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[PC] Devil May Cry 4

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diablojin
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Re: [PC] Devil May Cry 4

Post by diablojin »

Yeah man will show ya what I'm cooking up once I have sorted this model out! Still trying to figure out why the texture coordinates arnt working for me?
You have any thoughts why this may be!?
My process for import is this

either run the maxacript through the maxacript drop down, navigate to file and execute. Or just drag and drop the ms file into the viewport.
Either method imports the model fine but when I add the uvw unwrap the coordinates are way off!
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Re: [PC] Devil May Cry 4

Post by firsak »

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Re: [PC] Devil May Cry 4

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Re: [PC] Devil May Cry 4

Post by firsak »

2Surveyor
Another request. Can you fix mod2max, so that the names of the meshes do NOT look like this: "lod255_4_model\demo\pl006\pl006_hair_BM", but simply "lod255_4_model" or "mesh01". Having "\" in the names may be a real pain in the butt. One has to rename all the meshes to be able to export it into some formats. Like the mentioned SMD, for instance.
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Re: [PC] Devil May Cry 4

Post by Tosyk »

firsak wrote:2Surveyor
Another request. Can you fix mod2max, so that the names of the meshes do NOT look like this: "lod255_4_model\demo\pl006\pl006_hair_BM", but simply "lod255_4_model" or "mesh01". Having "\" in the names may be a real pain in the butt. One has to rename all the meshes to be able to export it into some formats. Like the mentioned SMD, for instance.
I have no problems with / when exporting to smd.
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Re: [PC] Devil May Cry 4

Post by firsak »

Tosyk wrote:I have no problems with / when exporting to smd.
But there is a problem when importing it. You yourself said the following: "After export smd it needs a little fix in a text editor."
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Re: [PC] Devil May Cry 4

Post by Tosyk »

firsak wrote:
Tosyk wrote:I have no problems with / when exporting to smd.
But there is a problem when importing it. You yourself said the following: "After export smd it needs a little fix in a text editor."
Yes it is! You're right, if the Surveyor will fix the problem it would be great. But I absolutely do not need to strain to remove a few extra lines.

Off-top: strange to speak with someone from the same country that I am in a foreign language, strange and wild) forum rules?))

Add:

I remember someone asking how to combine parts of the body models of characters from Devil May Cry 4 separated into different files. Answer: Just like everything else - through the export / import smd. Thus, the model is unknown to me aunt. A compound, ie composed of body, head and hair. All parts of the body attachment to a biped-skeleton.

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Re: [PC] Devil May Cry 4

Post by omni »

Hey, Surveyor?
I've been testing your new tools. Here's some feedback.

dds2tex: It works fine, but with a few oddities. 1: For a given texture, the final filesize is smaller than the original. Which doesn't seem to affect anything. Although it might have something to do with 2: Judging from what you said (Only normal textures) and the results I get, I'm guessing the tool can't handle alpha channels. Is that right? Because many normal textures use them, E.G. the DT's body, so it's a problem.

Arc patch on demand: I can't seem to get it to work properly. Maybe I'm screwing up somewhere, but it doesn't invalidate the files, although it does make some unknown change. Could you test it? And one other thing. Can you make it command prompt-friendly? It would add a new level of usefullness. I would be able to use several filters on several .arcs on different folders via a single batch file.

BTW, I don't know when you'll read this, but I hope you have a kickass year-end and an epic new year! My year-end isn't going so well, I only got a headache for christmas and there were 4 general sound failures at the movies when I was watching Avatar. Boy was I pissed. Er, anyway. All the best for you.
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Re: [PC] Devil May Cry 4

Post by Surveyor »

What's that, you want more *happy thoughts*? Sure! Good thing you didn't ask for money.
What's your Paypal?
Don't worry, where I live Paypal doesn't exist anyway so the tools are free of charge!
Do you think it can work, or have any information that can help getting them to work? Maybe by changing the headers or something? Right now, they get pretty much ignored by the game.
Only testing will tell, as for the headers, the 3 games share the same model file format except for the model version.
Still trying to figure out why the texture coordinates arnt working for me? You have any thoughts why this may be!?
My only guess is that you're not using the correct mod2max converter, check the latest one, I use Max8 so this shouldn't be the problem since you're most probably using a later version.
Do those extra edges that are removed have special flags? Or did you actually develop some crazy algorithm that can detriangulate meshes??? If so, you're a genius.
No, I did this by hand, this is my new secret hobby, I found it relaxing to play with the edges after hours of programming especially when I'm stuck, it helps calming my nerves.
I'd rather leave it to PC to handle in the background while I do something else at the same time, instead of wasting a day to do it manually.
You're right, doing this by hand is out of the question, I just got another idea on how to speed things up!
Another request. Can you fix mod2max, so that the names of the meshes do NOT look like this: "lod255_4_model\demo\pl006\pl006_hair_BM", but simply "lod255_4_model" or "mesh01". Having "\" in the names may be a real pain in the butt. One has to rename all the meshes to be able to export it into some formats. Like the mentioned SMD, for instance.
You may be forgetting something but when we will figure out the animation format, the original skeleton pose will be needed in order to map the animations and here all your SMD stuff will be useless.
1: For a given texture, the final filesize is smaller than the original. Which doesn't seem to affect anything. Although it might have something to do with
This is because the generated TEX image contains no mipmaps, only the base image, the original may contain more than one mipmap and thus is bigger than the generated one. Usually HUD textures don't need to have mipmaps but other textures (minly those used for models, stages, ...) do (for performance/quality). This'll be fixed in the future.
I'm guessing the tool can't handle alpha channels. Is that right?
No, normal textures are 2d textures and this tool supports all 2d textures, give it a try!!
Arc patch on demand: I can't seem to get it to work properly. Maybe I'm screwing up somewhere, but it doesn't invalidate the files, although it does make some unknown change. Could you test it?
Well with my old celeron 2Ghz, 768Mb ram, fx5200 the game simply can't run, I'll try to find a stronger PC and test all this stuff.
BTW, I don't know when you'll read this, but I hope you have a kickass year-end and an epic new year! My year-end isn't going so well,
The year-end for me is just another day in my life, it will not tell me in any way how my last year was or how my new year will be.
4 general sound failures at the movies when I was watching Avatar. Boy was I pissed.
And I spent the 31 dec night working on a philipino ship and the crew weren't friendly at all, no party, no juice, nothing, you see you're end-year wasn't that terrible.
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Re: [PC] Devil May Cry 4

Post by omni »

The year-end for me is just another day in my life, it will not tell me in any way how my last year was or how my new year will be.
Which doesn't mean it can't be a good day, right?
And I spent the 31 dec night working on a philipino ship and the crew weren't friendly at all, no party, no juice, nothing, you see you're end-year wasn't that terrible.
Yeah, at least I had some grape juice. Hmmm, grape juice.
No, normal textures are 2d textures and this tool supports all 2d textures, give it a try!!
Weird. I remember getting screwed up alpha channels. Let's try that again. -Later- And it seems you're right. I guess some random experiment I was doing at the time interfered with my results. Or not. I'll do more testing.
Only testing will tell, as for the headers, the 3 games share the same model file format except for the model version.
This is because the generated TEX image contains no mipmaps, only the base image, the original may contain more than one mipmap and thus is bigger than the generated one. Usually HUD textures don't need to have mipmaps but other textures (minly those used for models, stages, ...) do (for performance/quality). This'll be fixed in the future.
Well with my old celeron 2Ghz, 768Mb ram, fx5200 the game simply can't run, I'll try to find a stronger PC and test all this stuff.
Triple thanks.
Don't worry, where I live Paypal doesn't exist anyway so the tools are free of charge!
*HAPPY THOUGHTS*!!!!!
Devil May Cry modding community: http://s1.zetaboards.com/InfernalWorks/index/
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Re: [PC] Devil May Cry 4

Post by Dtmech »

For some reason Mod2Max won't convert .mod files for me, i drag drop , press enter and it just closes.
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Re: [PC] Devil May Cry 4

Post by Darko »

For some reason Mod2Max won't convert .mod files for me, i drag drop , press enter and it just closes.
You need to run the program in the same file's folder, and the type the mod file complete name and then press enter, and the program will do all the process.
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Re: [PC] Devil May Cry 4

Post by Dtmech »

Darko wrote:
For some reason Mod2Max won't convert .mod files for me, i drag drop , press enter and it just closes.
You need to run the program in the same file's folder, and the type the mod file complete name and then press enter, and the program will do all the process.
Yes i did that , the mod2max is in the same folder , i draged droped and it shows the full location and name of the model. But when i hit enter , it just closes without giving me my max file.

And i can't convert the texture files to dds aswell.
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Re: [PC] Devil May Cry 4

Post by Tosyk »

Dtmech wrote:
Darko wrote:
For some reason Mod2Max won't convert .mod files for me, i drag drop , press enter and it just closes.
You need to run the program in the same file's folder, and the type the mod file complete name and then press enter, and the program will do all the process.
Yes i did that , the mod2max is in the same folder , i draged droped and it shows the full location and name of the model. But when i hit enter , it just closes without giving me my max file.

And i can't convert the texture files to dds aswell.
Dude, you have a problem on the problem) does not take to heart) Mod2max does not create a max file, the program creates a ms-file is a script that can be opened by simply dragging and throwing it into the open window of 3d max.
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Re: [PC] Devil May Cry 4

Post by Dtmech »

Tosyk wrote:
Dtmech wrote:You need to run the program in the same file's folder, and the type the mod file complete name and then press enter, and the program will do all the process.
Yes i did that , the mod2max is in the same folder , i draged droped and it shows the full location and name of the model. But when i hit enter , it just closes without giving me my max file.

And i can't convert the texture files to dds aswell.
Dude, you have a problem on the problem) does not take to heart) Mod2max does not create a max file, the program creates a ms-file is a script that can be opened by simply dragging and throwing it into the open window of 3d max.[/quote]


Yes i know i know , i already did it with Lost planet and Re5 , but DMC4 doesn't give me the .ms file , it just closes and that's it i don't get anything.
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