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Ghost Recon Wildlands

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MaZTeR
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Re: Ghost Recon Wildlands

Post by MaZTeR » Wed Aug 22, 2018 10:22 am

Earlier you said I need to connect the ASCII to SMD, presumably meaning the object to armature. How do I exactly do that?

Edit: If I first select both the skeleton and the objects, press CTRL+P and apply "Armature deform", this is the result with the face after setting the scene to keyframe 10:
Image

This is the text file

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00EA138A544 --> 3 Skeleton GR_PCF_Skeleton_Average
07BC85220AA --> 3 Skeleton FCP_Head_Cau_NinaP
05A633FFE13 --> 2 Skeleton CP_LegHolster
079F67C6F95 --> 4 Skeleton FCP_Backpack_Rush24_Position_noVest
079F67C6D8B --> 5 Skeleton FCP_Backpack_Rush24
079F67C6D9D --> 4 Skeleton FCP_Backpack_Rush24_Position_MediumVestA

======= row 100% ======= 07C33C8D0DD ========
073F1727551 --> c Object FCP_EyeTeeth
07BC8522077 --> 1 Object FCP_Head_Cau_NinaP
07BC852209F --> d Object FCP_EyeLashes_Cau_NinaP
079F67BF2ED --> 1 Object FCP_HairBun
07C33C7BF33 --> 1 Object FCP_Head_HeadSetC
03BD501CAB8 --> 1 Object CP_HeadGear_BoonieA
07D86C12AD6 --> 1 Object CP_HeadGear_TacGlassesA
073F172757B --> 1 Object FCP_Torso_FullArms
0D385428609 --> 1 Object FCP_Neck_Keffieh_CUSTO
079F67BA510 --> 1 Object CP_Backpack_Rush24
089EC928417 --> 1 Object FCP_Vest_Light511
089EC901C85 --> 1 Object FCP_Visual_A_Sniper_forMediumVest
089EC901AA0 --> 1 Object FCP_Sniper_Comfort_LoadOut_forMediumVest
089EC901B6B --> 1 Object FCP_Grenade_Comfort_LoadOut_forMediumVest
07D86C08900 --> 1 Object FCP_Torso_TankTopA
07D86C0DACE --> 1 Object FCP_Torso_TShirtB
089EC905649 --> 1 Object FCP_Apex_Pants_Holster_KneepadsB
07C33C6D12F --> 1 Object CP_Shoes_HikingShoes
I tried it both with

Code: Select all

00EA138A544 --> 3 Skeleton GR_PCF_Skeleton_Average
and

Code: Select all

0132327CC0C Main skeleton

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HeliosAI
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Re: Ghost Recon Wildlands

Post by HeliosAI » Wed Aug 22, 2018 11:43 am

Well..
id-daemon wrote: Don't apply animation to HEAD model, because in most cases it will distort it.

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Re: Ghost Recon Wildlands

Post by MaZTeR » Wed Aug 22, 2018 11:47 am

o0Crofty0o wrote:Well..
id-daemon wrote: Don't apply animation to HEAD model, because in most cases it will distort it.
Oh yeah forgot about that part, but I still don't know how to NOT apply the animations along with the skeleton. As I said earlier, I'm not good with Blender.

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Re: Ghost Recon Wildlands

Post by HeliosAI » Wed Aug 22, 2018 12:56 pm

Daemon linked this tutorial: https://sta.sh/029zqoqijxmo
On your screenshot you already did step 1-3 so follow it from step 4 but do not 'Apply' on head (and if theres other parts that break with the animation)

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Re: Ghost Recon Wildlands

Post by MaZTeR » Wed Aug 22, 2018 1:31 pm

Nevermind, I'm able to fix the default pose problems and whatnot on 3D Max.

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Re: Ghost Recon Wildlands

Post by MaZTeR » Wed Aug 22, 2018 3:44 pm

I managed to get my model but I noticed some issues with the weights. And it's something I have to fix myself.

Some of the weights are very sloppy and even I have done better job in my SFM port of the Archive_Next version. The only thing that I'd perhaps take is the head and the backpack. However, even some of the weights on the head are very sloppy, they definetly were meant for headrigs and not for something like this. It has more bones than my version does, so I might just use this one as a reference and copy the UVs to the ones that were broken.

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Re: Ghost Recon Wildlands

Post by daemon1 » Wed Aug 22, 2018 4:27 pm

MaZTeR wrote:Some of the weights are very sloppy
These are the weights used in game. If they are sloppy for you, no problem.

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Re: Ghost Recon Wildlands

Post by MaZTeR » Wed Aug 22, 2018 4:54 pm

daemon1 wrote:
MaZTeR wrote:Some of the weights are very sloppy
These are the weights used in game. If they are sloppy for you, no problem.
Yeah I know, I'm going to intergrate some of the stuff from the new model to my older one and leave the weights I did be.

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Re: Ghost Recon Wildlands

Post by daemon1 » Wed Aug 22, 2018 9:15 pm

The new version is on final testing.

Image

New options:
- texture support (all textures used in model exported automatically)
- sets of complete models generated (by tables)
- random sets of models generated (by tables)
- if you make custom set (as before) you don't have to move skeletons to the top anymore

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Re: Ghost Recon Wildlands

Post by daemon1 » Thu Aug 23, 2018 6:19 pm

New version published (at first post)

All old features remains the same, with one improvement:
- if you make custom .TXT file (parts set) you don't have to move skeletons to the top anymore

New options:

1. texture support
All textures used in model will be exported to the folder called the same as .TXT file

2. Sets generation
Since table structure may be hard to understand, i added some options for automatic generation of correct entity combinations, which are available when exporting the table tree.

Code: Select all

Wildlands.exe 07B1DE15496
- if you run Wildlands.exe like before, giving it entity code, it will output all tables, but also create one "zero" set, will fully correct .TXT file combining all variations set to first option.

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Wildlands.exe 07B1DE15496 15
- if you use 2nd parameter as number N, it will output all tables, but also create a set of "N" .TXT files containing random sets of combinable parts. All these sets will be correct entities accorging to the tables. You can export these as well as your manually combined .TXT files. This is useful as examples to make your own sets.

Code: Select all

Wildlands.exe 07B1DE15496 all
- if you use 2nd parameter "all", it will output all tables, but also create a set of .TXT files big enough so they will contain every possible combinable part at least in one of the sets. Again, all these sets will be correct entities accorging to the tables. This is useful for people who like to see all possible parts exported.

These "all" combinations of course will not represent all possible combinations of all parts. If we could count, for example, main player options, it would give us probably a million possibilities. Using this option on main player exports 888 files. But every hat, every jacket and backpack will be somewhere in them in correct combination. I mean where will be no model with male head and female body, because its not allowed by the tables.

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Re: Ghost Recon Wildlands

Post by MaZTeR » Fri Aug 24, 2018 4:56 pm

I've been trying to extract the Santa Blanca leaders and for some reason, I can't export El Sueño, it only exports an empty SMD file and the dat file. Here's the content of the table:

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041F13BBE2A Skeleton GR_UNP_Sueno
041762FB17A Skeleton UNP_Sueno_Head
04303D6871B Skeleton GR_UNP_SuenoCrucifix
012AFB76CCC Skeleton GR_PC_AddonHolsters
0168CB82895 Skeleton GR_PC_AddonProps
012AFB76CC2 Skeleton GR_PC_AddonFakeGun
	
======= row 100% ======= 041762FB0CE ========
07C33C7AF5A Object   UNP_Sueno_Head
07C33C7AFEB Object   UNP_Sueno_EyeTeeth
07C33C7AFF7 Object   UNP_Sueno_Eyelashes
0465A013FCE Object   UNP_Sueno_Necklace
07C33C7AFD9 Object   UNP_Sueno_Hands
0473AF40639 Object   UNP_Sueno_Jacket
0465A013F6C Object   UNP_Sueno_Shoes
07C33C7B013 Object   UNP_Sueno_Pants

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Re: Ghost Recon Wildlands

Post by daemon1 » Fri Aug 24, 2018 8:31 pm

sueno exports fine here. both on old and newest game versions.

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Re: Ghost Recon Wildlands

Post by MaZTeR » Fri Aug 24, 2018 11:25 pm

I solved the issue, but there seems to be an issue with the coordinates of the head bones of Sueño. The eyes and the eyelashes do not align properly when I include the SMD meanwhile the teeth seem to work just fine.

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Re: Ghost Recon Wildlands

Post by daemon1 » Sat Aug 25, 2018 6:30 am

MaZTeR wrote:I solved the issue
how did you solve it?
i need it to understand how to solve eyelashes

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Re: Ghost Recon Wildlands

Post by MaZTeR » Sat Aug 25, 2018 10:38 am

daemon1 wrote:
MaZTeR wrote:I solved the issue
how did you solve it?
i need it to understand how to solve eyelashes
You mean how I exported the model? I just moved the sueno text file next to the Wildlands.exe file, but I think you knew this already.

The tool creates a seperate folder for each model set table, which prevents from just moving and dropping the text files onto the .exe because they're in different folders and they need to be in the same folder all the time.

Don't think this information helps with the eyelash issue in any way, but you gotta make it so that the tool exports properly if the trees are in seperate sub-folders but in the same main directory as the tool.

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