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[PC] Resident Evil 5

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Re: [PC] Resident Evil 5

Post by shekofte » Wed Oct 14, 2009 10:56 am

ooh sad :urg:
ILLUSORY VIDEO GAMES ARE MORE IMPORTANT THAN PRECIOUS INTERNATIONAL FOOTBALLs

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Re: [PC] Resident Evil 5

Post by ResiHax » Sat Oct 17, 2009 4:33 pm

shadowmoy wrote:you can't because i don't release it actually :p
It might be a good idea to release it. Unless it isn't finished, if that's the case, keep going.

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Re: [PC] Resident Evil 5

Post by shadowmoy » Mon Oct 19, 2009 11:52 am

yes my 3d editor will be free and released as soon as i added some missing parts on it, actually it render ms3d animation really well, also have a model optimiser/cleaner but it lacks actaully on editing tools witch is what i am currently working on , it will be released when and only when i added all the basics edition tools needed.
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Re: [PC] Resident Evil 5

Post by shadowmoy » Mon Oct 19, 2009 8:35 pm

chek this out :
from the unknow part of data in the mod file i managed to figure out this :
so it could be 2 things :
- spherical uv mapping
or binormals used in normal mapping

so if i could figure out how this data is used i will be able to re- uvmap corectly all exported groups even if they are normal mapped

if you think it could be somthing else , let's speak of it here
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Re: [PC] Resident Evil 5

Post by Tosyk » Thu Oct 22, 2009 11:09 am

Can anyone tell me where I can find mod2smd converter? I have seen in this thread that you said about him.
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Re: [PC] Resident Evil 5

Post by shadowmoy » Thu Oct 22, 2009 11:55 am

yes i speak about it but actually the exporter to smd is not working correctly, because i have wrong bones assignement, and actually working on normal maps rebuilding, so it is not yet released, because it is not fixed.
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Re: [PC] Resident Evil 5

Post by Tosyk » Thu Oct 22, 2009 12:14 pm

2 shadowmoy:

Understood.

Pleases the fact that work on the tool is not stopped. I'll stay tuned. Thanks.
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Re: [PC] Resident Evil 5

Post by ResiHax » Sat Oct 31, 2009 5:19 pm

It seems that Surveyor found something for DMC4, maybe it'll be incorporated into RE5 sometime soon.

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Re: [PC] Resident Evil 5

Post by Surveyor » Thu Nov 12, 2009 11:18 am

Hi guys!!
To be honest I only tested the new converter on one model of RE5 and it seemed to work though, the reason is that re5 models have more than one LOD inside and with a slow computer, it takes too long to load so I was a bit lazy on those models. But here's a pic of the model I tested, this is one of the main characters that looks a little gothic but I'm sure this isn't the game mood (I didn't play the game btw but an african gothic ???)
This quickly made pose shows how well skinning behaves under max, It's strange because however I tried, I couldn't set the vertex weights correctly: ex: a vertex originally influenced by 2 bones will be inluenced by 3 under max !!!! where the hell did he get the 3rd bone?!?!
Ok the release will be available soon :)
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Re: [PC] Resident Evil 5

Post by shadowmoy » Fri Nov 13, 2009 3:57 pm

so you managed to found out the vertex weight datas and some more bones infos ?
nice job !!!
the model you show is sheva, a sweet african girl when textured :op

i don't have found any indexes to remove the lods models actually, i think the 1000 3000 3 values from the header could be the key but not found anything with it :/
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Re: [PC] Resident Evil 5

Post by Surveyor » Sat Nov 14, 2009 10:50 am

Surveyor wrote:i think the 1000 3000 3 values from the header could be the key but not found anything with it
Naaah, these are the fogging parameters, the LOD indices are somewhere else !!

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Re: [PC] Resident Evil 5

Post by shadowmoy » Mon Nov 16, 2009 9:38 pm

yeh i think so :D
i was thinking they could be stored in groups structs for faster link using some kind of offsets,because i found start indice stored twice in groups datas, so it could also provide a start indice in the indice array to jump to the next lod sub indice list in the strips...
not a lot of free time to work on the tools currently :(
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Re: [PC] Resident Evil 5

Post by Surveyor » Tue Nov 17, 2009 10:18 pm

Hi guys,
The new converter is released, you can grab it from the DMC4 thread here on xentax!!!
I'm counting on you to try it out on different models :)

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Re: [PC] Resident Evil 5

Post by shadowmoy » Sun Nov 22, 2009 10:39 am

ok so here is the fixed uv version of the mod2obj exporter, still need to fix normals and groups backfacing

(Edit: attachement removed)
Last edited by shadowmoy on Sun Nov 22, 2009 12:37 pm, edited 1 time in total.
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Re: [PC] Resident Evil 5

Post by shadowmoy » Sun Nov 22, 2009 12:37 pm

so the same with fixed backfacing problem :
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