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 Post subject: Re: MT Framework import tools
PostPosted: Mon Jul 10, 2017 3:04 pm 
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Yeah i tried a few UMVC3 Models and some Models rigs are a little broken.
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 Post subject: Re: MT Framework import tools
PostPosted: Mon Jul 10, 2017 3:09 pm 
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I'm sure because on the model I ripped of Frank West from the PS3 version(which is practically identical due to matching poly count) that I have, via Noesis, that bone does not move his chest.

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You can see this problem is present in Frank's Jacket bones too, but not the PS3 model.


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 Post subject: Re: MT Framework import tools
PostPosted: Mon Jul 10, 2017 3:16 pm 
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EternalYoshiSWF wrote:
I'm sure because on the model I ripped of Frank West from the PS3 version(which is practically identical due to matching poly count) that I have, via Noesis, that bone does not move his chest.
that's good point, thanks for your willing to open my eyes on this issue. I would probably wait till Predator fix this, I hope he will :mrgreen:

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 Post subject: Re: MT Framework import tools
PostPosted: Tue Jul 11, 2017 2:56 pm 
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Zombieali2000 wrote:
Yeah i tried a few UMVC3 Models and some Models rigs are a little broken.

I didn't researched format completely, I will take time to look at it, please tell me model name, thanks.

EternalYoshiSWF wrote:
You can see this problem is present in Frank's Jacket bones too, but not the PS3 model.

I would love to receive samples so I can look at them what is wrong.

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 Post subject: Re: MT Framework import tools
PostPosted: Thu Jul 13, 2017 2:17 pm 
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Sure thing. That .mod was from the Arc named "0020_07"


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 Post subject: Re: MT Framework import tools
PostPosted: Thu Jul 20, 2017 4:32 pm 
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The script also Kindaa works with the PS vita Version of Revelations 2.

The LMT files load up no problem on models. But the .mods have clear Problems.
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 Post subject: Re: MT Framework import tools
PostPosted: Fri Jul 21, 2017 10:48 pm 
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I am aware of this problem, its only for consoles, they use polygonal flip instead of facial, pc versions are fine.


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 Post subject: Re: MT Framework import tools
PostPosted: Sat Jul 22, 2017 1:19 am 
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Oh, boy, you're awesome! Do you have any intentions to make exporters for it, though? I want my Vergil in his full DMC3 glory back in 4SE T_T


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 Post subject: Re: MT Framework import tools
PostPosted: Thu Jul 27, 2017 6:10 pm 
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Any progress? :)


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 Post subject: Re: MT Framework import tools
PostPosted: Sun Jul 30, 2017 4:38 pm 
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any chance recompiling for 2018 version please :(


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 Post subject: Re: MT Framework import tools
PostPosted: Mon Jul 31, 2017 9:07 am 
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any chance recompiling for 2009 version too? :)


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 Post subject: Re: MT Framework import tools
PostPosted: Tue Aug 01, 2017 4:48 pm 
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This is not Compiled plugin, its maxscript.

I said it's written under 2017 version becouse I don't have other versions, so I cannot test it, it may or may not work for older versions, but I think it should work for 2018, 2015, 2014 and maybye 2013 and 2012.
It definitely won't work for 2011 and older versions.

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 Post subject: Re: MT Framework import tools
PostPosted: Tue Aug 01, 2017 6:31 pm 
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PredatorCZ wrote:
This is not Compiled plugin, its maxscript.

I said it's written under 2017 version becouse I don't have other versions, so I cannot test it, it may or may not work for older versions, but I think it should work for 2018, 2015, 2014 and maybye 2013 and 2012.
It definitely won't work for 2011 and older versions.


Image

This is the error i get in 2018. They changed UI in 2018...Maybe thats the issue


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 Post subject: Re: MT Framework import tools
PostPosted: Wed Aug 02, 2017 7:40 am 
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Something that perhaps may be a bit easier to figure out: MRL Files.
It is our understanding that mrl files contain things such as model shading/overlays/colors etc. For example, on a Dr. Doom texture, even if you texture his tunic to be neutral grey, it still has a greenish sheen. This is due to the MRL files? Any info you can provide on this and perhaps a way to read the data in a way that we can make sense of would be great.

EDIT: Perfect example Image
In this texture, his hair, the hair below his headband and his eyebrows are all the exact same yellow, gradient and all. However, the game has some kind of model coloration for his hair and eyebrows (black). Changing the texture has little effect and looks off.

Image
https://mega.nz/#!G9kFSTrS!YgqM_pYyu3DN ... 1oDBoyME6s

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https://mega.nz/#!SsNxkYhB!_Vdj49C_oDeT ... 7AhF07vO7c


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 Post subject: Re: MT Framework import tools
PostPosted: Wed Aug 02, 2017 3:50 pm 
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RAWRzilla wrote:
In this texture, his hair, the hair below his headband and his eyebrows are all the exact same yellow, gradient and all. However, the game has some kind of model coloration for his hair and eyebrows (black). Changing the texture has little effect and looks off.



It's called cell shading.

Importer doesn't have material loader. Every material must be set manually. Anyone who understands how they work, should easily make same or even better looking materials.


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