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(11-08-2017, 02:10 AM)bbb Wrote: [ -> ]@"KrizmKazm"  and @"BrutalAce"

I fixed it by hex editing a shorter name in the mesh file itself, so for example you would hex edit Z10_07.uasset and rename CM_Z10_07_E06_SweaterSchoolBadge (2 locations) to something shorter like CM_Z10_07_E06_SSBadge (filling the remaining characters with 00 like you do with the material file) then continue with robhal's method using that new material name.

Damn dude, that worked perfectly!  ... unfortunately there's nothing under the badge, just a hole through her torso haha  Joy Cry

However, I think you may have also sparked a fix for the other problem I am having.
Kudos bbb!
Noob here need some help, I was trying to make Chun-Li a little bigger on one of BAce's mods just for my own enjoyment but she keeps disappearing during cinematics, what could be the cause of this?

[Image: n5ZH2Nvy_o.png]
@"Pai_"

Can you show me your Unreal Project screen ?
https://i.imgur.com/tw4pyIQ.jpg

I don't think the problem is the project setup, I notice the more I mess around with the character model in 3dsmax 2K15 the more likely it is that the cinematics and character ends up looking weird. I finaly made a version that works though, by pure luck I think.
@"Pai_"

I noticed a couple of issues in your project, you don't need the texture folder over there then you haven't made material instances in material folder, maybe those were causing issues.

I don't use 3DS MAX myself so not sure what could be wrong there but I glad it worked out for you Smile
You know I was trying to make slight body changes like I did with Chun-Li to one of your Juri mods, the micro bikini. But I am not sure what I am doing wrong, maybe I messed it up in 3DSMax. Those "material_1..2..3" files have me confused.

[Image: jfkmJ82.png]

[Image: zVATzko.jpg]
@"Pai_"

Well can't really help you that much in case of 3DS Max, I am learning it myself but I prefer Blender over it. The material and modifier setup in Blender is always less cluttered and easy to work on, maybe I am being biased because I used Blender from beginning but that's what I think. Maybe if you'll try using Blender than I can help you better, right now I see some materials missing their names like material_0, material_1 and so on.
@"Pai_"

It looks like you didn't put the Materials in the Materials folder?
Also once you do that you have to set them up as material instances or it'll crash your game.  Watch UncleFestor's tutorials if you have time.
@"sleepy_scrub"

I think he told me that he know Unreal Engine setup so that screenshot might be just when he imported the FBX file, I think materials need a rename here because some of her materials are working fine like the bikini and wrist watch but the materials that don't have name are not working. As for why some materials don't have the name I don't know, that's something 3DS Max do for some reason or that's what I know. Never had that problem with Blender.

@"Pai_"

Speaking of materials, when you extract the PSK file using UModel if you move all material files into the same directory as object/mesh uasset file, UModel read all material names, that might be another reason why some material names are missing in the first place.
Hi everyone.

Has anyone tried to mod Zeku's nostalgia costume?
I'm trying to barefoot him but I can't make him do the transformation correctly (some parts don't appear in the right form). I think I'm naming the materials wrongly.
Can anyone help me with this?
@"Segadordelinks"

Hey,

I think @"Monkeygigabuster" have modded his Nostalgia costume and @"THEJAMK" have modded him too though I am not sure which costume, they might be able to help you.
@"Segadordelinks"
@"BrutalAce"
After watching @UncleFestor MVCI tutorial video I have found a way to extract psk file with material name intacts
I will post the image later tonight (I didn't have my computer ATM since I'm at the office now)
@Segadordelinks 
Here is my trick
[Image: tNKvfUQ.jpg]
1/Open Umodel and set the path to Z25
2/Load the Z25_04.uasset
3/Now the model is loaded with material and texture reference, press the "export current object" and you will have a new psk with material name intact and then you just need to export it to FBX from 3dsmax

@"BrutalAce"
I think this method will save you a lot of time from guessing material slots,thus making FBX pack much faster right ?
@"Monkeygigabuster"
Thanks for the trick. It really saves a lot of time.
Good to see that it works for both SFV and MvCI.

@"BrutalAce"
Thanks for your help too.
@"Monkeygigabuster"

I used to move all material files in the mesh folder to keep material names intact but this is even better, thanks for the info. I have planned to get back to FBX pack as soon as possible because it's very outdated now and I just kept delaying it, this will certainly help.

@"Segadordelinks"

No problem bro, happy to help Smile