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File Swap and Basics; How files work and where to get started
Topic Started: Aug 1 2015, 05:47 AM (8,262 Views)
newuser

I want to make a pink reskin of Lady's default costume in DMC4SE. Do I need 3DS Max to edit the colors of her model or just Adobe Photoshop? I'm sorry if I already asked this twice but I'm really new to modding and I just wanted to know because I don't how to use 3DS Max.
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tab

just photoshop and the nvidia dds plugin thing

just convert the _bm's .tex to .dds with the .bat/arctool, convert it back to .tex and replace
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newuser

tab
Aug 24 2015, 06:23 AM
just photoshop and the nvidia dds plugin thing

just convert the _bm's .tex to .dds with the .bat/arctool, convert it back to .tex and replace
Ok thanks for the quick reply.

I just extracted the arc file of Lady and opened the *BM.tex in Photoshop but couldn't open the file.
http://i.imgur.com/yg02HgQ.jpg
http://i.imgur.com/xz6zA5a.jpg

1. What do I do next?
2. What is the exact name of the DDS plugin thing?
3. How do I put it back to arc file after editing Lady's coat color?
Edited by newuser, Aug 24 2015, 08:43 AM.
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T-Kimura

tab, let's say i download a mod for dante that doesnt include the cutscene .arc, how would i go about making the mod cutscene compatible?
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Naxshe
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i''m having some issues im trying to replace all of vergil's model with nero's and whenever i switch weapons some parts of the model disappear and the coat physics aren't working
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tab

that's unfortunately normal. it's one of those things that a full model import script can deal with, but as of now it's pretty much SOL
(i think)
Edited by tab, Mar 23 2016, 11:45 AM.
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Tomas

Yeah, stuff like Gilgamesh and Beowulf are part of the main character model. And those are part of a certain mesh group which get disabled/enabled during certain weapons/attacks.
Swapping Dante's model with Nero, for instance can cause parts to disappear because it's disabling the mesh group.

A better example would be this;
If Dante's hands are on group 10 and Nero's legs are on group 10, then switching to Gilgamesh would cause Nero's legs to disappear.

As for the coat physics, copying the ctc file should fix that. Just bear in mind different characters have different attachment points for their coats. Most of the time it's the upper-spine bone. But in the case of Dante's Devil Trigger, it's the lower spine.
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Naxshe
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Tomas
Mar 23 2016, 12:27 PM
Yeah, stuff like Gilgamesh and Beowulf are part of the main character model. And those are part of a certain mesh group which get disabled/enabled during certain weapons/attacks.
Swapping Dante's model with Nero, for instance can cause parts to disappear because it's disabling the mesh group.

A better example would be this;
If Dante's hands are on group 10 and Nero's legs are on group 10, then switching to Gilgamesh would cause Nero's legs to disappear.

As for the coat physics, copying the ctc file should fix that. Just bear in mind different characters have different attachment points for their coats. Most of the time it's the upper-spine bone. But in the case of Dante's Devil Trigger, it's the lower spine.
well crap is there any way to get around this i would love to have nero's model when using vergil. if there is no way to get around it which parts could i swap without vergil becoming buggy
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Tomas

Outside of model importing, the only other way would be to change the groups of the meshes by hex editing the model.
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Rig404
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Alright, finally took some time to read and try this. Nice work.

I've got a silly question, where are supposed to be the taunts? Are they "moddable"? I like some of enemy Dante's taunts, but I like some of the player Dante's, too. I'd like to mix the ones I like, is it possible?
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