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Spiderman Remastered (PC) model tool

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daemon1
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Re: Spiderman Remastered (PC) model tool

Post by daemon1 »

rollin wrote: Thu Sep 29, 2022 6:23 pm I think there is an issue with beta 5 regarding the normal map display.
So far i can't find anyone who knows how to calculate tangents for mirrored meshes with overlapped UVs.
There are lots of explanations on the net, but none of them work.
rollin
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Re: Spiderman Remastered (PC) model tool

Post by rollin »

daemon1 wrote: Thu Sep 29, 2022 8:18 pm
rollin wrote: Thu Sep 29, 2022 6:23 pm I think there is an issue with beta 5 regarding the normal map display.
So far i can't find anyone who knows how to calculate tangents for mirrored meshes with overlapped UVs.
There are lots of explanations on the net, but none of them work.
The best hint I can give is probably that http://www.mikktspace.com turned into some kind of standard in the industry. If Insomniac is using it is something entirely different though..
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Re: Spiderman Remastered (PC) model tool

Post by daemon1 »

Version 0.55 beta of Model import tool:
- tangents/bitangent sign support
- fixed error message for weight buffer overfloat

Model exporter was also updated, to get proper NORMALS.
They were incorrect all this time. Not too far, but about 10% here or there.

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rollin
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Re: Spiderman Remastered (PC) model tool

Post by rollin »

daemon1 wrote: Sun Oct 02, 2022 3:19 pm Version 0.55 beta of Model import tool:
- tangents/bitangent sign support
- fixed error message for weight buffer overfloat

Model exporter was also updated, to get proper NORMALS.
They were incorrect all this time. Not too far, but about 10% here or there.

Tested and seems to just nail it.
Thank you for the quick response. *ThumbsUp*
... Amazing (Spider-Man)! :D
mono24
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Re: Spiderman Remastered (PC) model tool

Post by mono24 »

As a first time modding tool for weighted actors i think once this gets solved: viewtopic.php?p=187091#p187091
this will be the most complete mod tool for such options as otherwise the characters look distorted with out proper blendshapes during movement/action. Really impressive as always.
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Re: Spiderman Remastered (PC) model tool

Post by daemon1 »

mono24 wrote: Sun Oct 02, 2022 4:03 pm i think once this gets solved
this will not be solved
i dont see reasons for this
even if i support blendshapes, it will be way too hard for users to make them
so no
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Re: Spiderman Remastered (PC) model tool

Post by rollin »

daemon1 wrote: Sun Oct 02, 2022 5:21 pm
mono24 wrote: Sun Oct 02, 2022 4:03 pm i think once this gets solved
this will not be solved
i dont see reasons for this
even if i support blendshapes, it will be way too hard for users to make them
so no
I think there are a few people around modding spider-man who do corrective blendshapes in their daily work or as students or similar.
With blender they are actually quite easy to setup.
I haven't looked into blendshapes for spider-man but I could imagine exporting them es individual ascii files, importing them as shape keys into blender and vis-à-vis.
Or with a completely new char just setting them up, exporting as multiple ascii files and the tool builds the main mesh + blendshapes out of them.
Something along the line..
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Re: Spiderman Remastered (PC) model tool

Post by mahk »

I think blendshape support would be really nice. I make them for custom rigs in 3DS max and it's not too bad. I understand though if you have no time to get to it!
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Re: Spiderman Remastered (PC) model tool

Post by daemon1 »

Version 0.56 beta of Model import tool:
- lookgroup support
- _materials.txt is now expected as 3rd parameter, and not found automatically by the tool

Model export tool now outputs lookgroup data in _materials.txt
In the beginning of a file you will see a list, for example for classic suit:

Code: Select all

0 11
0 6
6 5
It means model has 3 groups. Full model, body only, and head only. First includes 11 submeshes starting from 0. Second includes 6 submeshes starting from 0. And last one is 5 submeshes starting from 6.

You can edit it according to your custom model, and import tool will inject this data into .model file.

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Re: Spiderman Remastered (PC) model tool

Post by ORAKARO »

Hey I've been having issues with the SMP to blender model converter. I saw you said that you just drag the model file over your software's exe and it will convert, but when I go to import the XNALara/XPS model, nothing shows up in my files. I'm a complete beginner with this and I just really want to import smp models to blender :)
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Re: Spiderman Remastered (PC) model tool

Post by Crazy31139 »

When you drag and drop .model on spiderman_pc_model.exe
Tool convert only to .ascii format
If you need using in XNALara/XPS studio, need make port, add texture, rename bones and etc.
Try search on Devianart, ported models
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Re: Spiderman Remastered (PC) model tool

Post by ORAKARO »

I've actually been having issues with the software even loading. It's meant to load up a menu when you drag and drop isn't it?
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Re: Spiderman Remastered (PC) model tool

Post by mahk »

ORAKARO wrote: Sun Oct 30, 2022 1:47 pm I've actually been having issues with the software even loading. It's meant to load up a menu when you drag and drop isn't it?
If you're talking about the .exe files I posted how to use them earlier in this thread. pm me if you have issues still
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Re: Spiderman Remastered (PC) model tool

Post by Bladers »

Does this support the new Miles Morales PC?
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Re: Spiderman Remastered (PC) model tool

Post by mono24 »

Bladers wrote: Mon Nov 21, 2022 4:51 am Does this support the new Miles Morales PC?
Usually there's not much difference between PS4 and PC assets, sometimes no changes in format, some devs might make some changes minor or major, you never know, but, you could try this: viewtopic.php?f=16&t=23101 and let us know if it works since you have the game ;)
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