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alphaZomega

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Everything posted by alphaZomega

  1. The checkering happens because the model is meant for a specific materials file from RE2 - called an MDF file - and you are trying to use it with the MDF file of Jill from RE3. Each Capcom "Mesh" file is created to be used with one MDF file that was made for it. Swapping in MDF files from RE2 will cause RE3 to crash, and vice versa. To make your RE2 model work in RE3, you will need to use 3D Studio Max to import your model and Jill's model together. Then, you will need to export your model over Jill's, so that it becomes based on Jill instead of RE2 Claire. You will need to rename the submesh objects that comprise your Claire model so that they correspond to similar objects that make up Jill's model, grouping your textures by how Jill's submeshes get their textures (which you will replace with yours). Further, you will need to give your Claire model Jill's skeleton, which does not match Claire's. You can do this quickly and crudely by simply skin-wrapping it to Jill, or you can do a perfect transfer of the original RE2 rigging by using SkinUtilities to transfer the original bone weights back manually after you skin-wrap, matching up the bones yourself by name. Also, you will probably need to use the head from my Jill Bikini mod to put Jill's head on your RE2 mod. Jill Bikini has a special version of Jill's head that has the base of Claire's neck, allowing it to be put on Claire bodies with her larger neck-seam.
  2. Why were all the NSFW mods just deleted? Am I allowed to upload new NSFW mods? I started the process and I wasn't stopped...
  3. Weird jiggle effects often come from using DirectX 12 in the game options. Change to DirectX 11 if you are using it and they will look a lot less strange. The vibration effect that occurs when Claire stands still is often something that happens when she is using Ada's movement animations, where the pendants of her necklace grind together in a way they're not meant to. Almost all Claire jiggle mods are just making the skin of the breasts and butt slightly tied to the movements of the main pendent, even if she is not actually wearing it. Anyway, you can remove the jiggle effect from a mod by loading the mesh file from the mod into 3D Studio MAX via Maliwei777's script and going into the "Skin" modifier for the submesh that features her butt. Select "Edit Envelopes" and go to the necklace pendant bone in the list of bones for Claire. Then switch to "Paint Weights" and alt+click on the blue paint all over the butt to remove / un-paint it's correlation with the necklace pendant. The jiggle is gone. Then add an "Edit Normals" modifier to everything, make four instance-clones of your jiggle-free submesh (for LODGroups 2-5), select them all plus whatever other submeshes you need in schematic view, then export the model onto the original mesh file using the script. Then you will have your new, jiggle-free mesh file for the mod. This video tutorial goes over editing RE2 models w/ 3DS Max. He starts talking about importing models at ~15 minutes in: https://www.youtube.com/watch?v=exiqeHHYDbw
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