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Onechanbara Z Kagura [still WIP]
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Re: Onechanbara Z Kagura [still WIP]
Howfie, if MDL and TGF file format are similar, may you support also TGF format in your converter - 'cause existing TGF to DAE converter not working with small TGF (like a zombie's armor) and some characters TGF (converting errors appears with no or wrong result DAE)?
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Re: Onechanbara Z Kagura [still WIP]
May be DC&DC Zero too, I'm not tested them yet - first I think about Oneechanbara VorteX: I had an idea to dump all characters, enemies et.c. for a long time (I already extracted all textures and all TGF!) but converter "don't like" some TGF files (like a Legion and Misery bosses)
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Re: Onechanbara Z Kagura [still WIP]
I doesn't like hair also the available converter don't convert the hair meshesDoronetty wrote:May be DC&DC Zero too, I'm not tested them yet - first I think about Oneechanbara VorteX: I had an idea to dump all characters, enemies et.c. for a long time (I already extracted all textures and all TGF!) but converter "don't like" some TGF files (like a Legion and Misery bosses)
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Re: Onechanbara Z Kagura [still WIP]
Are u sure? do u mean in Oneechanbara Vortex or the last game? In O. Vortex the hair meshes are set in a separated tgf file if i remember well.rexil wrote:I doesn't like hair also the available converter don't convert the hair meshesDoronetty wrote:May be DC&DC Zero too, I'm not tested them yet - first I think about Oneechanbara VorteX: I had an idea to dump all characters, enemies et.c. for a long time (I already extracted all textures and all TGF!) but converter "don't like" some TGF files (like a Legion and Misery bosses)
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Re: Onechanbara Z Kagura [still WIP]
Vortex, I know they are in a separate file but the exporter don't export the hair meshes :\ ...for me it doesn't.Ares722 wrote:Are u sure? do u mean in Oneechanbara Vortex or the last game? In O. Vortex the hair meshes are set in a separated tgf file if i remember well.rexil wrote:I doesn't like hair also the available converter don't convert the hair meshesDoronetty wrote:May be DC&DC Zero too, I'm not tested them yet - first I think about Oneechanbara VorteX: I had an idea to dump all characters, enemies et.c. for a long time (I already extracted all textures and all TGF!) but converter "don't like" some TGF files (like a Legion and Misery bosses)
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Re: Onechanbara Z Kagura [still WIP]
I wish I had time to go back to fix Surveyor's code, but I'm still trying to fix this one at the moment. The DAE format and 3DS Max just keep fighting me when it comes to working with multiple skin controllers.
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Re: Onechanbara Z Kagura [still WIP]
Oh don't worry about that. Kagura models are better anyway, keep up the great work.howfie wrote:I wish I had time to go back to fix Surveyor's code, but I'm still trying to fix this one at the moment. The DAE format and 3DS Max just keep fighting me when it comes to working with multiple skin controllers.
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Re: Onechanbara Z Kagura [still WIP]
rexil, how did you get the weights from lightwave to 3ds max when you ported over the neptunia model? what export format did you use? seems like lightwave doesn't export weights to DAE.
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Re: Onechanbara Z Kagura [still WIP]
I didn't find any good way to do that , so I rigged her myself.howfie wrote:rexil, how did you get the weights from lightwave to 3ds max when you ported over the neptunia model? what export format did you use? seems like lightwave doesn't export weights to DAE.
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Re: Onechanbara Z Kagura [still WIP]
anyone know what parameters you have to use to get the normal maps to look good when rendering in 3ds max? not matter what i change, when i apply the normal map and press render, i get some crap that looks like this:
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Re: Onechanbara Z Kagura [still WIP]
howfie wrote:anyone know what parameters you have to use to get the normal maps to look good when rendering in 3ds max? not matter what i change, when i apply the normal map and press render, i get some crap that looks like this:
mmmm..i need to uprgrade my version of 3dsmax .........this type of rendering effects can be caused by diffrent problems.
The first..is that the normal texute need to be scaled in relation to the scale of the model so the correct scale depend from case to case. Then Y need even to check if on of the rgb channel are swapped in the normal map..cuz this can lead to some visalisazion problems. Anyway try to apply a light in the rendering project.
I have max 2010 and generally use the default settings for speed renders, so i prefer to not modify those parameter if not necessary, and decrease the value of the normal map channel directly.
Last edited by Ares722 on Thu Feb 16, 2012 10:37 pm, edited 1 time in total.
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Re: Onechanbara Z Kagura [still WIP]
Unfortunately no. They used lightwave for this game, which has a very different skinning system. In max you must have bones to assign weights. In lightwave you don't.rexil wrote:It's working with the DLC models too There's more nice models in the DLC's
Got any luck with the weights?