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Post by Ducktrooper on Jul 4, 2019 20:04:48 GMT
I'm positive that I'm doing everything correctly, but for some reason the skeleton won't bind to the fixed head meshes. I followed xCrofty's tutorial to a tee, but still no luck. I'll try updating Blender and see if that makes any difference. How did you proof this? What Programm did you use to test the connetion of mesh and skel ?
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Post by aspiring3dmod on Jul 4, 2019 22:01:19 GMT
Ayye welcome to the club Minelayer!
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Post by Rancor022 on Jul 4, 2019 23:11:33 GMT
I'm positive that I'm doing everything correctly, but for some reason the skeleton won't bind to the fixed head meshes. I followed xCrofty's tutorial to a tee, but still no luck. I'll try updating Blender and see if that makes any difference. How did you proof this? What Programm did you use to test the connetion of mesh and skel ? Cinema 4D. It's not an issue of what program I'm testing with though, as the skins (weights) are completely gone.
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Post by dlight on Jul 5, 2019 11:06:53 GMT
How did you proof this? What Programm did you use to test the connetion of mesh and skel ? Cinema 4D. It's not an issue of what program I'm testing with though, as the skins (weights) are completely gone. Maybe you should use blender. Id-daemon made it for that. I had good success. You know i fixed the anakin and dooku heads. kinda easy
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Post by erm1999 on Jul 5, 2019 11:50:12 GMT
Anyone has an idea where the super star destroyer is located?
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Post by Ducktrooper on Jul 5, 2019 12:29:20 GMT
Cinema 4D. It's not an issue of what program I'm testing with though, as the skins (weights) are completely gone. Maybe you should use blender. Id-daemon made it for that. I had good success. You know i fixed the anakin and dooku heads. kinda easy Thats exactly what we are talking about. The beginning of our talking is in the distorted heads thread. Frosty's tutorial and id-daemons vur-smd are made for dumped battlefront files. Maybe it doesn't work with frosty-tool extracts. I also have heard about some lost weights because an fbx import. What files did you use for anakin and dooku? Frosty extracts or dumped files?
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Stym
New Member Lvl 3
Posts: 20
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Post by Stym on Jul 5, 2019 12:54:11 GMT
I'm sure my rips have been posted before, but if anybody's interested, here is a link to my MEGA folder and my P3DM (a model rip website) page, currently containing SWBF 1 & 2 character models: MEGA: mega.nz/#F!i4FH2awZ!b_HIW6Xyc7AR0s--dCCzLw P3DM: p3dm.ru/user/Stym/I'll try to add at least one new model daily, until I run out of models to upload. The P3DM page may not always be up-to-date with my MEGA folder. If anything gets taken down, PM me and I'll reupload it as soon as possible. Notes: The large filesize is mainly due to the included 8192x8192 detail maps, and sometimes the inclusion of multiple skins for one character. Models are in FBX version 2017, textures are PNG, heads are fixed, skeleton should work but I haven't tested it. Marmoset Toolbag scene (.tbscene file, included. The UE4 folder in my MEGA link contains a very messy UE4 project which I use to bake the detail maps from the slice maps. If used correctly, it works. I may update it, but as previously mentioned it's messy and so I will not provide support for it.
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Post by dlight on Jul 5, 2019 13:12:01 GMT
Maybe you should use blender. Id-daemon made it for that. I had good success. You know i fixed the anakin and dooku heads. kinda easy Thats exactly what we are talking about. The beginning of our talking is in the distorted heads thread. Frosty's tutorial and id-daemons vur-smd are made for dumped battlefront files. Maybe it doesn't work with frosty-tool extracts. I also have heard about some lost weights because an fbx import. What files did you use for anakin and dooku? Frosty extracts or dumped files? I used the frosty extract. The fbx and the vur smd. Blender's importer handles the format (it's fbx 7.5 binary) quite well. So, it could be a tool issue with this cinema thingy.
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Post by Rancor022 on Jul 5, 2019 19:10:07 GMT
Thats exactly what we are talking about. The beginning of our talking is in the distorted heads thread. Frosty's tutorial and id-daemons vur-smd are made for dumped battlefront files. Maybe it doesn't work with frosty-tool extracts. I also have heard about some lost weights because an fbx import. What files did you use for anakin and dooku? Frosty extracts or dumped files? I used the frosty extract. The fbx and the vur smd. Blender's importer handles the format (it's fbx 7.5 binary) quite well. So, it could be a tool issue with this cinema thingy. I think you may have misread my original post. I do use Blender to fix the heads, following xCrofty's tutorial exactly. But when I import the fixed heads to another program (in this case Cinema 4D) the weights are missing, and therefore the skeleton is no longer bound to the mesh. I can't seem to figure out why that's happening.
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Post by dlight on Jul 5, 2019 20:43:24 GMT
Alright. I dunno cinema. Does it support the format versions blender exports (6.1 ascii and 7.5 binary rn)? To troubleshoot that you could model and rig something generic in blender. Export the fbx and check if it imports correct. If not, the cinema importer doesn't handle the blender fbx exported format. That's definetely possible and would be your error then. To bypass that you obviously gotta use a different format to move it to cinema. I have no idea which ones it supports and you should choose tho. Good luck on that front.
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Post by excalibers on Jul 5, 2019 21:11:55 GMT
Although I realy like these Star Wars 3d models, and using the models to create scenes, understand lighting ect, ect I was wondering if anyone here had experoence getting the aircraft models from ace combat 6 assault horizon, I have the game but getting the models is a pain. I have to admit these models are much easier to have fun with that the old aifix models, that get broke.
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Post by Rancor022 on Jul 5, 2019 21:13:19 GMT
Alright. I dunno cinema. Does it support the format versions blender exports (6.1 ascii and 7.5 binary rn)? To troubleshoot that you could model and rig something generic in blender. Export the fbx and check if it imports correct. If not, the cinema importer doesn't handle the blender fbx exported format. That's definetely possible and would be your error then. To bypass that you obviously gotta use a different format to move it to cinema. I have no idea which ones it supports and you should choose tho. Good luck on that front. I've never had an issue using Blender and C4D together, so this is just a bizarre isolated issue.
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Post by Rancor022 on Jul 5, 2019 21:15:01 GMT
Although I realy like these Star Wars 3d models, and using the models to create scenes, understand lighting ect, ect I was wondering if anyone here had experoence getting the aircraft models from ace combat 6 assault horizon, I have the game but getting the models is a pain. I have to admit these models are much easier to have fun with that the old aifix models, that get broke. You can create another thread for that if you'd like.
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Post by excalibers on Jul 5, 2019 22:05:31 GMT
Took you advice. My first ever thread...
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Post by taushistation on Jul 5, 2019 22:45:17 GMT
So has this become the new forum or is it somewhere else or a discord?? Also does someone know of a high detail chiss face i dont think either of the ea battlfronts have them but i could be wrong, or one of you guys might ahve made one.
EDiT i saw there was a discord but the invite was invalid..... could i get a fresh one
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Post by Rancor022 on Jul 5, 2019 23:21:07 GMT
So has this become the new forum or is it somewhere else or a discord?? Also does someone know of a high detail chiss face i dont think either of the ea battlfronts have them but i could be wrong, or one of you guys might ahve made one. EDiT i saw there was a discord but the invite was invalid..... could i get a fresh one
This is basically a replacement forum for Facepunch. I myself actually made a Chiss mod for EA BF2 a couple years ago, but I seem to have misplaced the files unfortunately.
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Post by Rancor022 on Jul 6, 2019 1:02:46 GMT
So has this become the new forum or is it somewhere else or a discord?? Also does someone know of a high detail chiss face i dont think either of the ea battlfronts have them but i could be wrong, or one of you guys might ahve made one. EDiT i saw there was a discord but the invite was invalid..... could i get a fresh one
Sure, no idea why that happened. Here's a non-expirable link: discord.gg/uBHmG4p
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Post by giftheck on Jul 6, 2019 7:22:55 GMT
I downloaded a pack of models from Republic Heroes back in the days of the V1 thread on Facepunch. It included the Clone Backpack, but there was no texture. Does anybody have the texture for it?
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Post by dlight on Jul 6, 2019 13:03:11 GMT
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Post by giftheck on Jul 6, 2019 16:13:22 GMT
Thanks
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Post by dlight on Jul 6, 2019 17:20:15 GMT
Np. If you want more clone wars, you can get it.
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Post by taushistation on Jul 6, 2019 22:39:45 GMT
so in battlefront ea the faces have rsssao maps and i use blender. im assume that the map is used for sub surface scattering and so i plug the color channel into the subsurface radios on the principled bsdf shader. if anyone has the big brain when it comes to blender am i doing it right?
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Post by dlight on Jul 6, 2019 23:11:34 GMT
The rsssao is a combined texture. The letter thing is whatever tho. R should be roughness. S specularity. SS subsurface things whatever their shader does. AO ambient occlusion. 4 channels. Should work in most cases. I hope it helps.
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Post by taushistation on Jul 6, 2019 23:31:39 GMT
The rsssao is a combined texture. The letter thing is whatever tho. R should be roughness. S specularity. SS subsurface things whatever their shader does. AO ambient occlusion. 4 channels. Should work in most cases. I hope it helps. So do i just plug in the color into all four of those channels? and would i plug the alfa into anything
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Post by dlight on Jul 6, 2019 23:56:50 GMT
Well. What i know about blender (2.79) is, that it does not seperate the alpha channel of any texture format correctly. So you may have to seperate and save that alpha channel into another file externally. The rest of the RGB channels can be split using a "seperate rgb" node and using the single channel outputs of this.
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Post by Rancor022 on Jul 7, 2019 0:23:38 GMT
I know I've posted this before, but for those unfamiliar, here are the basic textures used in Frostbite:
A = Alpha / Transparency / Opacity AO = Ambient Occlusion / Shadows C = Color EM = Emissive / Glow M = Metalness N = Normal R = Reflectance / Roughness S = Specular / Smoothness SSS = Subsurface Scattering W = Weathering
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Post by Rancor022 on Jul 7, 2019 0:26:39 GMT
In the case of "RSSSAO", the red channel would contain Reflectance, the green channel would contain Subsurface Scattering, the blue channel would contain Ambient Occlusion, and in this case in particular the alpha channel would not contain any data.
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Post by lastjawa on Jul 8, 2019 17:01:40 GMT
Alright. I dunno cinema. Does it support the format versions blender exports (6.1 ascii and 7.5 binary rn)? To troubleshoot that you could model and rig something generic in blender. Export the fbx and check if it imports correct. If not, the cinema importer doesn't handle the blender fbx exported format. That's definetely possible and would be your error then. To bypass that you obviously gotta use a different format to move it to cinema. I have no idea which ones it supports and you should choose tho. Good luck on that front. I've never had an issue using Blender and C4D together, so this is just a bizarre isolated issue. Please somebody figure this out we have all these awesome characters but I cant animate their faces because of the missing weights!
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Post by Ducktrooper on Jul 8, 2019 19:32:01 GMT
I've never had an issue using Blender and C4D together, so this is just a bizarre isolated issue. Please somebody figure this out we have all these awesome characters but I cant animate their faces because of the missing weights! I am working on the Abednedo Head fixed without blender. Perhaps you and Rancor022 can test it. What format do you want ? I try to upload it tomorrow.
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Post by lastjawa on Jul 8, 2019 19:51:50 GMT
Please somebody figure this out we have all these awesome characters but I cant animate their faces because of the missing weights! I am working on the Abednedo Head fixed without blender. Perhaps you and Rancor022 can test it. What format do you want ? I try to upload it tomorrow. Cool! FBX please.
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