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Casltevania Lords of Shadow 2 Demo
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Re: Casltevania Lords of Shadow 2 Demo
as enyone found a way to import level models from los2 in the correct spots? for example where things should be placed and/or oriented? And one other thing, how to know exactly witch level models to import to complete a specific level?
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Re: Casltevania Lords of Shadow 2 Demo
Hi guys! Here's maxscripts to import Casltevania Lords of Shadow 2 models with bones (3ds max 2009-2011).
Don't try it on stages, script is for models from "chars" folder. Report errors here, PS3/Xbox-360 and PC version supported
Don't try it on stages, script is for models from "chars" folder. Report errors here, PS3/Xbox-360 and PC version supported
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Last edited by zaramot on Tue Mar 18, 2014 8:18 am, edited 1 time in total.
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Re: Casltevania Lords of Shadow 2 Demo
Using it with 3DS max 2011 but getting na error on:
str += bit.intAsChar (ReadByte bstream #unsigned)
This on the chars folder as advised...
str += bit.intAsChar (ReadByte bstream #unsigned)
This on the chars folder as advised...
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Re: Casltevania Lords of Shadow 2 Demo
[quote="zaramot"]PC, Xbox or PS3? And tell me which model gives an error.[/quote]
PC
Model: Dracula
error:" str += bit.intAsChar (ReadByte bstream #unsigned)"
3dsmax2012
PC
Model: Dracula
error:" str += bit.intAsChar (ReadByte bstream #unsigned)"
3dsmax2012
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Re: Casltevania Lords of Shadow 2 Demo
Send me PC models which doesn't work without textures here or via PM, I don't have PC version to test. Thanks
Edit:
Good news, I tried Dracula PC model, it's an issue with skeleton (not with model )- it's a bit different than consoles have (some extra data), I used skeleton from console version and model imported very well. So, I will fix this soon, keep report problems especially with PC version, since I didn't have much model from there.
Edit2:
Fixed issue with PC Dracula model, but I would like kindly ask for more PC model+skeleton samples to test script (without textures). Thanks
Edit:
Good news, I tried Dracula PC model, it's an issue with skeleton (not with model )- it's a bit different than consoles have (some extra data), I used skeleton from console version and model imported very well. So, I will fix this soon, keep report problems especially with PC version, since I didn't have much model from there.
Edit2:
Fixed issue with PC Dracula model, but I would like kindly ask for more PC model+skeleton samples to test script (without textures). Thanks
Making model-import scripts, PM
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Re: Casltevania Lords of Shadow 2 Demo
Here's fixed maxscript for PC version of the game. Thanks to kalrua for providing samples, I tried them all and they imported fine.
Also I can't try script with 3ds max 2012, I have only 2009-2011 version, so please report will it work or not.
Edit: Fixed double-scaled UV's
Also I can't try script with 3ds max 2012, I have only 2009-2011 version, so please report will it work or not.
Edit: Fixed double-scaled UV's
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Last edited by zaramot on Mon Mar 17, 2014 4:33 pm, edited 1 time in total.
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Re: Casltevania Lords of Shadow 2 Demo
3dsmax2012, Pc_version
-UV error: 2*scale size.
Marie:
[url=http://tof.canardpc.com/view/811f9833-a ... 77b8b1.jpg][img]http://tof.canardpc.com/preview2/811f98 ... 77b8b1.jpg[/img][/url]
http://tof.canardpc.com/view/811f9833-a ... 77b8b1.jpg
-UV error: 2*scale size.
Marie:
[url=http://tof.canardpc.com/view/811f9833-a ... 77b8b1.jpg][img]http://tof.canardpc.com/preview2/811f98 ... 77b8b1.jpg[/img][/url]
http://tof.canardpc.com/view/811f9833-a ... 77b8b1.jpg
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Re: Casltevania Lords of Shadow 2 Demo
For me this script doesn't work.. i can only import Dracula (wrong weights) and Dracula RAT that's all please fix your script
the error i have with 99% of the models:
the error i have with 99% of the models:
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Re: Casltevania Lords of Shadow 2 Demo
Okay, thanks for the bug report. What about you Kalrua? You reported about Uv's error for Marie model, so I guess you managed to import her. Could you confirm script isn't working for 99% of models and about wrong weights?
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Re: Casltevania Lords of Shadow 2 Demo
zaramot wrote:Okay, thanks for the bug report. What about you Kalrua? You reported about Uv's error for Marie model, so I guess you managed to import her. Could you confirm script isn't working for 99% of models and about wrong weights?
well.. i think i used the wrong bms script to extract the packages.. sorry now all the model are imported correctly and with all correct weights.. just a problem (that i can easy fix myself) the character eyes and teeth are imported away from the mesh.. The eyes on the 3dmax grid and the teeth a lot above the mesh if you can fix this little issue the script is perfect.. anyway thank you very much for this.
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Re: Casltevania Lords of Shadow 2 Demo
[quote="zaramot"]Okay, thanks for the bug report. What about you Kalrua? You reported about Uv's error for Marie model, so I guess you managed to import her. Could you confirm script isn't working for 99% of models and about wrong weights?[/quote]
Imported with all correct weights, for me.
-Smooth group/cutting Error:
http://tof.canardpc.com/view/151b8e6a-a ... 2b2c56.jpg
Imported with all correct weights, for me.
-Smooth group/cutting Error:
http://tof.canardpc.com/view/151b8e6a-a ... 2b2c56.jpg
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Re: Casltevania Lords of Shadow 2 Demo
Hi!
fix for Uv PC
Change
[code]append UV_array([value,value,0]*2)[/code]
To
[code]append UV_array([value,(value + 1),0]*1)[/code]
For levels, I do not know.
fix for Uv PC
Change
[code]append UV_array([value,value,0]*2)[/code]
To
[code]append UV_array([value,(value + 1),0]*1)[/code]
For levels, I do not know.
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Re: Casltevania Lords of Shadow 2 Demo
Anyone knows if this orange map is a tangent space normal map or if it really is something else?
Maybe object space normal or maybe a "flipped" tangent space normal and so because of that it is orange?
This is from los2 dlc (content 4 .packed).
Maybe object space normal or maybe a "flipped" tangent space normal and so because of that it is orange?
This is from los2 dlc (content 4 .packed).
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Re: Casltevania Lords of Shadow 2 Demo
Yes, it's a tangent space normal map. If you want it to resemble a "normal" normal map, then take the alpha channel from that image and move it into the red channel. The green channel can stay where it is. I use GIMP 2 for this, (colors -> decompose/compose). Usually you can leave the blue channel plain white.