If you did it correctly but it didn't work, then the method explained above won't work either.
BTW I suggest you to make a better quote next time instead of mixing other's post with yours. Probably you'd better preview your post before submission.

If you did it correctly but it didn't work, then the method explained above won't work either.
when you get helped.Actully I'm stucked, but I tried to figure it out, but no results. I belive in your knowledge, that this will work, but it's hard to understand. Maybe if you made a script/ modify the made one. Or to fix just cm16 script, I don't know where is that script in cm16. exe maybe?Bigchillghost wrote: ↑Wed Nov 06, 2019 1:48 amIf you did it correctly but it didn't work, then the method explained above won't work either.
BTW I suggest you to make a better quote next time instead of mixing other's post with yours. Probably you'd better preview your post before submission.

when you get helped.No, master, It's perfect, in game also. Can you tell me how you did it, or make a tutorial. Incredible!!Bigchillghost wrote: ↑Mon Nov 11, 2019 6:29 am Here's the modified head_330_0.rx3 file using the positions, normals and tangents of head_41_0.rx3. Since the mismatches of bone indices and weights in the vertex structure between the two files just raise uncertainties of the effect caused by the modification, I didn't replace the whole data chunk. The same reason it might look weird in game.

Similar procedure as explained previously, except that you just replace part of the vertex data in the target file instead of the whole rearranged source chunk.
when you get helped.
when you get helped.Thank you so much for this explanation in detalis, I'm so thankful, you are so kind! Just one tiny thing, I tried to swape parts of the hair, because hair file has 2 parts, and in fifa16 is is different, like the head and eyes mashes are swapped, altough fifa online 4 hair work in fifa16, but doesn't move, so I realized that the parts are set in different. So i swapped data blocks, and had render problems, can you take a look, it's last thing that I need to know for the fifa conversion, because I realized head conversion, beacuse of youBigchillghost wrote: ↑Fri Nov 15, 2019 10:47 am Dump the vertex data chunk for the face mesh in the file you want to replace with, as shown below. Say the filename to be face41.dat.
step123.png
step 4: repeat step 1 to 3 on the file you want to replace for the corresponding mesh chunk, say the filename of it to be face330.dat;
step 5: open cmd under current path, assuming that you've also got vertexMap.exe in it, input the following commands:
vertexMap.exe face41.dat face330.dat
step 6: copy everything in face330.dat, and replace the original data in head_330_0.rx3.
step 7: repeat step 1 to 6 for the eyelashes mesh.

Are "fifa online 4 hair work in fifa16, but doesn't move" and "had render problems" the same thing?greenlemonade1 wrote: ↑Sun Nov 17, 2019 12:15 amI tried to swape parts of the hair, ..., altough fifa online 4 hair work in fifa16, but doesn't move, so I realized that the parts are set in different.
So i swapped data blocks, and had render problems
when you get helped.Yes they are working, actually hair_0_0 is moving, and it should hair_0_1. Render problems were when I swappedn blocks, I used fifa file explorer by jenkey, it can be open any rx3 file, and divide chunks, so you got all 14 blocks that are in the file. I think the hair is not messed up, it's like that 2 parts, one part like layer and eyebrows, the other is hair.Bigchillghost wrote: ↑Sun Nov 17, 2019 6:31 amAre "fifa online 4 hair work in fifa16, but doesn't move" and "had render problems" the same thing?greenlemonade1 wrote: ↑Sun Nov 17, 2019 12:15 amI tried to swape parts of the hair, ..., altough fifa online 4 hair work in fifa16, but doesn't move, so I realized that the parts are set in different.
So i swapped data blocks, and had render problems
This file uses half-float for position coordinates which resulted in the change of the UV offset.
hfPos.png
While vertexMap.exe just assume that the UV is at offset 0x14 in the vertex array, the updated chunk file should be much larger than the original, and might has already been messed up. So I have no idea how you got it work in game. Unless you replaced the data with the whole chunk from another file.

That makes sense. You replaced both the vertex and the index blocks.
That's because of the reason I wrote here:greenlemonade1 wrote: ↑Sun Nov 17, 2019 10:12 am actually hair_0_0 is moving, and it should hair_0_1.
And that's why you can only replace the positions, normals and tangents of each vertex.Bigchillghost wrote: ↑Mon Nov 11, 2019 6:29 am ...the mismatches of bone indices and weights in the vertex structure between the two files...
when you get helped.That I can do with the last tutorial you gave or? I thought it will be easier, because of just one fileBigchillghost wrote: ↑Sun Nov 17, 2019 11:07 amThat makes sense. You replaced both the vertex and the index blocks.That's because of the reason I wrote here:greenlemonade1 wrote: ↑Sun Nov 17, 2019 10:12 am actually hair_0_0 is moving, and it should hair_0_1.And that's why you can only replace the positions, normals and tangents of each vertex.Bigchillghost wrote: ↑Mon Nov 11, 2019 6:29 am ...the mismatches of bone indices and weights in the vertex structure between the two files...

when you get helped.HAIR: It said that amont of vertices is not the same, when I tried to convert hair, I done exactly as you said, I found the correct offset etc. What shouldI do now?Bigchillghost wrote: ↑Sun Nov 17, 2019 12:32 pm Same procedure, but use this one for half-float positions.

You can map the vertices from one file to another only when they have equal amount of vertices. I don't have the other file so can't tell if you did it right.greenlemonade1 wrote: ↑Sun Nov 17, 2019 8:46 pm HAIR: It said that amont of vertices is not the same, when I tried to convert hair, I done exactly as you said, I found the correct offset etc. What shouldI do now?
Coz this model has UV errors compared to the other (head_330_0.rx3), which causes the mismatches of vertices after sorting. In this case it'll require fuzzy matching, and that could be complicated.greenlemonade1 wrote: ↑Sun Nov 17, 2019 8:46 pm HEADS: As I tried to convert new models, strange thing happened, although the lenght is the same as in older models 25000h, but I got bugs in blender
when you get helped.
when you get helped.