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Dead Rising 4 model import maxscript (.mdl .tex)

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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by zaramot »

I'm russian too, don't worry I understand what you said, you're doing right.
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by fil1969 »

Hi! Awesome job with your script, but there are problems with Hair/lashes/beard uvs.. any suggestion?
Thank you again
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by zaramot »

Thank you! Sure, just provide the file with bad uv's and I'll try my best to fix it:)
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by Crazy31139 »

Привет у меня проблемы модель cast07a.mdl (Dead Rising 4\data\models\npcs) скрипт загружает не полностью модель, так же и модель cast13.mdl
А у модели cast10b.mdl у волос и ресниц поврежденны

https://1drv.ms/u/s!Amg1SaLumVp4tVGiuJymSKQ_NQ0n
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by zaramot »

Okay, I have an update. Script should import uv's now. The problem was because of two uv's lareys. Though, I might fixed it for all of models, but still there's a chance, that I didn't. I fixed 2 of 7 types, since I don't know for sure if others 5 using same method too. I think it's not the happy end xD

If any part of rigged meshes would have "broken" uv's. Do this simple procedure:
Select the model and add the "Unwrap UVW" modifier above it and then press "Edit" button
Change the channel from 1 to 2 and press the button "Reset UVWs", when prompted, press Yes.
This will display the second texture coordinates set. Second Uv's channel

P.S. As about missing parts, not sure that script is skipping something, maybe these characters using parts from other models? Maybe there are some default ones. I checked, and there no extra data for import.
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Last edited by zaramot on Mon Nov 20, 2017 8:31 pm, edited 1 time in total.
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by fil1969 »

zaramot wrote:Okay, I have an update. Script should import uv's now. The problem was because of two uv's lareys. Though, I might fixed it for all of models, but still there's a chance, that I didn't. I fixed 2 of 7 types, since I don't know for sure if others 5 using same method too. I think it's not the happy end xD

If any part of rigged meshes would have "broken" uv's. Do this simple procedure:
Select the model and add the "Unwrap UVW" modifier above it and then press "Edit" button
Change the channel from 1 to 2 and press the button "Reset UVWs", when prompted, press Yes.
This will display the second texture coordinates set. Second Uv's channel

P.S. As about missing parts, not sure that script is skipping something, maybe these characters using parts from other models? Maybe there are some default ones. I checked, and there no extra data for import.

sorry why i have to deal with channels? A script is supposed to do all the job
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by Tosyk »

fil1969 wrote:
zaramot wrote:Okay, I have an update. Script should import uv's now. The problem was because of two uv's lareys. Though, I might fixed it for all of models, but still there's a chance, that I didn't. I fixed 2 of 7 types, since I don't know for sure if others 5 using same method too. I think it's not the happy end xD

If any part of rigged meshes would have "broken" uv's. Do this simple procedure:
Select the model and add the "Unwrap UVW" modifier above it and then press "Edit" button
Change the channel from 1 to 2 and press the button "Reset UVWs", when prompted, press Yes.
This will display the second texture coordinates set. Second Uv's channel

P.S. As about missing parts, not sure that script is skipping something, maybe these characters using parts from other models? Maybe there are some default ones. I checked, and there no extra data for import.
sorry why i have to deal with channels? A script is supposed to do all the job
script is open sourced — you are welcome to add any feature you want.
Thank you for all you do here
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by fil1969 »

Tosyk wrote:
fil1969 wrote:
zaramot wrote:Okay, I have an update. Script should import uv's now. The problem was because of two uv's lareys. Though, I might fixed it for all of models, but still there's a chance, that I didn't. I fixed 2 of 7 types, since I don't know for sure if others 5 using same method too. I think it's not the happy end xD

If any part of rigged meshes would have "broken" uv's. Do this simple procedure:
Select the model and add the "Unwrap UVW" modifier above it and then press "Edit" button
Change the channel from 1 to 2 and press the button "Reset UVWs", when prompted, press Yes.
This will display the second texture coordinates set. Second Uv's channel

P.S. As about missing parts, not sure that script is skipping something, maybe these characters using parts from other models? Maybe there are some default ones. I checked, and there no extra data for import.
sorry why i have to deal with channels? A script is supposed to do all the job
script is open sourced — you are welcome to add any feature you want.
if i have the skills i will make a my tool! what shitty answer is thi!s!|!! If someone released a tool is supposed he emprove it.. otherwhise every one can do it..
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by fil1969 »

zaramot wrote:Okay, I have an update. Script should import uv's now. The problem was because of two uv's lareys. Though, I might fixed it for all of models, but still there's a chance, that I didn't. I fixed 2 of 7 types, since I don't know for sure if others 5 using same method too. I think it's not the happy end xD

If any part of rigged meshes would have "broken" uv's. Do this simple procedure:
Select the model and add the "Unwrap UVW" modifier above it and then press "Edit" button
Change the channel from 1 to 2 and press the button "Reset UVWs", when prompted, press Yes.
This will display the second texture coordinates set. Second Uv's channel

P.S. As about missing parts, not sure that script is skipping something, maybe these characters using parts from other models? Maybe there are some default ones. I checked, and there no extra data for import.
Is awesome now! Thank you very much for the update!!!!!
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by Tosyk »

fil1969 wrote:If someone released a tool is supposed he emprove it..
no one supposed to do anything by you wish, show some respect to person who contributed — he spent his time using his skills for your fun. be wise in your words and patient.
Thank you for all you do here
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by fil1969 »

Tosyk wrote:
fil1969 wrote:If someone released a tool is supposed he emprove it..
no one supposed to do anything by you wish, show some respect to person who contributed — he spent his time using his skills for your fun. be wise in your words and patient.
i respect him a lot ( read my comments) i don't respect people like you who wants to be a professor!
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by Crazy31139 »

Привет у меня проблемы с моделью classic_frank_npc.mdl при импорте в 3d max кости ног не работают
Ссылка на модель если нужно - https://1drv.ms/u/s!Amg1SaLumVp4tVLg-rHXnG4B3D-7
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by Tosyk »

fil1969 wrote:
Tosyk wrote:
fil1969 wrote:If someone released a tool is supposed he emprove it..
no one supposed to do anything by you wish, show some respect to person who contributed — he spent his time using his skills for your fun. be wise in your words and patient.
i respect him a lot ( read my comments) i don't respect people like you who wants to be a professor!
okay, just don't cry — no one need your tears.
Thank you for all you do here
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by zaramot »

Here's updated version for your Frank model, should work fine. Also, here's a video, smal tutorial how to restore uv's when they arern't correct or missing.

https://www.youtube.com/watch?v=YzKvKea ... e=youtu.be
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Re: Dead Rising 4 model import maxscript (.mdl .tex)

Post by DJLarryt »

Thank you so much for this zaramot, the script is awesome! I really appreciate your time :bravo:

By the way, about the classic Frank model not working (above), I have found there are inherent problems with some of the models themselves. Some are not skinned properly (in-game), some models use multiple instances of the same mesh (my guess would be because one may have default textures, another may have special glossiness/tinting/specular etc, it's a pretty hack way by CV to get some effects to look good, but it's a huge memory hog), and some are incomplete.

The legs not working may be Capcom's fault, especially if it's not officially in game yet
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