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UberGrainy

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Everything posted by UberGrainy

  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 The audio tool is outdated, yes.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
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