It's awesome custom models are possible in Dr2 now.. but that is utter madness in length! hm, thing is you have to use the exsisting skeleton. but I believe it was the same in RE4 aswell. the difference was that the model was one piece. because this is a new gen game your working with more bones. RE4 had less so it was OK just to use one mesh one skeleton with DR2 its dicing up the files to increase proformence. theres actually a bone limit to a mesh pieces, so thats why the meshes are diced in DR2. because of engine limitations and to help with loading proformence. the other thing is that DR2OTR files have stripped skeletons, meaning the skeletons in the files are just dummies they have no impact with the game. nor do they have names. theres a folder called skeleton, and the models share these set skeletons. that way the game can reuse animations on all characters using a common skeleton. the steps may seem difficult, but you'll have to understand that this is how next gen engines operate. as for making it more simple, I'm sure there is room for improvement. I could write up a standalone converter in C# to convert from DAE or SMD files.. and do the skeleton lookup by "name" rather then index. I can also set it up so that the mesh is automatically diced up for you based on a set bone limit. doing it this way removes 2 majors issues 1) Does Not Reqiure 3dsmax 2) Does Not Require User to Dice Model of course you'll still need to re-use the same skeleton.. theres no way around this but c# is not a language I know very well I'm very new to it. So its more productive if I continue with maxscript for now until I'm able to crack the format more and able to access and export props, weaps, and zombies.. then I can aim for another coding language.. so unless someone is willing to recode a seperate tool, I'm afraid your stuck with the max method Also, I worked up a quick CaseWest and CaseZero importer.. not really impressed by the models :\ .. only difference is the vertex structure, doesn't include the vertex tangents.. not a big deal. I could write a script to reformat these for DR2.. but feelin kinda lazy after seeing these models :\
|
|
|
Post by mariokart64n on Nov 6, 2011 18:28:54 GMT -5
I don't know what happened to the video, it was 2GBs when I uploaded it.. but it seems the resolution is stuck at 340p !! usually youtube says at the top pending.. I donno if the uploaded video got messed up or what :\ anyway heres the video you'll need to watch in order to know what to do.
|
|
|
Post by mariokart64n on Nov 6, 2011 14:31:32 GMT -5
sorry don't know much about MEL, but if anyone needs help understanding the script I'm glad to help. the DR2 format is really simple actually
|
|
|
Post by mariokart64n on Nov 6, 2011 14:08:03 GMT -5
I want to support it, but when I had a look at the files it was a bit intimating to be honest.. theres alot of files labeled havok
havok is a physics engine, and I'm not to familar with that. however if you put that aside thats only half of the models.. its about the collisions and how the model acts and reacts to other objects. we could probably still replae the models no problem.. but whats the point if we can't tweak the weaps properties.
anyway lets just say that its on the todo list, but I'm more interested in char replacements over weaps and props. however it is something I atleast want to add import support to. aswell as zombies, as I want to replace zombies aswell
|
|
|
Post by mariokart64n on Nov 6, 2011 13:59:45 GMT -5
you can swap models over whatever character.. so you could have ada up there in your party as for progress on weaps, none yet.
|
|
|
Post by mariokart64n on Nov 6, 2011 13:49:59 GMT -5
I've been trying upload a video all freaking day !! >_< seriously you should have material to watch and learn off of by the end of today. here's some inspiration! broken picture: i40.tinypic.com/dyvrk7.jpg boss twin: www.mediafire.com/?zedeco9d9wdak4dSorry there hasn't been much development this past week. its been really busy at work and Saturday I fainted and fucked up my neck. so been resting in bed the majority of this weekend. -have fun!
|
|
|
Post by mariokart64n on Nov 3, 2011 17:59:36 GMT -5
I wanna replace some survivors with RE4 characters and recruit them... that be pretty epic
|
|
|
Post by mariokart64n on Nov 3, 2011 2:54:09 GMT -5
theres 2 data fields in the vertex data I don't write back. it was my impression that I skipped a unknown and a line of vertex tangents. but nulling the output causes above effect. the only thing I can think of is that I actually wrote normals over vertex tangents and nulled the normals. because tangents are vectors that control how light bounces off the normal map.. so normal maps will correct any bad normals Anyway I just copied the vertex normals to that line I skipped. see if it has any difference pastebin.com/download.php?i=B2eqN7Q5Right now i'm still expanding the compatibility of the script. which means adding support for; -Zombies (Combines Geometry in buffers) -Props/weapons (Detailed Collision Data)
|
|
|
Post by mariokart64n on Nov 2, 2011 20:13:54 GMT -5
I'm eventually going to work on the DR1 files so I can get Jessie into DR2
|
|
|
Post by mariokart64n on Nov 2, 2011 18:40:39 GMT -5
the error in the script disables bones past 29. the bones for the arm and hands are bones that are past 29...
the bug in the script is that I dont write anything in 2 data spaces.. so instead I write the wrong data.. causing a bone limit of 29.
after you fix this the bone limit is removed and reautomated based on what you export. (the way it should be)
after you fix that then the arms should be correct next time you export with the fixed script
|
|
|
Post by mariokart64n on Nov 2, 2011 18:30:38 GMT -5
.. this is to fix a bug in the script which prevents weights from exporting
I'll post an update soon, I'm currently adding support for zombie import
|
|
|
Post by mariokart64n on Nov 2, 2011 18:21:59 GMT -5
drag and drop the maxscript into a notepad, or open it up through notpad.. alternatively you can just use the 3dsmax maxscript editor.. either way the operations is the same
Press CTRL + H to bring up the Search and Replace Text Box. For example, you want to find instances of "writelong s boneMin #unsigned -- start bone" and replace it with "writelong f boneMin #unsigned -- start bone"
... I can upload the entire script if your still having troubles with it.
|
|
|
Post by mariokart64n on Nov 2, 2011 16:23:02 GMT -5
tabMaterials is one of the unknowns not yet solved. you can assign a new ID, which would point a mesh piece to a different exsisting material. but other then that you cannot create a material. second if all you want to do is change textures, just use the BIG packer and BIG unpacker. texture handling is automated in those djlarrytcan you give me more details on what file you working on and what your trying to do. I never had a chance to look at possible face direction flags.. I didnt care cause I thought the game forced double sides. So if you have a model with flipped polygins it would be interesting to have a look at. FreakoI isolated the problem, but gots no clue how to fix it for each model that you export you need to supply 2 bone numbers. the first bone number is the first bone in the skeleton being used... the second number I haven't figured out yet. the solution would be not to overwrite that number. I'll do some poking around and hopefully solve the problem. I believe this is the last part of the puzzle to have perfect model importing. File attached below is test I got working, by restoring that 2nd bone ID from the renderstrip header EDITGot It! The values I was writting were right, but I wasn't actually storing them. In the script @line:1223 Change writelong s boneMin #unsigned -- start bone writelong s (boneMax-boneMin) #unsigned-- end bone to writelong f boneMin #unsigned -- start bone writelong f (boneMax-boneMin) #unsigned-- end bone Attachments:
|
|
|
Post by mariokart64n on Nov 1, 2011 22:34:28 GMT -5
The bones appear to work now.... EXCEPT for the arms. I have no idea why they're spazzing out, I didn't even touch them. I experienced that few times, but when I refreshed the file with the backup and redid it the problem disappeared so I was never fully able to debug it. try to restore the original file, and attempt the write again. It looks like "errors" is passing a value that's not readable as a string in <if errors!="" then messagebox errors else messagebox "DONE!!!!"> As a result my adjusted mesh isn't succeeding, even if I pull it from the original .big file. I was having troubles with that too, things are a mess with the GUI. here is the old injector script, try this instead Attachments:
|
|
|
Post by mariokart64n on Nov 1, 2011 21:52:08 GMT -5
lol... by default the rig is skipped for import speed reasons
at the left side of the GUI are the toggles. toggle on "Import SKIN" and the model will import with its complete rig.
seems you exported the model without the rig, cause one was never imported
|
|
|
Post by mariokart64n on Nov 1, 2011 21:40:11 GMT -5
blendshapes?
dead rising 2 uses bones for facial animations.. they don't use blend shapes or morph targets
|
|