MT Framework import tools

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Zombieali2000
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Re: MT Framework import tools

Post by Zombieali2000 » Mon Jul 10, 2017 3:04 pm

Yeah i tried a few UMVC3 Models and some Models rigs are a little broken.
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Re: MT Framework import tools

Post by EternalYoshiSWF » Mon Jul 10, 2017 3:09 pm

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.

Image

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

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Re: MT Framework import tools

Post by Tosyk » Mon Jul 10, 2017 3:16 pm

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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Re: MT Framework import tools

Post by PredatorCZ » Tue Jul 11, 2017 2:56 pm

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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Re: MT Framework import tools

Post by Zombieali2000 » Thu Jul 13, 2017 2:17 pm

Sure thing. That .mod was from the Arc named "0020_07"
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Re: MT Framework import tools

Post by Zombieali2000 » Thu Jul 20, 2017 4:32 pm

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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Re: MT Framework import tools

Post by PredatorCZ » Fri Jul 21, 2017 10:48 pm

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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Re: MT Framework import tools

Post by CringyUsername » Sat Jul 22, 2017 1:19 am

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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Re: MT Framework import tools

Post by RAWRzilla » Thu Jul 27, 2017 6:10 pm

Any progress? :)

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Re: MT Framework import tools

Post by mwesten1 » Sun Jul 30, 2017 4:38 pm

any chance recompiling for 2018 version please :(

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Re: MT Framework import tools

Post by CaxUchiha » Mon Jul 31, 2017 9:07 am

any chance recompiling for 2009 version too? :)

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Re: MT Framework import tools

Post by PredatorCZ » Tue Aug 01, 2017 4:48 pm

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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Re: MT Framework import tools

Post by mwesten1 » Tue Aug 01, 2017 6:31 pm

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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Re: MT Framework import tools

Post by RAWRzilla » Wed Aug 02, 2017 7:40 am

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

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

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Re: MT Framework import tools

Post by PredatorCZ » Wed Aug 02, 2017 3:50 pm

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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