Post by solidcal on Aug 7, 2013 14:25:12 GMT -5
So after a curious test I found out a way we can use the OTR model importer script to import models into DR2 like we can with OTR. This may get complicated and I will add pictures at a later date. But here is the rough steps on how to do this.
1. Open up a model from OTR that is also in DR2. Like chuck's default outfit. Then rig the models you want to import like you would normally and rig everything like you would normally with Mario's OTR script for 3ds max. Make sure you use a model with textures that don't use colour filters.
2. Instead of using gibbs tool to open the the OTR version of the outfit use it to open up the big file of the outfit model in DR2. For example Chuck's default jacket like we used as an example in step one.
3. Now when exporting the model pieces export them to the DR2 outfit's big file. The DR2's persistent.big file in other words. Do this for every piece like you would normally for an OTR model.
4. Then pack up the DR2's model big file.
5. Now use the otr scripts to open up the tex file and replace the textures with you imported model. Pack those up and drop them into the DR2 npcs.big and replace whatever outfit you wanted.
6. Once you packed up the npcs.big replace the original in your DR2 models folder.
7. If all is done right then ta da! You have now imported a custom model or outfit in to DR2!
Here is some WIP examples I am doing right now.
CZ shirt in DR2. (Still a WIP. Picture and description updated and changed on 13/8/13)
Frank's DR1 default outfit in DR2 for Chuck (Still a WIP. Picture and description updated and changed on 13/8/13)
I will answer any questions on this. Also as I already said I will update this tutorial when I have fixed the outfit issues above and add pics of each step where they are needed.
Update!
Just noticed DR2 never had any geo model pieces with the word "deformed" at the end of them. If the model in OTR has this word and the DR2 one doesn't you can't import it in to DR2 over that model. You'd have to re rig the entire thing over another model with geo files that have no "deformed" word at the end of them.
1. Open up a model from OTR that is also in DR2. Like chuck's default outfit. Then rig the models you want to import like you would normally and rig everything like you would normally with Mario's OTR script for 3ds max. Make sure you use a model with textures that don't use colour filters.
2. Instead of using gibbs tool to open the the OTR version of the outfit use it to open up the big file of the outfit model in DR2. For example Chuck's default jacket like we used as an example in step one.
3. Now when exporting the model pieces export them to the DR2 outfit's big file. The DR2's persistent.big file in other words. Do this for every piece like you would normally for an OTR model.
4. Then pack up the DR2's model big file.
5. Now use the otr scripts to open up the tex file and replace the textures with you imported model. Pack those up and drop them into the DR2 npcs.big and replace whatever outfit you wanted.
6. Once you packed up the npcs.big replace the original in your DR2 models folder.
7. If all is done right then ta da! You have now imported a custom model or outfit in to DR2!
Here is some WIP examples I am doing right now.
CZ shirt in DR2. (Still a WIP. Picture and description updated and changed on 13/8/13)
Frank's DR1 default outfit in DR2 for Chuck (Still a WIP. Picture and description updated and changed on 13/8/13)
I will answer any questions on this. Also as I already said I will update this tutorial when I have fixed the outfit issues above and add pics of each step where they are needed.
Update!
Just noticed DR2 never had any geo model pieces with the word "deformed" at the end of them. If the model in OTR has this word and the DR2 one doesn't you can't import it in to DR2 over that model. You'd have to re rig the entire thing over another model with geo files that have no "deformed" word at the end of them.