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DMC4 Model Format; Reverse Engineering the DMC4 Model format.
Topic Started: May 20 2013, 11:16 PM (7,751 Views)
TheSharki
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Talked to Lucas about the Re5 thing, correct me if I'm wrong but isn't the process using that one a little hard. Also not sure yet if that one would work in all cases. Just looking to streamline the process, and yes the plugin would probably be for Blender.
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LucasRaven
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@Sharki: You open your model, export it to .3DS (otherwise UVs are f*cked up). Then you open a new scene, load a DMC4 model with the max script, import your model, delete objects of the original model and rename yours as the deleted ones (yes, you are limited in objects, which would probably limit animations/bones?). Then you add the bones to your new objects and edit the weights (usually select all and set to 1 or 0). Then use the script to export to a file. And finally use that file in another app to 'compile' it into a working .mod file.

That's pretty much it. It's not flawless, it's limited, and I'm not sure how long it would take to properly import an animated model (char or something)... Especially if you're not a native 3DS user (like me).
You're reaping what you've sown!
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King.Ikki
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Lucas
Jul 14 2014, 07:50 AM
@Sharki: You open your model, export it to .3DS (otherwise UVs are f*cked up). Then you open a new scene, load a DMC4 model with the max script, import your model, delete objects of the original model and rename yours as the deleted ones (yes, you are limited in objects, which would probably limit animations/bones?). Then you add the bones to your new objects and edit the weights (usually select all and set to 1 or 0). Then use the script to export to a file. And finally use that file in another app to 'compile' it into a working .mod file.


Wow, you simplified the instruction to a perfectly short text.
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Seriously though, you should have done the tutorial instead of me.
...People With The Same Exact Feathers Don't Exist...
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AngryGhoust
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TheSharki
Jul 13 2014, 11:12 PM
Talked to Lucas about the Re5 thing, correct me if I'm wrong but isn't the process using that one a little hard. Also not sure yet if that one would work in all cases. Just looking to streamline the process, and yes the plugin would probably be for Blender.
I have been messing with the 3dsmax script and from what a gathered, as Lucas already stated there are quite some limitations

Character model imports are possible, yes, but quite complicated to do
also Dante's player model has a big visual bug that is connected with gilgamesh(What I mean is the gauntlets are the cause of this graphical bug and thus, to bypass it, one would have to use model swapping which means that making new gauntlet models is impossible)

One big thing I would like to see done is the ability to make new stage models because, needless to say, the script doesn't support these(their format is different in some way)

"King.Ikki"
 
Seriously though, you should have done the tutorial instead of me.

That tutorial is missing a vital step, the skin wrap option in particular
my knowledge on 3ds max may not be big but I think that it's purpose is to properly bind the imported objects to the skeleton.

Because of this, some model imports that have been released are not properly rendered in dx9 version of the game
(for example these: Spider-Nero, Two New Swords, Unawakened Rebellion)
Also, for some reason Two New Swords has it's object ID's mixed up

They only appeared to work because dx10 renders objects differently

Sorry for going a bit off topic I only wanted to let people know about this

Anyway, I fully support this project and I'm looking forward to it!
Edited by AngryGhoust, Jul 15 2014, 04:44 AM.
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TheSharki
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AngryGhoust
 

One big thing I would like to see done is the ability to make new stage models because, needless to say, the script doesn't support these(their format is different in some way)

I noticed, while I was reverse engineering I imagined it would be easier to start with a model that has no bones or animations. So I started with stage models, didn't get as far as character models during the process. But as you have noticed their model format is entirely different.
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King.Ikki
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While you're on to this, let me make a request. And that is to have collision support, as well as proper model scale.

Thing is, for now, the script does not scale the models correctly. I mean, like the hair and body wont have the proper scale, and position, if imported together (as in merging them together). And no collision support.
...People With The Same Exact Feathers Don't Exist...
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Thin Red Paste

I'm not so demanding. I just want to be able to do basic things like delete stuff and change textures. and make any edits at all to the coats - The re5 tristrip tool crashes when I feed it dante's coat for some reason, even if I didn't modify it at all.
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King.Ikki
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Thin Red Paste
Sep 17 2014, 05:22 PM
and make any edits at all to the coats - The re5 tristrip tool crashes when I feed it dante's coat for some reason, even if I didn't modify it at all.
I was able to make a .mod with the coat, but it wont show up in-game.
...People With The Same Exact Feathers Don't Exist...
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Thin Red Paste

I had that happen with nero's coat, and once with dante's, but ever since then Dante's coat crashes the tristrip thing every time. Weird thing was that Dante's coat collar showed up and nothing else did in that one time where it worked.
Edited by Thin Red Paste, Sep 18 2014, 03:43 AM.
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King.Ikki
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Thin Red Paste
Sep 18 2014, 03:38 AM
I had that happen with nero's coat, and once with dante's, but ever since then Dante's coat crashes the tristrip thing every time. Weird thing was that Dante's coat collar showed up and nothing else did in that one time where it worked.
Oh right, I was testing Nero's coat. Thinking it might have connection to the coat's physics. Cause, you know, the coat got some... uh... physics, and stuff.
Yeah.
...People With The Same Exact Feathers Don't Exist...
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