• Resident Evil Adaptation
    114 replies, posted
[QUOTE=mariokart64n;16819968]notice i said [I]"I was going to"[/I] and notice again your hostility. why would I ask you for a favor when you give me a song and dance about how I act. what's the point of even coming in here and posting. if you wanted to help, you would have sorted things out and explained this. or atleast PM'd me with any issues you had.[/QUOTE] Alright fine, I was being a dick and I'm sorry. Now if you would just get off your high horse... Anyways, there is a way to get the textures. You'd need to use AFSExplorer to export/import the .NBD(model/texture data) files to whichever ones you want to replace then use 3dx ripper to get the textures. Only problem is it really only works on computers running XP. (both 3dx and the emulator program) Wilddog told me he had to make a new copy of his Outbreak ISO everytime he swapped models. If you need a list of what's what, I've got an old list I made of all the models numbers and what they are to make it easier to find stuff. That's how its done, there is no other known way to get the textures. You already know how to get the models using the NBDx tool that ghostline made. Oh and the Gamma Hunters appear in the last scenario of Outbreak called "Decisions, Decisions" This William Birkin model was gotten by swapping the G-Mutant NBD with Birkin's NBD files. [img]http://usera.ImageCave.com/-Rusty-/BIRKINOUTBREAK.jpg[/img] [img]http://usera.imagecave.com/-Rusty-/RE_Stuff/WilliamBirkin_Outbreak.jpg[/img]
I tried replacing the TIMs in the NBD, thinking that the game would "need" or require the same model and skeleton data to be present. I feel dumb, but it sounds like the game will accept any NBD, reguardless of its skeleton data. I can't believe I never tested for that. >_< @Beeswax I originally blocked you over your hoarder attitude. more specifically you said you didn't believe in sharing information, but rather to keep it to a very select few. when you failed to share the data you collected more then twice.. I was a little angry. I'm sorry, and once again tip my hat at your devotion to your GTA project these past years. I'm a stuck up person, and I'm sorry. you and rusty both are exceptionally skilled people.
good, although i didnt like some of your posts everywhere, i always respected the things you do like as you could read in the nemesis release topic. plus there are a few guys who asked if we could ''shake hands'' again. so if its up to me we are clear ;)
[QUOTE=mariokart64n;16824465] @Beeswax I originally blocked you over your hoarder attitude. more specifically you said you didn't believe in sharing information, but rather to keep it to a very select few. when you failed to share the data you collected more then twice.. I was a little angry. I'm sorry, and once again tip my hat at your devotion to your GTA project these past years. I'm a stuck up person, and I'm sorry. you and rusty both are exceptionally skilled people.[/QUOTE] Now I don't feel like you're as much of a dick anymore. See, it's not hard to apologize. Any new progress?
I was going to post barry as a beta, but I'll do so tomorrow. that way I can post him with full facial flexes. at present, I have fully tested the rig and it's looking great. clipping is hardly noticible also got eyeposing working, along with fingerposing all which work 100% and looking good. I want to clean alot of the materials up, but I'll switch things around. do all the flexes and release as a beta, while we as a community tackle the textures and materials. edit oh ya, barry is a prototype, which will help the porting process of the other STARS members. once barry is done, the speed of porting the rest should pickup alot. edit2 also sorry barry wasnt completed 2days ago, I started playing code veronica, which I never beat on my dreamcast. figured the game was boring after I got stuck at a certain point. anyway played it on GC, and ripped models as I went. and I can happily say I'm glad I never beat that game on DC, cause CV is a really cheesy boring game.
[QUOTE=mariokart64n;16824465]I feel dumb, but it sounds like the game will accept any NBD, reguardless of its skeleton data. I can't believe I never tested for that. >_<[/QUOTE] According to WildDog it might still crash on some of them. Probably the high poly cutscene models but I'm not sure.
here's barry's ragdoll please test it out and report any bugs. >the materials are NOT complete, they still need fixing.. etc. [url]http://rapidshare.com/files/270031937/barry_gmod_aug20_09-prototype.zip[/url]
Barry looks great and has great poseability, though I think that his vest is a bit to shiny and when I open his mouth, I can see throug it :D [IMG]http://i29.tinypic.com/1zbdkpc.jpg[/IMG]
aww, thanks. feedback really died, I think because school is coming up. But I haven't worked on this for a few days, but thanks again for testing out the model I'll bug fix when I get time. -fix mouth box -change vest spec map
Unfortunately I can't test the model myself, but from that pic it looks pretty awesome. The face doesn't look [i]too[/i] wrinkly like some people were worried about. And yeah I agree with darth_raven about the vest, just a tad too shiny.
Too high res lol
Mario, the Barry model's awesome, if you fix those bugs it would be great, has there been any development on Jill?
You Sir. deserve a cookie. Here is something that might help you a lot in creating normal maps: [url]http://www.xnormal.net/1.aspx[/url] Its pretty easy to use and works great. Cheers.
Mario, is it possible for you to smooth the current models for "higher polygon models" o.o? Barry looks so low poly. :D But we love him anyway. Anyway <_< How do you make a higher resolution texture anyway? Do you just make both a higher res, texture and bump map? Just the bump map? Because it doesn't seem to work for me. Shiny low res boobs aren't cool :3 EDIT: Never mind, I needed a 1024 x 1024 texture so actually I could notice a difference. :v: Anyone, how can you convert .mdl files to .max files, or how can you see .mdl files in 3Ds Max? :D EDIT 2: Never mind, found out how decompile and then importing them to 3Ds max. It was easier than I thought. Yay.
[QUOTE=RetroRain;16814688]I'm hoping you'll rip the only hunter model that hasn't been released yet, the Hunter Gamma model from Outbreak.[/QUOTE] You forgot Hunter Beta.
I'm pretty sure mario left Facepunch for good, but meh he's gonna come back some time.
i think he got a new job. ive got a request half done by him, but i dont wanna pester him about as im sure he said he's got a new job...i think. curse my crap memory!
[QUOTE=AnemoneS2;17179656] Shiny low res boobs aren't cool :3[/QUOTE] Perfectly fine by me :) lol.
Hi i just want to know if anybody will port the models from resident evil 5? is seems this thread is death :( or mario is to busy?
[QUOTE=kaos561;17349598]Hi i just want to know if anybody will port the models from resident evil 5? is seems this thread is death :( or mario is to busy?[/QUOTE] Mario is busy with work. I believe with Resident Evil 5 now out on PC you might see models from it popping up, though.
Mario, halp! When I attach an object in a model, the model no longer moves in conjunction with the skeleton. Anyway to get around this? Is there a weld function in 3Ds max to attach objects easily to models? Also why I'm having trouble to compile back a .smd even if I didn't edit it?! You're the only all-knowing God who knows this. :3 EDIT: It was so easy... It lost the Skin modifier when I attached an object in it. I just needed to apply a new Skin modifier. And assign bones to everything, Yay, let's remember I have less than a week using 3ds max. :v: I'm still having problems to compile it back to .mdl. In times like this I need a good tutorial. :(
i never pursued recompiling. basically the decompiler is "unofficial" thus very buggy, and it doesn't output the proper QC. you can't use the QC that you get from decompiling. because for one it'll have some garbage data that may crash or halt the compiler. 2nd it may reference to other mdl's that you don't have handy. or set in your new compiling path. on otherwords recompiling decompiled models is very mickey mouse, and it requires alot of trouble shooting to get it right. also no no-one nice enough has documented how to properly fix the player QC's. from basic knowledge of the QC, the only trouble areas were the eye controller bits, and maybe some hitbox info.. again trial and error is the solution
[QUOTE=mariokart64n;17474828]i never pursued recompiling. basically the decompiler is "unofficial" thus very buggy, and it doesn't output the proper QC. you can't use the QC that you get from decompiling. because for one it'll have some garbage data that may crash or halt the compiler. 2nd it may reference to other mdl's that you don't have handy. or set in your new compiling path. on otherwords recompiling decompiled models is very mickey mouse, and it requires alot of trouble shooting to get it right. also no no-one nice enough has documented how to properly fix the player QC's. from basic knowledge of the QC, the only trouble areas were the eye controller bits, and maybe some hitbox info.. again trial and error is the solution[/QUOTE] Oh shift. Eye controller bits and hitbox info is exactly where I'm having trouble. XD I might end up paying someone to do it for me. Enough for a Soda. But not unless I end up saying "I tried" <.<
Going to keep an eye on this thread, especially after seeing that Alexia model.
Success. Compiled ragdoll :dance: now I just need to perfect it. Erm Mario, your ragdoll eyeposing tutorial is blank. :( I need it..!
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