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Post by metzger28 on Mar 16, 2012 1:14:38 GMT -5
I hear ya. Honestly I am interested in helping. Would you mind chatting at some point?
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Post by Freako on Mar 16, 2012 7:42:53 GMT -5
I hear ya. Honestly I am interested in helping. Would you mind chatting at some point? I know no more than anyone else on this forum.
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Post by metzger28 on Mar 16, 2012 17:50:57 GMT -5
I understand. Either way I am really interested in getting the environments out of the first game. I'll dig around and see what I can find. maybe Mariokart will chime in.
I know this game suffers from a pretty small mod community - quite simply it's following on PC isn't all that big, and even I haven't even had the resources or time to get into it until now even though it's been out a while, but I still have hope something can be figured out.
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Post by notaboutu on May 28, 2012 10:31:54 GMT -5
I have 3ds 2012 x64 & i run your script ( DR2OTR_INJECTOR_V4 ) menu will appear but when i want to import model this message will appear ( -- runtime error : array index must be positive number , got : 0.0 please help me to do this. I am having the same issue, but as mentioned, does this only work for OTR files? Is it possible to import files between DR2 and OTR? I'm using Max 2010.
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Post by solidcal on May 28, 2012 13:04:25 GMT -5
I have 3ds 2012 x64 & i run your script ( DR2OTR_INJECTOR_V4 ) menu will appear but when i want to import model this message will appear ( -- runtime error : array index must be positive number , got : 0.0 please help me to do this. I am having the same issue, but as mentioned, does this only work for OTR files? Is it possible to import files between DR2 and OTR? I'm using Max 2010. The script only works for OTR models as of now.It won't be getting support for DR2 any time soon as Mario is never on here now.He hasn't been on in months.
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Post by solidcal on Jul 1, 2012 6:40:26 GMT -5
Ok guys I need help here as I have been using the script and I got on well with it.But now I am at the textures part of this model rigging.I follwed mario's tut and saved the file in the textures folder of the model I am rigging over in OTR.But when I reload the scene to pick up the textures the activate all maps option doesn't show up for me.I am using 3ds max 2010 by the way.So if someone could tell me where the activate all maps option is in 3ds max 2010 or help me fourther I would be grateful as this texture part is the only thing stopping me right now.
Edit:I figured it out XD the options in 3ds max 2010 are set out differently as opposed to mario's version of 3ds max.All is good now anyway.
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tommah
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Where's My Wiskey
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Post by tommah on Jul 2, 2012 21:53:55 GMT -5
Ok guys I need help here as I have been using the script and I got on well with it.But now I am at the textures part of this model rigging.I follwed mario's tut and saved the file in the textures folder of the model I am rigging over in OTR.But when I reload the scene to pick up the textures the activate all maps option doesn't show up for me.I am using 3ds max 2010 by the way.So if someone could tell me where the activate all maps option is in 3ds max 2010 or help me fourther I would be grateful as this texture part is the only thing stopping me right now. Edit:I figured it out XD the options in 3ds max 2010 are set out differently as opposed to mario's version of 3ds max.All is good now anyway. Could you explain the difference in case someone comes across the same problem?
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Post by Freako on Jul 11, 2012 0:53:22 GMT -5
I have the newest version and it works fine.
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tommah
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Where's My Wiskey
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Post by tommah on Jul 11, 2012 8:58:05 GMT -5
I use 2011 and I get errors every once and a while during the exporting parts step
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Post by solidcal on Jul 12, 2012 2:37:51 GMT -5
Got 2013. Going to see if I can rework the script to spit out Case Zero textures. lt would be wsome if you can get it to do that.
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tommah
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Where's My Wiskey
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Post by tommah on Jul 12, 2012 12:30:56 GMT -5
This thread is so clogged I can't tell which version of his script is the newest. Can someone send me theirs? I Would greatly appreciate it. I posted the latest one that I was told on the first post
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tommah
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Post by tommah on Jul 12, 2012 14:11:14 GMT -5
Thanks tom. Edit: turns out 2013 is the unicode version and as such, all current 3DSMax plugins that are not built for 2013 do not work. I am downloading 2012 now. wow, that sucks
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djlarryt
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Ridin the dolphin!
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Post by djlarryt on Jul 13, 2012 11:51:36 GMT -5
First try putting just a hat in the game. Once you succeed with that, then try something bigger. One fedora coming right up. Cheeb, if you're adding a brand new character into the game, you will need to add references to the model files in the .big file menu so the game knows where to go get them. I've ported several non-OTR chars into OTR successfully (RE5 Barry, L4D2 Francis + Nick, Duke Nukem, etc) and even created a few new ones (UFC fighter, Prize Fighter Boxer....) and have written brand new missions around them as well. This is the best way to go step-by-step to make sure they get into the game properly. 1. Pick another character model to use as a base. I chose boss_postman because i) he has several model parts that are available to match the model parts of the character you want to import, ii) the textures maps are big, and iii) there are also alpha-channel maps if you need them. 2. Bring your mesh of the new model into 3Ds using MarioKart's tool. Make sure it has NO skeleton or skin attached. HIDE IT. 3. Import boss_postman.big into the project and save it. Then you need to reset the Xform of your model. Create a box on the floor at 0, 0, 0 and make sure it's an editable mesh. Attach your model to it and verify the position is 0, 0, 0 of the entire thing. Then go to editable mesh and select the box by polygon. You can just delete the box and the model should still have co-ordinates of 0,0,0. THIS IS IMPORTANT as it will prevent the model parts from flying out into space when you attach it to an OTR skeleton/skin. You may need to resize your _Shepard model to fit over top of the boss_postman skeleton so it will operate OK in-game. Just select the model by vertices and use the global resize tool (the yellow triangle) to match them as close as you can to the boss-postman model. Select_Inverse and freeze/hide the boss_postman model/bones/skin. Then make sure _shepard is broken into pieces that you can match onto existing pieces that the boss_postman has (Max tools to detach items to objects) like hands <=> hands, feet <=> feet, head <=> head, eyeballs <=> eyeballs (believe me, you save yourself a LOT of trouble doing this). Any additional pieces of mesh you can attach as the "mailbag", "belt", etc it doesn't matter, whatever's leftover. THEN NAME (eg "_shepardHands","_shepardBoots", etc) AND HIDE THE MODEL PARTS as you do them. 4. NOW... once you're done, there should be nothing showing in the screen. Open the boss_postman texture multimap (the checkered ball with all the patterns on it) and then UNHIDE your _shepard parts. Select All and then apply the multimap to the _shepard parts. 5. The model will look all messed up so you will need to re-map the textures before you attach to the boss_postman. Remember the same map you use for the postman bodypart is going to match the same bodypart you intend to align it to. Also remember that the _shepard bodypart ALREADY has mapping co-ordinates, so you can just copy/paste the shepard map in Photoshop for the item you're texturing over the current map being used by the postman and it will look correct when its saved. You might have to go into editable mesh/faces/ select all per bodyPart and change the mapID (halfway down the screen) to the proper ID value (1, 2, 3, etc whichever one it corresponds to in the texture Multi-map ball). I know in the postman Id 1 = arms/hands, 2 = face/head, 3 = eyeball, etc. 6. OK now here's where you make sure what you're doing is going to work before you waste a ton of time on frustration... As Freako said, pick a bodypart and try exchanging it. The head is a good place to start. Select the boss_postmanHead and copy the name of the item to the clipboard. Then right-click on the skin and "copy" it. Go back to the model and DELETE the boss_postmanHead because it HAS to be removed before you can re-assign the skin/bodypart to your model. Now select your model and select the detached component which should be "_shepardHead". Paste the boss_postmanHead ("geo_HeadShape" or something like that) name over the old name you gave it and then past the skin in the modifier stack. If you're comfortable using the animation tool you can check to make sure it's attached to the bones properly, I don't have time to explain that here. Now as a quick check you can export the new head into the unpacked boss_postman.big file onto the "persistent.big" file and overwrite the current one. Make sure you port your new texture into the boss_postman.tex file too, or it will still use the postman face map on your new model and look bizarre. Re-pack the .tex and .big file and put back into npcs.big and then repack that (make sure you SAVE a COPY of the original postman file, or just rename it to "boss_postman.big.ORIGINAL" or something like that.... OTR won't care if there's unused files in the npcs.big file, it only cares if it's looking for a file that's not there. Now go to the mission "postman" and when the postman runs out, he should have Shepard's head. if this works, go back into your Max File and finish off the rest of the body parts. If you have leftover parts from the postman model, just select them one-at-a-time by polygon and delete all polygons EXCEPT one. Shrink the one polygon to almost invisible and re-inject back into the .big file. There has to be a 1-to-1 match for every component part in the expected model file. If you want to add the file as a new character, rename it (eg "srv_Shepard" and make sure you add an entry to the .xml file in npcs.big. Then you need to create a "srv_Shepard" item in "items.txt". Now you can refer to the model in any missions, so the character doesn't have to replace the postman any more. Then you can create a new mission and use your new character. Hope this helps.
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Post by matexterminator on Jul 15, 2012 17:06:45 GMT -5
Hey, recently i started learning max and after rigging a couple of models i remembered this game and the script, i ripped Commando Chicken from killing floor and tried to rig him. After a couple of hours of trial and error i managed to make something somewhat decent and replace sullivan, but i have a couple of questions, as you see, it's not textured, its using allens chest texture, so, do you know of any preferably free program that can edit or create dds files? And, when extracting and repacking the tex file, do i use gibbed's tool or the script? If i use gibbed's tool most files come out without extension, but i had to use it to open the big file, otherwise, my game crashes when imported. Any help would be aprecciated. Sorry for my possibly bad english, i'm spanish.
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Post by solidcal on Jul 15, 2012 17:20:24 GMT -5
Hey, recently i started learning max and after rigging a couple of models i remembered this game and the script, i ripped Commando Chicken from killing floor and tried to rig him. After a couple of hours of trial and error i managed to make something somewhat decent and replace sullivan, but i have a couple of questions, as you see, it's not textured, its using allens chest texture, so, do you know of any preferably free program that can edit or create dds files? And, when extracting and repacking the tex file, do i use gibbed's tool or the script? If i use gibbed's tool most files come out without extension, but i had to use it to open the big file, otherwise, my game crashes when imported. Any help would be aprecciated. Sorry for my possibly bad english, i'm spanish. Theres a script that you have to use to get the textures on your rigged model.Watch Mario's tut on YT and you will see how you do it
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Jul 16, 2012 8:42:24 GMT -5
Hey, recently i started learning max and after rigging a couple of models i remembered this game and the script, i ripped Commando Chicken from killing floor and tried to rig him. After a couple of hours of trial and error i managed to make something somewhat decent and replace sullivan, but i have a couple of questions, as you see, it's not textured, its using allens chest texture, so, do you know of any preferably free program that can edit or create dds files? And, when extracting and repacking the tex file, do i use gibbed's tool or the script? If i use gibbed's tool most files come out without extension, but i had to use it to open the big file, otherwise, my game crashes when imported. Any help would be aprecciated. Sorry for my possibly bad english, i'm spanish. You can use Paint.net with the .dds plugin, that's what I use... unpack .tex with Mariokart's tool and just copy and paste the texture over the texture the model is currently using, then pack with Mariokart's tool.
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Post by matexterminator on Jul 16, 2012 23:32:05 GMT -5
Thank you a lot I'll try and fix the rig up now and release it.
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Post by kamillho on Feb 14, 2013 10:58:11 GMT -5
There's any way to load with this tool DR2 PC models with game weight?
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Post by solidcal on Feb 14, 2013 13:18:11 GMT -5
There's any way to load with this tool DR2 PC models with game weight? No theres no DR2 PC support. Unless someone can edit Mario's script and add support for dr2 then we nay be able to mod DR2 with model imports. But Mario hasn't been on here since last year. He is off doing other things that are more popular. So yeah unless you know or find someone who can edit the tool then we can't model import in to DR2 and extract the models out of it.
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Post by kamillho on Feb 15, 2013 6:43:03 GMT -5
Ech :/ I just wanted only import Stacey from DR2. I found ver DR2 mod for DR2 OFT, but it doesnt work ;/
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Post by solidcal on Feb 15, 2013 8:05:57 GMT -5
Ech :/ I just wanted only import Stacey from DR2. I found ver DR2 mod for DR2 OFT, but it doesnt work ;/ It does work. I have tried that mod and it works fantastically. You've just done something wrong when installing it probably.
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Post by kamillho on Feb 16, 2013 10:44:41 GMT -5
I cant load her into 3ds max. I've got bad position 0,0 error :/
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Post by ilikezombiesxd on Mar 21, 2013 1:16:05 GMT -5
Can This .exe can make a model swap file.?
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Post by solidcal on Mar 21, 2013 10:52:20 GMT -5
Can This .exe can make a model swap file.? I didn't understand what you just said then. Be more clear so we can know what you are talking about.
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Post by wolf42 on Jul 18, 2013 21:00:02 GMT -5
hello i hope somebody can help me plase!! when i try to import a .bin file to mod a clothe, there is a messaje that says "runtime error,array index must be positive number"and the window of the injector_4 is opened, most of the time i can import the files corectly but in some that messaje appear, what can i do to open them? other question... how can i mod the textures? :S if somebody can answer me would be great, thanks!!!
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Post by demon on Jan 21, 2024 6:14:50 GMT -5
Hello everyone, possible to have the fmt_deadrising_tex.py script for Noesis because I cannot preview the Model mod and the tex textures
script updated if possible we can also have the animations if it also has a tool to extract bgm001.bts sounds
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