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Re: Spiderman Remastered (PC) model tool

Posted: Mon Sep 05, 2022 10:26 pm
by mahk
daemon1 wrote: Sun Sep 04, 2022 7:29 am Version 0.51 beta

- limited weights per vertex to 12

It was a mistake that this game supports 15 or 16 weights, its only 12 max.
Hello! This is a really great tool, one problem I'm having is that the deformations on the mesh seem to be different with the re-injected mesh. Am I doing something wrong? i'm using the latest release of your programs.
deformation.jpg

Re: Spiderman Remastered (PC) model tool

Posted: Tue Sep 06, 2022 7:28 pm
by nahuelisimo
I'm getting a " System.IndexOutOfRangeException" while trying to convert the .ascii to .model. To give you some context, I'm adding 3d raised webbing to the future foundation suit. I was able to add it to the torso and head, and import the models into the game without issues. But as soon as I add the weebing to the legs, or the hands, or the feet, I get that error. Any Ideas?

Re: Spiderman Remastered (PC) model tool

Posted: Tue Sep 06, 2022 9:54 pm
by mahk
nahuelisimo wrote: Tue Sep 06, 2022 7:28 pm I'm getting a " System.IndexOutOfRangeException" while trying to convert the .ascii to .model. To give you some context, I'm adding 3d raised webbing to the future foundation suit. I was able to add it to the torso and head, and import the models into the game without issues. But as soon as I add the weebing to the legs, or the hands, or the feet, I get that error. Any Ideas?
Are the webs on the hands/feet in the same group as the other webs? If not, I would try and attach them to the same group and see if the problem persists.

Re: Spiderman Remastered (PC) model tool

Posted: Tue Sep 06, 2022 11:18 pm
by nahuelisimo
Actually I'm joining each webbing section to the corresponding body part mesh.
Update 1:
I've been doing a few more tests and trying stuff out, and now the error I'm getting is "Fatal error. Weight buffer overfloat".
I really don't know what to do with that, any Ideas?
Update 2:
I think the issue might be related to the poly count somehow, I tried adding the boots webbing first and I was able to create the .model file, then added the torso webbing and got the "System.IndexOutOfRangeException" error again.

Re: Spiderman Remastered (PC) model tool

Posted: Wed Sep 07, 2022 10:44 pm
by LimesNotLemons
my entire pc's saying there's a virus or unwanted software detected, managed to download and nothing wants to extract it either :/

Re: Spiderman Remastered (PC) model tool

Posted: Wed Sep 07, 2022 11:11 pm
by nahuelisimo
LimesNotLemons wrote: Wed Sep 07, 2022 10:44 pm my entire pc's saying there's a virus or unwanted software detected, managed to download and nothing wants to extract it either :/
I disabled my windows defender in order to be able to extract/use the program

Re: Spiderman Remastered (PC) model tool

Posted: Wed Sep 07, 2022 11:13 pm
by nahuelisimo
nahuelisimo wrote: Tue Sep 06, 2022 11:18 pm Actually I'm joining each webbing section to the corresponding body part mesh.
Update 1:
I've been doing a few more tests and trying stuff out, and now the error I'm getting is "Fatal error. Weight buffer overfloat".
I really don't know what to do with that, any Ideas?
Update 2:
I think the issue might be related to the poly count somehow, I tried adding the boots webbing first and I was able to create the .model file, then added the torso webbing and got the "System.IndexOutOfRangeException" error again.
I hope someone has an idea to help me out here, I've been trying everything I could and I still can't manage to convert the .ascii to .model when all the webbing is added to the model

Re: Spiderman Remastered (PC) model tool

Posted: Thu Sep 08, 2022 1:42 am
by mahk
nahuelisimo wrote: Wed Sep 07, 2022 11:13 pm
nahuelisimo wrote: Tue Sep 06, 2022 11:18 pm Actually I'm joining each webbing section to the corresponding body part mesh.
Update 1:
I've been doing a few more tests and trying stuff out, and now the error I'm getting is "Fatal error. Weight buffer overfloat".
I really don't know what to do with that, any Ideas?
Update 2:
I think the issue might be related to the poly count somehow, I tried adding the boots webbing first and I was able to create the .model file, then added the torso webbing and got the "System.IndexOutOfRangeException" error again.
I hope someone has an idea to help me out here, I've been trying everything I could and I still can't manage to convert the .ascii to .model when all the webbing is added to the model
Where are you getting the webbing from? I just added some random BS to a model with the wrong skeleton from the PS4 version of the game and it still successfully injected the model. Provided, the model was 100% messed up ingame, but it injected it.

Re: Spiderman Remastered (PC) model tool

Posted: Thu Sep 08, 2022 1:43 am
by mahk
As far as I understand, you can't share files from the game on here directly, otherwise id ask you to share them with me so I could give it a shot.

Re: Spiderman Remastered (PC) model tool

Posted: Thu Sep 08, 2022 1:46 am
by mahk
LimesNotLemons wrote: Wed Sep 07, 2022 10:44 pm my entire pc's saying there's a virus or unwanted software detected, managed to download and nothing wants to extract it either :/
You need to create an exception in the windows defender settings, it always flags these tools that way for me.

Re: Spiderman Remastered (PC) model tool

Posted: Thu Sep 08, 2022 2:04 am
by nahuelisimo
mahk wrote: Thu Sep 08, 2022 1:42 am
nahuelisimo wrote: Wed Sep 07, 2022 11:13 pm
nahuelisimo wrote: Tue Sep 06, 2022 11:18 pm Actually I'm joining each webbing section to the corresponding body part mesh.
Update 1:
I've been doing a few more tests and trying stuff out, and now the error I'm getting is "Fatal error. Weight buffer overfloat".
I really don't know what to do with that, any Ideas?
Update 2:
I think the issue might be related to the poly count somehow, I tried adding the boots webbing first and I was able to create the .model file, then added the torso webbing and got the "System.IndexOutOfRangeException" error again.
I hope someone has an idea to help me out here, I've been trying everything I could and I still can't manage to convert the .ascii to .model when all the webbing is added to the model
Where are you getting the webbing from? I just added some random BS to a model with the wrong skeleton from the PS4 version of the game and it still successfully injected the model. Provided, the model was 100% messed up ingame, but it injected it.
I got a 3d model of the TASM 2 suit ripped the webbing and made quite a bit of changes to make it fit on the game's model.
I was able to inject into the game at some point, when the webbing was only on the torso and the head, i was able to inject and it worked fine, then I added the webbing to the lowe parts of the legs and then it started showing the error when converting the .ascii to .model

UPDATE:
I solved the issue. As I suspected, the issue was related to the poly count, I used the decimate modifier on all webbing meshes, and now it works fine!

Re: Spiderman Remastered (PC) model tool

Posted: Thu Sep 08, 2022 5:00 am
by mahk
Nice!

Re: Spiderman Remastered (PC) model tool

Posted: Sun Sep 18, 2022 2:04 pm
by whtlook
I have made a blender export.
https://images-wixmp-ed30a86b8c4ca88777 ... 7ca9d8.png
https://www.deviantart.com/waitht/art/S ... -929927938

I'm not sure about some textures. Maybe someone could fix it. :)

Is there any tools to export .Animclip to .fbx or something like that?

Re: Spiderman Remastered (PC) model tool

Posted: Mon Sep 19, 2022 4:49 pm
by daemon1
mahk wrote: Mon Sep 05, 2022 10:26 pm Hello! This is a really great tool, one problem I'm having is that the deformations on the mesh seem to be different with the re-injected mesh. Am I doing something wrong? i'm using the latest release of your programs.

deformation.jpg
i still had no time to check it, but i'm almost sure its because of blendshapes. On import, the tool switches them off.

Re: Spiderman Remastered (PC) model tool

Posted: Thu Sep 29, 2022 6:23 pm
by rollin
daemon1 wrote: Sun Aug 28, 2022 6:27 pm Version 0.4 beta

Changes:
- support for static meshes (map assets etc.)
- support for almost any skeletal mesh if they have no more than 256 bones in their skeleton

Image
I think there is an issue with beta 5 regarding the normal map display.
I think some data is either missing or not calculated in the same way the game expects it.

When importing my models into the game I figured the normalmaps looked inverted.
So I tested flipping and switching the normal map channels - though when fixing it on one end of the model it broke on another end.
So my guess is the model itself is causing this by either an incorrect tangents basis, missing binormals, some kind of modifications to the actual vertex normals or anything along the line.

Then I wanted to check back here and see if there's some information around and when I saw this image (again) it immediately struck me as it is nicely showing the issue:
The normals on the left side of the model (from the viewer right side) are inverted (up-down flipped) and one can see where both directions kind of meet on the vertical mirror axis of the object.
Though I don't think it is as simple as "left side" it is just very apparent there but the issue is everywhere in some form.
It seems the UV-islands locations / rotations have an effect ..
that's why I'm suspecting the tangent basis though it could also be something unique to this engine.

Anyways, thx for the great tool. Really appreciated!