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Devil May Cry 2 Dante
Topic Started: Aug 18 2010, 09:46 PM (13,549 Views)
Kittn
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Dante's Lapcat
There's still some nitpicks I have with it, but attempts to fix em just seem to make things worse so I'm gonna go ahead and release it now. :3 If I change anything later, I'll update this.

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Uses real DMC2 textures provided by TRP for many pieces.

Dramatic In Game Screenshot:
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Get the .pac here: DeviantART Link - Download on Right
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LucasRaven
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VOIDIANS
The red is too desaturated. I like that it's dark but it should be more saturated. Also you should keep trying to make this coat more like the DMC2 one. Edit it's alpha and it's physics.

EDIT: Aww... I got it. Your screenshots are taken in scenes where the lighting sucks. Now the new one is cool. :) Still you should try the physics. :P
Edited by LucasRaven, Aug 18 2010, 11:15 PM.
You're reaping what you've sown!
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Kittn
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Dante's Lapcat
Is it really desaturated looking? I used the official textures and they are very dark. Maybe its a trick of the light but it doesn't look saturated to me; the color is closer to wine red than bright red. :P As for the alpha, I tried that already like I said in the project thread. Too many pieces of the coat that I would have to alpha away are used in places that would create unsightly holes in his body.

I think it looks great in game, personally. And I'm happy with it. Try it in game and see if it still looks desaturated to you?
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It could just be the lighting... I'm awful at taking screens since I go for poses and closeups. :P

Feel free to edit the physics if you want. I don't really see the need as the coat behaves itself and I don't feel all that confident messing with those yet.
Goes for all my mods really. I don't mind if folks tweak em, so long as they don't claim they done all the work! :friends:
Edited by Kittn, Aug 19 2010, 02:30 AM.
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Thin Red Paste

pretty badass, I'll probably use it. Few things, though.

Ok, the full on proper alpha thing wont work, but you could still do a partial alphaing, like have it taper back from waist height. Also, in DMC2, dante wore his jacket/vest/shirt thing partway unzipped, his neck and upper chest were exposed. Finally, the black bit on his back should probably come down to kind of meld in with the horizontal bit on the holster rig.

And I think you may have done the sleeves wrong, though im not sure how so. I've got the dmc2 sleeve texture on a few of my skins, and it usually looks more detailed than that one.
Edited by Thin Red Paste, Aug 19 2010, 03:52 AM.
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Kittn
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Dante's Lapcat
Thanks :)

Were the sleeves in that pack of textures? Maybe I didn't see em. So I just sorta blended out the texture and matched the color to the coat. Kinda lazy but yeah the sleeves got barely any detail to em on account of me shying away from the way they were mapped in sections.

On the alpha thing, it's hard to tell where waist high is on those maps - I thought I had it but then that mystery dangling piece. It's like, the triangle-ish piece from the zipper to where the shoulder begins gets repeated on the coat and then again beneath his collar on the back, so how would you alpha it? I'm used to uv maps that make sense. These are crazy.

Idly, I did try the open neck thing but it just looked awful to me with the way it stretched it. I may go back and try it again later but I sodding saved over my project file where I had the nekkid chest all cut out and layered couldn't be arsed to redo it after deciding I liked it this way anyway. So 'tis why I went ahead and released it before I try to fix stuff or make it better and screw it all up.

I'm learnin' though. Gosh these textures are so stinkin' TINY.
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Thin Red Paste

the sleeves are in the same file with the pants. pants on the left, sleeves on the right. I'll have to look at the alpha stuff and see what i can come up with.
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Kittn
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Dante's Lapcat
Maybe we could diagram these little textures to show where everything maps for alpha issues? I dunno. Blat. They're so itty bitty. Maybe I'll try to figure out what Alexx did to allow the game to load larger textures - without breaking anything. I have an idea, since we were able to do it on FFXI, but XI is a lot more tolerant of modding than these files seem to be. (Geebus 1 whole byte difference and the entire sodding game gives up and crashes on you.)

But I did learn that the game doesn't particularly care about the blank space on the texture's hexfile being put there by them or by you. Meaning you can make the texture bigger as long as it doesn't go past the original size file size. You can have a bigger texture file, then can trim the blank hexes accordingly to make the file size the same, but its still not a whole lot of space. Not sure if it's enough room to make a much difference. And it also might not be new news to anyone? Heh. But one of my textures for some reason made the file size a byte or two off and it crashed. So I just messed with some of that blank space with the hexeditor until it was the same size, and it loaded fine.

I'll give the sleeves another go then. For some reason I thought that was something else. Not even sure what though.
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ANNA
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D..DMC2 !!!!
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NieJestemzPolskiPL
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Hold your Colour
Very vey nice :thumbup: :beer:
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Boradis

Maybe though it should be a reskin of the DMC1 costume? The boots and pants of that model are a closer match.

Also, it would be funny to do the alternate DMC2 costume designed by Diesel:

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