forgive my punctuality, here:
http://www.mediafire.com/file/a9ggqhyc0 ... M.rar/file
i haven't seen others, albeit out of too big of a sample size. i also included one other model which was not opening oddly enough, but the other two have the same issue.
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Search found 7 matches
- Fri Feb 28, 2020 1:55 am
- Forum: 3D/2D models
- Topic: Noesis g1m/g1t/g1a importer
- Replies: 540
- Views: 156508
- Wed Feb 26, 2020 4:10 pm
- Forum: 3D/2D models
- Topic: Noesis g1m/g1t/g1a importer
- Replies: 540
- Views: 156508
Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
yeah, daemon's script was able to spit out bones with weights, the caveat was basically we had to only drag and drop the model G1M itself onto the tool, rather than the skeleton G1M and model G1M. that's really where my assumption came in to begin with. here's an example: https://i.imgur.com/SfarmF6...
- Sun Feb 23, 2020 5:20 pm
- Forum: 3D/2D models
- Topic: Noesis g1m/g1t/g1a importer
- Replies: 540
- Views: 156508
Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
that's my assumption from daemon's tools when i worked with it. sephiroth similarly does this. for the record, i did try both ways, but it was spitting out an out of bounds error. it could be differently handled for all i know. but thank you regardless. as an aside, is getting proper vertex normals ...
- Sat Feb 22, 2020 1:22 am
- Forum: 3D/2D models
- Topic: Noesis g1m/g1t/g1a importer
- Replies: 540
- Views: 156508
Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
hey man, this is some awesome work you managed to get down, and you've been pretty good with getting updates. i do, however, see one issue that i don't know that's been addressed, and that's sometimes models have a skeleton inside of their own G1M, rather than it being read from a specific one. you ...
- Sun Jan 27, 2019 10:10 pm
- Forum: Game Archive
- Topic: Resident Evil 2 Remake - demo PAK file
- Replies: 142
- Views: 71746
Re: Resident Evil 2 Remake - demo PAK file
I noticed the maxscript is not applying the vertex normals, any chance to see a upgrade for this? Its mostly noticeable in Faces. Yup, but I guess most of ppl using Blender tool, right? I still haven't had much reports on skinned meshes from friend of mine, except one, I fixed maxscript for rigged ...
- Tue May 17, 2016 4:05 pm
- Forum: 3D/2D models
- Topic: [PC] Dark Souls III model import maxscript
- Replies: 365
- Views: 145677
Re: [PC] Dark Souls III model import maxscript
you're asking for something that he can't really do. NPCs all have generated faces that come from the same base as the player face, meaning if you're going to recreate an NPC, you're going to have to either rip it or manually adjust every vert til you get the look of the NPC. of course, the NPC face...
- Mon May 16, 2016 3:37 pm
- Forum: 3D/2D models
- Topic: [PC] Dark Souls III model import maxscript
- Replies: 365
- Views: 145677
Re: [PC] Dark Souls III model import maxscript
Hey Zaramot, my friend has gone through all the character files and has this list of issues to share with you: c1090 - broken UVs for black mass. c2170 - missing entire meshes. c2200 - mangled mesh. c3040 - broken UVs for arms and possibly face. c3140 - skeleton is completely misaligned; master at ...
