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Author Topic: The last remnant  (Read 29857 times)
chrrox
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« Reply #15 on: April 09, 2009, 02:21 »

I figured out what I did wrong for the export.
I found out why the mesh looks corrupted in max Smiley
if you remove the mesh smooth modifier from the mesh it renders correctly like in umodel.
here is no smoothing

and here is with smoothing (default export from umodel)

I do not know why it does this but it looks 100% better with no smoothing modifier.

i love this tool Smiley
« Last Edit: April 09, 2009, 02:32 by chrrox » Logged
Gildor
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« Reply #16 on: April 09, 2009, 12:01 »

What is "mesh smooth modifier"?
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« Reply #17 on: April 09, 2009, 13:51 »

Are you supporting animations for this game in the program?
I get this error.
Code:
G:\Program Files\SquareEnix\The Last Remnant\RushGame\CookedPC\CHR\chr\CA0010_SK_00>umodel.exe -expo
rt -all -md5 "G:\Program Files\SquareEnix\The Last Remnant\RushGame\CookedPC\CHR\CA0001_MOT_0.upk"
Detected game root G:/Program Files/SquareEnix/The Last Remnant/RushGame/CookedPC
Found 5146 game files (2773 skipped)

...

Loading AnimSet CA0001_AS_01 from package G:\Program Files\SquareEnix\The Last Remnant\RushGame\Cook
edPC\CHR\CA0001_MOT_0.upk
*** ERROR: assertion failed: NumTracks * 4 == Seq->CompressedTrackOffsets.Num()
...
I checked this again. Nature of this error is different than in Gears of War's Geist_Reaver. The Last Remnant have different animation format.
« Last Edit: May 10, 2009, 06:34 by esr911 » Logged
chrrox
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« Reply #18 on: April 10, 2009, 00:15 »

What is "mesh smooth modifier"?

add this modifier with these settings to remove mesh smooth and the mesh looks great then Smiley

I had to flip the normals of the dress also which is easy in max.
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« Reply #19 on: April 17, 2009, 14:57 »

I implemented quick support for The Last Remnant animations. They cannot be viewed in umodel (because animations placed in separate packages with "_MOT" in name), but are exportable.
NOTE. The Last Remnant has scale keys in tracks, which are missing in standard UE1-3. Also there is no place for scale in psa or md5anim file formats. So, scale keys are simply dropped from animation tracks when loaded into umodel.
« Last Edit: May 10, 2009, 06:35 by esr911 » Logged
chrrox
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« Reply #20 on: April 18, 2009, 15:46 »

For the last remnant if you add a mesh smooth modifier with a 0 iterations setting and choose double sided material it looks 95% perfect. Then there may be 1 or 2 bad faces you need to delete to fix the mesh.
The animations work great Smiley
Is there a way to make md5anim be able to be imported to an existing object in the scene without having to re import the whole md5 mesh again?

http://www.youtube.com/v/ILCAoVFuyZM

lol what is the correct way to embed a youtube video here?
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« Reply #21 on: April 18, 2009, 19:29 »

Is there a way to make md5anim be able to be imported to an existing object in the scene without having to re import the whole md5 mesh again?
No. md5import script should be improved for this.
Quote
lol what is the correct way to embed a youtube video here?
I don't know Wink
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chrrox
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« Reply #22 on: April 19, 2009, 06:39 »

Cool Thanks again Smiley
1 more question is it possible to have umodel export to a specific forlder?
example:
c:\umodel.exe -export -all -md5 CA0001_MOT_0.upk
this would extract everything to the c:\ drive
could it add an option like
c:\umodel.exe -export -all -md5 CA0001_MOT_0.upk -f c:\CA0001_MOT_0
or
c:\umodel.exe -export -all -md5 CA0001_MOT_0.upk c:\CA0001_MOT_0
and id nothing is specified it will just use the current folder?
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« Reply #23 on: April 19, 2009, 11:50 »

May be I'll add some option for exporting directories later. Or possibly it will export to some fixed-name directory ("exported" or equals to package name ...)
« Last Edit: May 10, 2009, 06:35 by esr911 » Logged
chrrox
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« Reply #24 on: April 19, 2009, 16:00 »

The export to package name would work great also because if you extract more than 1 file it gets very cluttered very quickly.
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« Reply #25 on: April 22, 2009, 15:42 »

Is there a way to make md5anim be able to be imported to an existing object in the scene without having to re import the whole md5 mesh again?
I was updated 3ds max md5 importer. Check version 0.97.
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« Reply #26 on: April 26, 2009, 02:22 »

Is there a way to make md5anim be able to be imported to an existing object in the scene without having to re import the whole md5 mesh again?
I was updated 3ds max md5 importer. Check version 0.97.
Is it works fine now? (I want a feedback)
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chrrox
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« Reply #27 on: April 27, 2009, 05:01 »

It works Great on the last Remnant files Smiley
I tried a lot of different files and none of them gave me any errors.

I just tried lineage 2 and importing a file more than 1 time seems to mess up the skin weights.
I tried the dark elf files for example.
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« Reply #28 on: April 27, 2009, 11:39 »

I just tried lineage 2 and importing a file more than 1 time seems to mess up the skin weights.
I tried the dark elf files for example.
Are you merging the same mesh few times on a single skeleton?
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chrrox
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« Reply #29 on: April 27, 2009, 18:50 »

Here is an example of the error and a sample mesh.



[вложение удалено Администратором]
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