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Re: [PC] Devil May Cry 4

Posted: Mon Jul 20, 2009 12:52 pm
by CMihai
same as Krysia ^

Devil May Cry 4

Posted: Tue Jul 21, 2009 10:13 am
by Surveyor
Hi there!
Texture coords may be funky sometimes because of different vertex formats on the same vertex buffer: this is crazy!

But these texture coords are being fixed and as you can see in this pic, the head is a HiRes model and it works pretty well.

Another thing to notice is that normals are still uncorrect, I don't know, 3ds max doesn't support them on OBJ files anyway. Maybe if you try the models on Maya to see...

This work is still in progress and I'll be posting the updated model converters as soon as I can, so stay tuned here on Xentax!!

Re: [PC] Devil May Cry 4

Posted: Tue Jul 21, 2009 2:30 pm
by AceAngel
All I did in Max for the normals was keep the Edit Mesh status and unified the Normals through the modifier panel.

It's not hassle at all, infact, it's pretty good considering the quick strides you're making for a converter.

And thank you, can really learn alot here.

Re: [PC] Devil May Cry 4

Posted: Tue Jul 21, 2009 9:48 pm
by poly
Surveyor wrote:Hey chrrox !!
You say the converter works for RE5??, I'd like to see that, but which version: PC, x360, ??

Poly, about the skinning and skeletons, yes I figured some of the data but when I tried to export to Max, it was a headache!! If you could show me a way to import this into max I'd be grateful!

Later!

Ohh! I just figured out that I didn't include any help file for the model exporter so here's the help: To use the exporter, it's better to place the .exe in the same directory as the model to be converted then type the name of this model et voila !!!
Nice to know you figured out the skeleton format!
I'm not an expert on max myself, but I have a friend that once wrote a plug-in for it, he might be able to help.

Can you share some code that reads out all the relevant data for the vertices and skeleton?

Re: [PC] Devil May Cry 4

Posted: Wed Jul 22, 2009 4:11 am
by mariokart64n
The contents of this post was deleted because of possible forum rules violation.

Re: [PC] Devil May Cry 4

Posted: Sat Aug 01, 2009 3:17 pm
by Surveyor
Hi there,
Here's a Direct3D stage viewer I'm coding right now and as you can see different texture layers now can be applied, still I need to take a lesson or two on shaders to make the final render with bump mapping and per pixel lighting and some more cool stuff. But before that I need to figure out where the lights are, and suddenly I noticed something! since RPGViewer3 can't handle extensions, there are some files with the same name and different extensions that get overwritten, example:

model.mod
model.sdl
model.col

in the end you get only the last model.col without extension!

Re: [PC] Devil May Cry 4

Posted: Sat Aug 01, 2009 3:25 pm
by chrrox
sdl contains a lot of information.
in resident evil 5 it contains enemy spawns, cutscene information, and lighting information.

Re: [PC] Devil May Cry 4

Posted: Sat Aug 01, 2009 3:28 pm
by Surveyor
Now textured ... Hey chrrox you are faster than me !!!!

Re: [PC] Devil May Cry 4

Posted: Sat Aug 01, 2009 3:32 pm
by Surveyor
... and normal textures ...

Re: [PC] Devil May Cry 4

Posted: Sat Aug 01, 2009 3:34 pm
by Surveyor
... specular mapping ...

Re: [PC] Devil May Cry 4

Posted: Sat Aug 01, 2009 3:36 pm
by Surveyor
And lightmapping ....thank you :]

Re: [PC] Devil May Cry 4

Posted: Sat Aug 01, 2009 5:40 pm
by AceAngel
Holy bloody anchovies, that is amazing! You're like a 3D-Decompiler version of Flash!

Re: [PC] Devil May Cry 4

Posted: Sat Aug 01, 2009 6:48 pm
by Krysia
Amazing! Will this viewer allow to make any changes or it is just for preview purposes?
Any news about the uvs issue and DM4model.exe? I've noticed that in one file, for example,
the face has no texture coordinates and the eyes and mouth have proper coordinates. Bizzare.

Re: [PC] Devil May Cry 4

Posted: Sat Aug 01, 2009 9:58 pm
by magnum
Surveyor,

I tested your Dmc4Model program, and noticed that you are improperly interpreting the face data.

Here is some sample code demonstrating how the faces should be read:

Code: Select all

unsigned short* faces; // array of face values
int face_data_length; // length of the array
...

bool backface = false;
for( int i = 0; i < face_data_length - 3; i++ ) {
	unsigned short a = faces[i];
	unsigned short b = faces[i+1];
	unsigned short c = faces[i+2];

	backface = !backface;

	if( a != b && b != c && a != c ) {
		if( backface ) {
			printf( "f %d/%d %d/%d %d/%d\n", c,c,b,b,a,a );
		} else {
			printf( "f %d/%d %d/%d %d/%d\n", a,a,b,b,c,c );
		}
	}
}
You should be skipping any time that the vertex indices are the same, and every other set of 3 is a backface.

Re: [PC] Devil May Cry 4

Posted: Sun Aug 02, 2009 9:00 pm
by poly
Awesome progress!

Any news on the model's skeleton front?
My offer to help is still up, I'm especially interested in that part!