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UberGrainy

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  1. Didn't know people were posting requests here, only just found out. The audio tool is outdated, yes. Best to look for someone else's hunting horn sound replacement and copy what they did. @lovender Each model has different bone name numbers (under vertex groups), so when you copy one mesh to another model, you have to rename the bone numbers. I think there's a way to automate this but I haven't tried it yet. Possibly using Asterisk's tools: https://www.gitmemory.com/AsteriskAmpersand/MHW-Mod3-Toolbox You can only have one armature. You should delete the one you don't want, and then you need to update the armature modifier to point to the armature you want to use. It'll be red in the modifier list until you correct it. Then you should be able to export it. As for tutorials, there are a ton here: https://github.com/Ezekial711/MonsterHunterWorldModding/wiki
  2. The way to make non layered armor layered is to just use transmog or use cheat engine to change the layered armor value in memory. Dunno what you mean by mod author didn't include files. Doesn't that mean the mod doesn't work at all? Anyway I decided to post some of my recent tricks and solutions here. Because I'm too lazy to figure out how to do it on GitHub. Some of these are basic knowledge, some of them are probably not well-known. Modeling notes and tricks: When merging model parts, don't need to join the verts (doing so requires splitting UV islands again). You can just join the objects and then dupe the model, remove doubles in the dupe and then transfer normals onto the original. When editing weights of objects with separated mesh parts, it's more difficult to paint consistent weights at the seams between meshes. To get around this, you can dupe the model, remove doubles, then edit weights on the dupe. You can then transfer weights back onto the original after. Use clean all groups 0.001, normalize all, and then limit total 7 (or 3 if your limit is 4). You can change proportions by scaling bones. When you move/scale bones, you can reduce distortion by manually adjusting the weights. When smoothing normals, Blender/Yavne's results aren't as good as Capcom's. I found the best way to mimic this is to dupe a model, quadrify it and then use subdivision smooth 3-4 times. Set normals to face. You can then use that version as a reference to transfer normals, and it will look smoother than Blender/Yavne default. Note that you can transfer weights via selection only, so only use this when you're dissatisfied with smoothness in some places. Import/export bone numbers go up to 255. But bone IDs seem to go much higher. So if you want to slap on physics bones and are worried about interfering with existing bones, you can use numbers like 350+ to be safer. I haven't tested this thoroughly yet though. Error/problems: Weighting over 4 bones per vert requires you set the custom properties to support 8 bones. If a model glitches out no matter what, make sure you limited the weights to 7. The 8th is a negative, so you can't use it. If you edit the UVs and it says you need to separate islands, you can just dupe the model, split all edges on the original, and then copy the normals from the dupe. This means higher polycount though. WARNING: generally avoid doing this as much as possible. If you delete parts and it says there's an orphaned UV/vert, you need to go to select, by type, select loose verts/geometry. This will select the loose verts for you to delete. Visible seams between model parts. You need to pull up the original seamless model. In your edit, select the verts where the seam is, and then transfer normals from the seamless one. It will affect only the verts you have selected. Some models need to be imported using split weight notation, or the weights implode horribly. Split notation splits parts of each bone weight into separate weighting groups. You can override this by then merging those groups under vertex group options in blender, but some data may be lost. You can safely delete the negative weighting groups. When trying to replace hairstyles with another hairstyle, wearing helm causes implosion. This is because the helm uses an EVHL that expects a specific hairstyle in a specific folder. So it tries to adjust the bones of the hairstyle model to fit the helm. The ways around this are to either use hair bone IDs that won't be affected, to override the helm EVHL, or to hide the helm. Edit: Fixed using the wrong word when describing fixing seams. Fixed a few other mistakes here and there. Thanks to Asterisk for going through them.
  3. I recently logged in and received a warning that some of the old images I uploaded were deleted for violating nudity regulations. Some of the images contained details on how to mod MHW. I was worried the information may still be relevant and useful, so I asked an admin if they could restore the images and set them to adult-only. They kindly pasted me the text. I decided to re-share the info here in case anybody needs it. 198 = 2B Wip Update 04. I think this was the image of 2B without her skirt, to show that I got the entire lower body to deform properly. 140 = Restoring Normals. I believe this was a screenshot of attaching barefoot legs to a legs mesh. 80 = Skin-tight Outfit Test. I don't think this had any useful modding info. #198 #140 #80
  4. @kornicska1975 Sorry for the late reply. If you're sure you have the correct folder locations and it's still not working, try this (I heard it works): https://answers.microsoft.com/en-us/windows/forum/windows_10-files/controlled-folder-access-keeps-blocking-my-games/b7f8271d-2207-4fe9-9958-214f58c164e0
  5. This was meant to be kinda like Sephiroth's sword. https://www.nexusmods.com/monsterhunterworld/mods/503
  6. I'm guessing that stuff would likely be embedded into the EXE. Part of the whole online thing is, from my understanding, because Denuvo needs to check for new keys once in a while or something. That's why some people were getting invalid key errors after patch updates and got locked out of the game for 24 hours. If you use Kaldaien's Special K you can see your currently active Denuvo keys at the bottom of the GUI.
  7. Oh? So it IS a Windows permission problem. I assume you meant this? https://www.thewindowsclub.com/elevated-privileges-windows
  8. I had a few ideas but I haven't gotten around to making any of them yet.
  9. Just rename the numbers until it affects the one you want. You can rename in real time while entering/exiting the workshop forge and the icons will change without you needing to reboot the game.
  10. I assumed it was some kind of environment/reflection map thing but I've never had to use it for anything. Probably someone else may know.
  11. Got a screenshot of your folder structure? Some people have problems getting some mods to work. I suspect it may be some kind of Windows 10 protection issue.
  12. I haven't tried it myself, but I think those are defined in a general weapon file that gets changed on each game update. And no, it'd just be a local change and wouldn't be visible to other players unless they use the same mods.
  13. I don't think it's possible. When MHW first came out I tried to do that with Cheat Engine, but it actually changed the weapon's stats. And AFAIK none of the Cheat Engine tables allow you to change just the weapon appearance. So I'm pretty sure the game only has it set up for Layered Armor and not Layered Weapon.
  14. If you deleted all your mod folder, simply restarting the game or equipping another weapon and back should restore it.
  15. Note: physics bones are referred to in the model's bone map. If you don't write those bones there, the physics bones don't seem to move. I'm pretty sure the address you write hair bones in the bone map also affects how the hairstyle is affected when wearing helms. Oh yeah, and (going from memory) CCL files have a header that defines how many collision primitives (assuming they are, there's probably a byte that tells it whether it's a circle, cylinder, box or something) and then an entry for each primitive and float values defining the size of the collision. I haven't really experimented with the much though. I think I shrank or moved one for the tight ponytail, to stop the end from bending weird.
  16. Ohh, I think I see what you mean. So you need to delete all bone weight references for bones that are not actually in the model you're replacing, especially bone 255. Because bone255 (FF) is used in the bone map references, so if you have anything weighted to bone255 the game probably doesn't like it, and crashes. Thanks for the heads up.
  17. WORK IN PROGRESS There's a lot to write, so it's going to take a while. Decided to post this in the meantime because it has solutions to weird problems people may be stuck on. Changelog: - Finished explaining how to export as shapekey. - Updated and added some troubleshooting stuff. - Added important note about material limit in the MOD3 file. - Added step to make sure mesh is assigned to armature before exporting to FBX. - Corrected UV name from main_uv_layer to main_uv_texture - Added more troubleshooting explaining possible import/export and texture/UV problems. - Elaborated further on the texture stretching problem. - Added recommended tools section. - Added suggestion to combine textures and redo UVs to match, in order to counter model material limits. - Added some tips on vertex editing and how to use the 2d/3d cursor to control axis. - Added warning that the DOA5 tool "Keep Normals" may actually be breaking normals for MHW models. - Updated info about importer/exporter. CrazyT fixed the bug preventing the latest version from exporting. - Added some info on how to fix texture problems (checkerboard pattern, etc). Well, I was writing this and then some hotkey opened another browser window, I tried to close it and it closed this window too. Lost everything. So now I have to write it all over again. This time I'm going to write it in another program and paste it in here after. Possible: - Import new models, regardless of vert count. But there are some weird possible issues (see Troubleshooting below). - Reweight models. There's a problem with TransferWeights (see Troubleshooting below). - Import new textures of any size. All types of textures supported. - Edit and add new materials to the MRL3, based on existing shaders. Fur, glow, shine, skin, color customization, etc. - Limited physics editing. Not much is known about the physics formats. - Limited bone editing. Possible to repurpose unused bones, and change rotation/position for some bones. - Breakable parts, such as cutting tail. - Editing monster behavior and movesets. Hex seems to be doing this in his Hex World mod, although I haven't tried it myself. - Effect swapping and possibly editing (I don't know how much about it). - Sounds and BGM. Some sound files can't be edited, and most BGM are in a single large archive. Newly added BGM may be in separate files (ie. Behemoth theme). I also heard looping doesn't work properly. Not possible (currently, as far as I know): - Animation editing. - Adding more materials to the MOD3. Which means you have to make do with the number of materials in the MOD3 (you can redirect these in the MRL3). - New bones, new skeleton, etc. Note that bones don't have names, just numbers. - Cannot scale model/skeleton. But it is possible to change monster scale by editing the monster data elsewhere (ask Hex). - Cannot seem to raise skeleton to mimic high heels. I tried hacking up a skeleton in a hex editor, but couldn't figure out how. - Overriding how the game decides which parts to hide when equipping mantles, or each Palico equipment. Nobody has figured out where the game defines these. Not sure if possible: - Editing elements, weak points, etc. Hex would probably know. - Not sure what the limit is on bone influences. In general you should edit weights with "Auto-Normalize" on, and maybe use the Clean and Normalize All functions to fix weights. - Defining which color channel is customizable. I think there's a general file that does it, but that file likely gets updated on every update. There seems to be multiple types of skeletons. In NPCBS019 (Gathering Hub Girl swimsuit) the "movement" skeleton seems to have condensed data for each bone. Whereas usually each bone's rotation/position data are usually spread out over several lines. I've yet to figure this out. Recommended tools to use: Blender 2.79b (make sure you're using 2.79 for minimal incompatibility issues) https://www.blender.org/ CrazyT's import/export tool. Nexus link is here (some helpful info in the description): https://www.nexusmods.com/monsterhunterworld/mods/242 I recommend trying the latest version on Github: https://github.com/TheCrazyT/BlenderMhwModelImporter But if you seem to have problems no matter what, try this version: https://github.com/TheCrazyT/BlenderMhwModelImporter/tree/b3691996b35537ed03587ad7d951f709038c2c59 Yavne. You need this to fix weird shading, visible seams between combined model parts, etc. https://github.com/fedackb/yavne Dtk mnr's Blender 2.79 tools for DOA5LR: https://www.mediafire.com/folder/9zi2gt8dyllaj/doa5mod#mc91ipeghb8r6 Keep Vertex Normals. keeps vertex normals while editing. WARNING: may actually be breaking normals. Transfer Vertex Data. can transfer selected weights, but doesn't work well if the mesh is too different. You can use transfer weights and then "revert" some parts from a backup mesh, using Transfer Vertex Data. Vertex Groups Utilities. Haven't used this yet, but it's probably useful. Preparing the model: Deciding what model to use as a base: Body meshes (ie. not arms, legs or waist) usually include all bones used throughout the body, except maybe unique head bones (I haven't confirmed). Note that replacing head models with body models usually causes implosions. So it's safe to assume that you should use a head model as a base for headgear. If you intend to repurpose bones, you should probably think about replacing a body model that has lots of extra bones. The Handler models may be good for this (she has extra bones for the book, etc), but some don't have slinger bones (ie. causes crashes when entering combat areas). Also note that you can't add materials to the model, so you should pick a model that has at least the amount of materials that you want to use in the model. If you have to, you can combine textures into a single image, and then edit the UVs to match. Useful tips on vertex editing: - Before you edit anything, always double check to make sure you don't have extra verts selected that you don't want to select. - Highly recommend editing in orthogonal view (hit 5 on numpad) and then rotate or select camera angles with the other numpad keys. - I like to use proportional edit. In viewport, hit O to enable/disable it. When it's enabled and you try to move/rotate/scale, a white circle will be visible. Scale this with mouse scroll wheel. Default curve setting seems good. - For easier modeling disable parts. Position cursor on vertex and use L to select that part, shift+L to deselect. Or select a vert and hit ctrl+L to select the connected part. Hide with H, unhide with alt+H. - You can save selections as vertex groups for easy reference, but don't forget to remove them before export. Tips on using the 3d/2d cursor: When editing, the axis is pretty important. Bounding box = center of current selection. 3d cursor = customizable axis. In viewport, hit N to bring up a toolbar that has a section where you can customize the cursor position. Example of how to use 3d cursor: to lengthen ponytail, position 3d cursor near the base of the ponytail, and you can simply stretch the ponytail outwards from that point. 2d cursor on UV mapping example: when combining textures, set the 2d cursor Y pos to the top of the texture (the number depends on the texture res), select all UVs, hit S to scale, then Y (limit to Y axis), 0.5. This will halve the Y scale of the UVs to the upper half. If you want to scale to the bottom half, leave the 2d cursor on Y position of 0. Combining mesh: How to snap verts. How to snap objects. Combining textures and editing UVs to match: Preparing UV islands: Refer to Ezekial's tutorial for the time being. Fixing smoothness, hard edges and seams: Yavne. https://github.com/fedackb/yavne Inserting the model into an existing MOD3: Note that if you do not recalculate normals when exporting MOD3, they will use the existing normals in the original file. You can use this to your advantage. For example, if you've got the normals looking right and you want to apply a shapekey without changing the normals. you can import the completed normals as its own MOD3 (thus keeping the reference data of the completed normals) and then export the applied shapekey version without recalculating. It'll use the existing normals from the reference of the completed normals MOD3 that you made. Weighting: Two ways to do the weighting. Either make your own/have a weighted model prepared, or tranfer weights from a similar model and then clean them up. If you have a prepared model, you'll have to redo/rename the weights/bone groups so that they match the model you're importing over. Applying shape keys: This is useful for making different proportion versions and "morphing" between them to make variations. Vertex count must match. Also, shapekeys can change the normals so you'll need to adjust the normals after applying shape keys. Here's how to do this: 1. Open two Blender windows. One with the original, one with the shapekey target. 2. Rename the target object names so that they won't clash. I like to use names like "a", "b", "c". Delete the armature or else that'll be copied along with it. 3. Make sure cursor is on the viewport, select the objects you want to copy and hit ctrl+C. Then go to the other Blender window, mouse on viewport again, and hit ctrl+V. 4. For each model you want to add shapes to, first select the target, then the model you want to attach the shapekey to. 5. Go to object data (triangle with vertexes icon on the right) and under Shape Keys click the down arrow and select Join as Shapes. Note that if you export with the shape as 1 it won't actually export with that shape. There's a way around this. 1. Set the shapekeys to look the way you want. Then go to the same object data, Shape Keys, and click the down arrow and select New Shape from Mix. 2. Set this New Shape from Mix to 1. 3. Delete the other shapes from top down (ie. from basis to the new shape) then delete the new shape. 4. The default shape will now be the combined shapekey version. If you want to make morphs that are under 0 or above 1, left click the shapekey name, and an extra section will appear underneath that lets you change the number limits for that mesh. This is useful for if you want to reverse or multiply the effects of a shapekey. Troubleshooting: Textures aren't appearing, texture changes aren't exporting: You must import the original MOD3 with textures. How do I know which bone is which? Scroll through the original model to see which bone groups affect what. You can also try selecting verts and hit N to display the toolbar that shows which bones affect that vert. Note that the bones aren't set up exactly how they work or appear in-game, so even if you find bones by clicking on them visually, they not be that bone. That's why the group weight method is more reliable. Can't export: Make sure all objects/LOD mesh are visible. Make sure you have an object selected (nothing selected will refuse to export) and are in object mode. You may need to make sure each model has an armature modifier (not applied) that points to the MainArmature. I think objects with names that don't match any LOD mesh are ignored. Make sure you don't have any shape keys remaining on the objects, as they may cause issues. Texture is obviously stretched across the model: See fixing seams. Basically, MHW uses one of those engines where the seams of looping UV islands need to be separate vertexes (ie. you can't have separate seams on a single vertex). Otherwise the engine thinks those UV seams are joined, which results in the stretching problem (because your UVs will be forced to connect and drag across islands). There's a way to split the seams (explained in Ezekial's tutorial, I'll cover it myself later). Textures are totally messed up or missing: Make sure you rename the "UV Maps" for the imported objects to "main_uv_texture". Textures are a checkerboard/boxed pattern: That means the MRL3 file is corrupt, broken or missing. You need to use the same MRL3 as the MOD3 you last imported into the scene (it uses the last imported MOD3 as reference data). The reason for this is that MOD3s refer to materials with some kind of hash ID, and if it can't find that in the MRL3, it won't be able to find the materials. The same checkerboard pattern appears if you edit the MRL3 incorrectly and it can't find data inside it. In other words, if it can't find the material it's supposed to. Textures look flat, or custom color affects the entire texture when it shouldn't: The MRL3 can't find the texture files. If it can't find the CMM texture, changing color affects the entire texture. Same goes for if it can't find the EMM file, the entire model glows. Can't see the UVs at all: You have to import the mod3 with textures, or else you can't see or import/export UVs. Error when importing with textures: To import with textures you have to make sure the Scarlet folder is installed along with the import/export tool stuff. If you got the import/export tool via Github (latest version) it doesn't include the files in Scarlet. You have to download them manually (there's a link somewhere on the import/export tool Github) or use the files from the Nexus release (which may not be the latest version). Can't export, base 0 error. This happens with some of the 1.4 versions of the model import export tool, when importing new meshes. The problem has been fixed in the latest version of 1.4. Can't export, -1 error. This may occur if you've edited the mesh in Blender and scaled UVs or mesh -1, or flipped normals. Haven't isolated or figured it out exactly, but the solution is to avoid editing in Blender as much as possible. Unless you know Blender really well (I don't). I've had a situations where I could not restore a mesh after getting the -1 error and had to redo those changes. Import/export tool doesn't seem to be functioning as others use it, can't combine meshes or go over vert count, etc: Make sure you're using the latest version on either Nexus or Github. Sometimes the Github version may have errors (the latest version seems to have problems combining models). You also have to make sure you replace all instances of the import/export tool (I had two, one in the Blender folder and one in my MHW mod work folder, and apparently the latter was still being referred to and was outdated, which was why I was having problems importing models and going over vert count). Model works in some places but crashes in others: Apparently this can be if you're referring to bone groups that don't exist in the skeleton, especially 255 (FF). With the Lion King mod, it worked in the Lunastra cutscene, but for some reason would crash in Teo's cutscene. I never figured out why. It had something to do with my cutting parts of the model and mirroring them via scale, or the way I cut the tail. When I redid those changes, I used "Mirror" instead and that seemed to work, but I still had to flip the mirrored mesh's normals, using Yavne. Model polygons glitch and stretch horribly: Occurs when replacing some LOD meshes, or TransferWeights is being ignored Weight changes are being ignored (especially TransferWeights): 1. Delete the parts you're not using (ie. original model parts that you aren't changing) and export as FBX (default settings). 2. Make sure the mesh parts are attached to the armature (or else skeleton+weights won't export), and export as FBX (default settings). 3. Reimport the FBX. Delete the armature. This will unparent the meshes under it. 4. Reimport the model you're replacing on top. Make sure you untick "clear scene". 5. Replace the LOD mesh as you did before. Weight should now be updated.
  18. Texture editing (sorta outdated): [Tutorial] How to import/export BM, NM (BC1, BC5U, BC7) textures Model editing: [Tutorial] How to split a single mesh outfit into player equippable parts [Tutorial] How to erase mesh parts, define material ID/LOD, change mesh address reference [Tutorial] How to fix NPC models causing crashes [Tutorial] Importing Custom Models, Model Editing Material editing: [Tutorial] How to edit eye color in mrl3 files [Tutorial] How to make an NPC skin material support skin color customization Physics: [Tutorial] Notes on CTC physics/jiggle files Character/NPC editing: [Tutorial] Notes on editing npc_basic.nbsc, gen files [Tutorial] How to make character presets/customize NPC appearance Tutorials by others: [Tutorial] itemData.itm Ezekial's Model Editing Tutorial Relevant Blender links: Triangulating faces topology - How do I convert a triangle mesh to a quads one? Changing Viewport clipping parameters modeling - Set origin to vertex in edit mode? Is there a shortcut to repeat the last operation in Blender texturing - Extracting a UV layout rigging - Transferring rig weights from one mesh to another in blender 2.76 How to exact copy paint weights from one object to another How to quickly remove all zero-weight vertex groups? Weight paint against current pose? Potentially useful Blender addons from Dead or Alive 5 modding: Under dtr mnr's Tools (haven't checked the others, there may be more). Blender 2.7x folder. https://www.loverslab.com/topic/54820-doa5lr-modding-tools-updated-april-24-2017/ Vertex group utilities, keep normals while editing, transfer vertex data such as weights between selections. Theoretical stuff: [Tutorial] Making a material shiny, wet, etc [Tutorial] How to make boob physics (theoretically) [backup] MOD format specifications from RE6
  19. There's a separate GUI file for the FF collab style damage, but when I tried swapping the files the game crashed. Damn, I had to submit that like 20 times. The post limit timer on this forum is super long.
  20. I don't think anyone has figured out the GUI format yet. Every time I've tried, the game just crashes.
  21. Didn't see this until now. I don't know how to access the full layered armors on PC, at least not without hacking the layered armor list file up or something (which breaks online and will probably break on each update). I don't have any examples of how the full layered armor files are setup, either. It's possible to replace an armor set with pieces of a character's body. But you'll need to equip the pieces individually instead of a full armor set.
  22. I answered some people in the comments of the mod, explaining how to do it. I haven't gotten around to making a batch file for it yet.
  23. On console I have 3 characters and if I remember right they each have their own list of guild cards. So it's obviously linked to character save.
  24. That pink texture is because the default color of Harvest is pink. Every armor has two main colors. These are defined in CMM textures. Red channel and green channel. If you swap the channels you can change the customizable color. But depending on what armor you are replacing, there may be cases where you are forced to use a specific sub-color. I'm not sure. We don't know how to change the armor default preset colors. I have an idea of where it may be in the files, but chances are that file gets updated on every game update. So it wouldn't be efficient to edit it that way.
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