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[PC] Devil May Cry 4

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omni
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Re: [PC] Devil May Cry 4

Post by omni » Sun Aug 22, 2010 1:05 pm

@Jodan: Missed your post there but we can't import models for these games yet.
@jenner: Cool, thanks ^_^.
Quick question, for the first option, do the modified files need to have their proper extensions (.mod etc.)?
Devil May Cry modding community: http://s1.zetaboards.com/InfernalWorks/index/

jenner
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Re: [PC] Devil May Cry 4

Post by jenner » Sun Aug 22, 2010 1:48 pm

The tool
omni wrote:@Jodan: Missed your post there but we can't import models for these games yet.
@jenner: Cool, thanks ^_^.
Quick question, for the first option, do the modified files need to have their proper extensions (.mod etc.)?
Do not change names or extensions of the extracted files, rename your modified files accordingly. You can delete all the untouched files, the tool will inject the files that are in the folder into the new arc file.

omni
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Re: [PC] Devil May Cry 4

Post by omni » Mon Aug 23, 2010 10:40 pm

Thanks.
As I said in a previous post, I can't seem to extract using your tool, it crashes but leaves the process open (Same happens to another user and to a friend of mine). I'll assume from what you said that files extracted with your tool have the proper extensions.
Devil May Cry modding community: http://s1.zetaboards.com/InfernalWorks/index/

Surveyor
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Re: [PC] Devil May Cry 4

Post by Surveyor » Tue Aug 24, 2010 7:47 am

Hi,
Here's the dmc4 motion exporter, so how do we use this thing? There is a text file attached with the program, you'll use that, it is self explanatory: write the path of the lmt file you want to process, the model file it belongs to and an output path (where the scripts will be created), don't use spaces in you paths because the program uses the fscanf() function so "program files/capcom" is very bad!!! (notice the space between the m & f)
The program requires a model exported using the mod2max.exe (see earlier posts), once you open it under max, drag and drop any script on top of that model and it will bind the animation to the bones. This model must be in ref pose, you can't drag and drop multiple scripts into the same model. so far the program works only on gameplay animations so don't try to use it on "models/demo" models.
I think that's all you need to know about the exporter which is in very early dev stages so expect bugs and crazy poses!!
Enjoy!!
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omni
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Re: [PC] Devil May Cry 4

Post by omni » Tue Aug 24, 2010 4:39 pm

Thanks a lot for your work. Btw, we're trying to swap animations but it usually get's screwed up because they're crammed together. Is there any way we can switch/extract/insert especific animations between packages?
Devil May Cry modding community: http://s1.zetaboards.com/InfernalWorks/index/

omni
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Re: [PC] Devil May Cry 4

Post by omni » Sat Aug 28, 2010 7:31 pm

Sorry for the double post ( I think I'm justified), but did you guys know there's a debug mode in DMC 4? And that you can use it to play with Dante whenever you want? And that it's only available in an obscure version of the game, but we made a patch to make it work in all of them?

Read all about it here: http://s1.zetaboards.com/InfernalWorks/topic/3745063/1/
Last edited by omni on Mon Aug 30, 2010 7:26 pm, edited 1 time in total.
Devil May Cry modding community: http://s1.zetaboards.com/InfernalWorks/index/

eycaramba
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Re: [PC] Devil May Cry 4

Post by eycaramba » Sun Aug 29, 2010 12:19 pm

Thanks alot surveyor!
You are the best :)

Surveyor
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Re: [PC] Devil May Cry 4

Post by Surveyor » Tue Aug 31, 2010 11:24 am

did you guys know there's a debug mode in DMC 4? And that you can use it to play with Dante whenever you want? And that it's only available in an obscure version of the game, but we made a patch to make it work in all of them?
Thanks man, that's good to know.
Btw, we're trying to swap animations but it usually get's screwed up because they're crammed together
The guys at capcom say their MTFramework engine has a unified animation scheme which means you can plug any animation with any model and still work fine (to some extent)
Is there any way we can switch/extract/insert especific animations between packages?
Now look at this pic: on the left you have a nero model captured from the game using 3DRipperDX, just after, a nero model is rigged using the dmc4motion extractor and the same animation is applied to gloria model. The unified scheme thing seems true but even though the poses look similar they aren't the same, the difference (between game and dmc4motion) is most visible in the devil arm and this is due to the fact that there's some unclear/custom rad2degrees conversion function that isn't linear and this is the best I could achieve. The work is in progress and demo animations start to show up too.
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gics
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Re: [PC] Devil May Cry 4

Post by gics » Tue Aug 31, 2010 5:14 pm

@Surveyor

Can you tell me where i can download dmc4motion extractor? Please...

oyunceviri
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Re: [PC] Devil May Cry 4

Post by oyunceviri » Fri Sep 03, 2010 7:01 am

download/file.php?id=3365
gics wrote:@Surveyor

Can you tell me where i can download dmc4motion extractor? Please...

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Skykila
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Re: [PC] Devil May Cry 4

Post by Skykila » Sun Sep 05, 2010 7:26 am

Hi Surveyor
I tried import anim, but MAX (2011 x64, 2009 x86) stoped with error :(
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Jodan
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Re: [PC] Devil May Cry 4

Post by Jodan » Wed Sep 08, 2010 6:03 am

omni, if we can export the files and obtain the bone data now, would creating a max2mod or a mod exporter plugin for max be difficult to implement or something now plausible? i ask because this seems to be the last piece of the puzzle toward adding custom models into re5.

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Re: [PC] Devil May Cry 4

Post by GamerSuper » Sat Sep 11, 2010 7:46 pm

Guys who made translations of the game...
In which files there are texts, fonts etc? I want to translate this game.

omni
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Re: [PC] Devil May Cry 4

Post by omni » Sat Sep 11, 2010 9:50 pm

New debug mode patch released, check the forum if you want it.

@Surveyor: What I meant was that, when we swap .lmt files, the motion swap is buggy because the animations are in packages as opposed to one file for each animation. So I'm asking if we can, let's say, swap Dante's running animation with Nero's somehow.

@Jodan: I could make an educated guess, but If you take a look through this thread you'll see plenty of people more suited to answer that XD

@GamerSuper: Subtitles for cutscenes are in each cutscene's .arc file in nativepc\rom\demo. Text for menus are in each menu's file, try nativepc\rom\id.
Devil May Cry modding community: http://s1.zetaboards.com/InfernalWorks/index/

smoker29
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Re: [PC] Devil May Cry 4

Post by smoker29 » Sat Sep 18, 2010 6:12 pm

hey, thanks for the download link. I will start downloading this and hope it is a virus free.

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