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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[PC] Devil May Cry 4
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Re: [PC] Devil May Cry 4
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Last edited by firsak on Tue Dec 29, 2009 7:37 pm, edited 1 time in total.
Re: [PC] Devil May Cry 4
The contents of this post was deleted because of possible forum rules violation.
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Re: [PC] Devil May Cry 4
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.
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
I have no problems with / when exporting to smd.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.
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Re: [PC] Devil May Cry 4
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."Tosyk wrote:I have no problems with / when exporting to smd.
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Re: [PC] Devil May Cry 4
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.firsak wrote: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."Tosyk wrote:I have no problems with / when exporting to smd.
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.
p.s. Happy New Year
Re: [PC] Devil May Cry 4
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.
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.
Devil May Cry modding community: http://s1.zetaboards.com/InfernalWorks/index/
Re: [PC] Devil May Cry 4
What's that, you want more *happy thoughts*? Sure! Good thing you didn't ask for money.
Don't worry, where I live Paypal doesn't exist anyway so the tools are free of charge!What's your Paypal?
Only testing will tell, as for the headers, the 3 games share the same model file format except for the model version.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.
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.Still trying to figure out why the texture coordinates arnt working for me? You have any thoughts why this may be!?
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.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.
You're right, doing this by hand is out of the question, I just got another idea on how to speed things up!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 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.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.
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.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
No, normal textures are 2d textures and this tool supports all 2d textures, give it a try!!I'm guessing the tool can't handle alpha channels. Is that right?
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.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?
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.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,
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.4 general sound failures at the movies when I was watching Avatar. Boy was I pissed.
Re: [PC] Devil May Cry 4
Which doesn't mean it can't be a good day, right?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.
Yeah, at least I had some grape juice. Hmmm, grape juice.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.
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.No, normal textures are 2d textures and this tool supports all 2d textures, give it a try!!
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.
Triple thanks.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.
*HAPPY THOUGHTS*!!!!!Don't worry, where I live Paypal doesn't exist anyway so the tools are free of charge!
Devil May Cry modding community: http://s1.zetaboards.com/InfernalWorks/index/
Re: [PC] Devil May Cry 4
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
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.For some reason Mod2Max won't convert .mod files for me, i drag drop , press enter and it just closes.
Re: [PC] Devil May Cry 4
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.Darko 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.For some reason Mod2Max won't convert .mod files for me, i drag drop , press enter and it just closes.
And i can't convert the texture files to dds aswell.
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Re: [PC] Devil May Cry 4
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.Dtmech wrote: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.Darko 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.For some reason Mod2Max won't convert .mod files for me, i drag drop , press enter and it just closes.
And i can't convert the texture files to dds aswell.
Re: [PC] Devil May Cry 4
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]Tosyk wrote: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.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.
And i can't convert the texture files to dds aswell.
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.