Vashey wrote:I have this .py script.
Still if I follow right, you woud have to export an edited tmc file to check the vertices on?
If it was this simple, how come we don't see more mesh edit mods yet?
Not sure what you mean by export, since a tmc/tmcl is already 'exported' before its edited. I'll attempt to break down the process more
1) Import Xbox 360 model > 3dsmax using TMCPraser
2) Change Vertices
3) Inject Xbox 360 model > using StickItBack
4) Open Xbox 360 TMCL > hex editor of choice
5) Copy vertices of modified object into a text editor.
6) Open corresponding PC TMC > hex editor
7) Copy vertices of corresponding object into a text editor, be sure to accommodate for PC length
8 ) Open MeshWarp & update necessary variables with paths to 360 & PC vertex text files
9) Use correct vertex buffer length values
10) Run Mesh Warp
11) Open modified PC vertex text file
12) Copy values back into PC TMC
So, to answer your question, although the process is 'simple' the issue is that it still involves knowing how to properly find vertex values for both 360 & PC. A task that many haven't had interest to learn until the utilities / tools become more refined. Plus if the changes involve more than one mesh group, those steps need to be completed for each object which is time consuming.
SkacikPL wrote:
Which means i can make characters boobs bigger but i can't make it more detailed, because vertices have to match?
Well, it's better than nothing - ridiculous boob mods inbound.
Though, if i don't have 360 version, it seems like tough luck getting models from that version.
Not sure what to tell you, getting resources is not that difficult, especially if you have an Xbox... Costume data is contained in the catalogs, and getting the game data does not even require having a modded system.
What do you mean between 'bigger' and 'more detailed'? Vertex edits are vertex edits. Make all the changes you want and inject back into a 360 model. Unless your talking about making UV changes, vertex edits are all the same.
urke1000 wrote:^ So there really is no way to actually increase the poly count on characters and make the models work in the game?
It would only be possible if you rebuilt a higher poly model and exported it with the correct file structure and then injected it into an existing container. No one's done it, and it would take a lot of work. Would require knowledge of all vertex buffers, how to create a proper index and how to update all changed values in the container.