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mendoksou

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  1. Can anyone tell me how to implement cloth physics into clothing models for HL mods? I have the models working otherwise. My understanding is that cloth simulations are attached to the "clothsim" material which is in turn attached to invisible meshes such as here This is the druid cape and you can see a flat mesh behind the actual cape mesh. That is assigned the clothsim material. I then tried to implement cloth simulation in UE as with this tutorial, which seemed promising. However, it didn't work, the cape is still stiff as a board and clipping. Either the cloth simulation isn't working at all, or it's just moving the invisible mesh and not the visible cape mesh. I did try applying a cloth sim to the cape mesh directly, and that didn't work either. Any help would be greatly appreciated.
  2. Start with this tutorial. https://modding.wiki/en/hogwartslegacy/developers/asset-replacement Two tips that took me awhile to learn: It doesn't matter with smaller objects, but with clothes and whatnot make sure to turn off "scale down" when importing into blender. Otherwise the object will be 100x too small and the game will read it in wrong. Also, I don't think the tutorial explains well how to know where to put dummy materials and such. Extract at the properties for the object in FModel and search for all references to "/game/." That's gonna be anything that needs to be referenced in unreal editor (materials, skeletons, physics opbjects, etc.) You don't want to pack those in the actual game files, you just want to create an asset with the same name in the same directory in UE and link it to your object, so when the game reads it in it points to the vanilla stuff. I'm still trying to figure out cloth simulations and materials myself, so that's about as far as I have gotten.
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