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Far Cry 5 models modding tool

Post questions about game models here, or help out others!
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SlaYeR5530
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Re: Far Cry 5 models modding tool

Post by SlaYeR5530 »

I will use reflex sight attachment as example
In original file material paths look like this

Code: Select all

graphics\_materials\GRASSAM-M-20170221182239.material.bin.....WPN_ATT_Reflex
"WPN_ATT_Reflex" seems to be a material name you give to your object in Blender/Max
which is correct cause when i "pick a material from object" in 3dsmax it gives me exactly that name, now when i convert my uasset and uexp files to xbg with empty txt file it will give me this material path

Code: Select all

graphics\_materials\material_1.material.bin.....material_1
Its obviously not correct but when i add a material name to txt(GRASSAM-M-20170221182239) and convert it gives me this

Code: Select all

graphics\_materials\GRASSAM-M-20170221182239.material.bin.....GRASSAM-M-20170221182239
So it looks like i need to name my object material the same as material i put in txt. I tried that and its still doesnt show up ingame.
If someone is willing to help with that i can send the files over discord
legendhavoc175
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Re: Far Cry 5 models modding tool

Post by legendhavoc175 »

@Slayer, I think you should have the materials that the model is looking for be the name of the material.bin, the names are the names inside of the material.bin
Ganic3000
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Re: Far Cry 5 models modding tool

Post by Ganic3000 »

legendhavoc175 wrote: Sat Apr 25, 2020 12:05 am @Slayer, I think you should have the materials that the model is looking for be the name of the material.bin, the names are the names inside of the material.bin
I understood one of the whole conclusion with converting weapons to XBG. It makes no sense to try to add a new module to the weapon or the weapon itself, because the contents of the code of this tool are initially directed to "Skeleton" "Root" "Hips". Because if as soon as you offset the offset in XBG by at least 1 byte, the game immediately crashes when the first appearance of any module on weapons, this also applies to the vehicle. Therefore, it makes no sense to correct the structure of the material paths and the names of the shaders in the new XBG until the author of this tool writes preferably a new converter for weapons with support for the "FRAME" skeleton. :)
daemon1
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Re: Far Cry 5 models modding tool

Post by daemon1 »

Ganic3000 wrote: Sat Apr 25, 2020 11:33 am the code of this tool are initially directed to "Skeleton" "Root" "Hips". .... until the author of this tool writes preferably a new converter for weapons with support for the "FRAME" skeleton. :)
No, the tool is NOT directed to any bone or skeleton names, no any connections to "root" or "hips" or anything. The bone "Skeleton" is also not present anywhere in my tool, its added by you in some editor of converter.
The tool takes the skeleton ONLY from the XBG file provided.
Ganic3000
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Re: Far Cry 5 models modding tool

Post by Ganic3000 »

daemon1 wrote: Sat Apr 25, 2020 12:20 pm
Тогда почему после преобразовании в новый XBG, структура путей материалов и имен шейдеров прописываются для модулей оружия как для части тела персонажа?
Просто я это пытаюсь объяснить, почему в игре не видимые детали оружия или тс).
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Re: Far Cry 5 models modding tool

Post by daemon1 »

Ganic3000 wrote: Sat Apr 25, 2020 12:31 pm Тогда почему после преобразовании в новый XBG, структура путей материалов и имен шейдеров прописываются для модулей оружия как для части тела персонажа?
Пути прописываются по аналогии с теми файлами, что у меня были. Сейчас нет времени разбираться в чем там дело. Может позже.
Ganic3000
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Re: Far Cry 5 models modding tool

Post by Ganic3000 »

daemon1 wrote: Sun Apr 26, 2020 7:51 am
Пути прописываются по аналогии с теми файлами, что у меня были. Сейчас нет времени разбираться в чем там дело. Может позже.
Вот оригинал xbg и UE4 версия одной и той же модели.
https://drive.google.com/file/d/1rToCz7 ... sp=sharing
Как будет у вас время.
legendhavoc175
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Re: Far Cry 5 models modding tool

Post by legendhavoc175 »

@daemon1,
Do you know what causes this double hand issue?
https://i.imgur.com/WdZJ6mE.jpg

And my UVs are being messed up upon conversion to XBG
https://i.imgur.com/SpTC9uP.jpg
https://i.imgur.com/l7j6INm.jpg
https://i.imgur.com/UZsXDoB.jpg

Can you fix it?
daemon1
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Re: Far Cry 5 models modding tool

Post by daemon1 »

legendhavoc175 wrote: Sat May 16, 2020 9:40 pm @daemon1,
Do you know what causes this double hand issue?
https://i.imgur.com/WdZJ6mE.jpg

And my UVs are being messed up upon conversion to XBG
https://i.imgur.com/SpTC9uP.jpg
https://i.imgur.com/l7j6INm.jpg
https://i.imgur.com/UZsXDoB.jpg

Can you fix it?
i dont see whats wrong on your pictures.
UVs look fine.
legendhavoc175
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Re: Far Cry 5 models modding tool

Post by legendhavoc175 »

daemon1 wrote: Sun May 17, 2020 7:52 am
legendhavoc175 wrote: Sat May 16, 2020 9:40 pm @daemon1,
Do you know what causes this double hand issue?
https://i.imgur.com/WdZJ6mE.jpg

And my UVs are being messed up upon conversion to XBG
https://i.imgur.com/SpTC9uP.jpg
https://i.imgur.com/l7j6INm.jpg
https://i.imgur.com/UZsXDoB.jpg

Can you fix it?
i dont see whats wrong on your pictures.
UVs look fine.
here is what the UV's looked like before
https://i.imgur.com/JndVBmL.jpg
here is what they look life after conversion to XBG
https://i.imgur.com/FveoA8v.jpg
notice they become all weird and discombobulated
I'm not sure if it's the plugin or UE4, but this is a pretty big problem, especially in-game
the normals are losing their depth
and oddly, the smoothing appears non-existent as well....
daemon1
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Re: Far Cry 5 models modding tool

Post by daemon1 »

legendhavoc175 wrote: Mon May 18, 2020 7:55 pm notice they become all weird and discombobulated
the normals are losing their depth
and oddly, the smoothing appears non-existent as well....
i have no idea what are you talking about
legendhavoc175
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Re: Far Cry 5 models modding tool

Post by legendhavoc175 »

daemon1 wrote: Mon May 18, 2020 8:05 pm
legendhavoc175 wrote: Mon May 18, 2020 7:55 pm notice they become all weird and discombobulated
the normals are losing their depth
and oddly, the smoothing appears non-existent as well....
i have no idea what are you talking about
The UV's are on the right side of each image
along with their placement over the texture
the UVs after are smaller and misplaced
Ganic3000
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Re: Far Cry 5 models modding tool

Post by Ganic3000 »

daemon1 wrote: Mon May 18, 2020 8:05 pm
legendhavoc175 wrote: Mon May 18, 2020 7:55 pm notice they become all weird and discombobulated
the normals are losing their depth
and oddly, the smoothing appears non-existent as well....
i have no idea what are you talking about
Я насколько понял, legendhavoc175 пытается вам объяснить, что после того как создали кастомный XBG, при повторном импорте кастомной XBG в бляндер, сглаживание вершин отключается, то-есть, слетает и развертка сетки текстуры тоже сбивается, а иногда местами на полигонах развертка растянутая. :)
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Re: Far Cry 5 models modding tool

Post by daemon1 »

Ganic3000 wrote: Tue May 19, 2020 3:30 am Я насколько понял, legendhavoc175 пытается вам объяснить, что после того как создали кастомный XBG, при повторном импорте кастомной XBG в бляндер, сглаживание вершин отключается, то-есть, слетает и развертка сетки текстуры тоже сбивается, а иногда местами на полигонах развертка растянутая. :)
сглаживание вершин не может отключаться.
развертка "местами" никак не может растягиваться.
Понятия не имею, что он там делает, на его скринах ничего не видно.
Только на последних 2 видно UV, и то только край, по нему ничего невозможно понять.
Ganic3000
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Re: Far Cry 5 models modding tool

Post by Ganic3000 »

daemon1 wrote: Tue May 19, 2020 5:10 am сглаживание вершин не может отключаться.
Как не странно, но у меня тоже вершины, точнее полигоны, если можно так назвать. При повторном импорте модельки, полигоны отображаются без сглаживания).
Вот пример импорта оригинала и кастом той же модели.
not smoosh.jpg
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