triskl3 Posted September 18, 2015 Share Posted September 18, 2015 And were any of you able to open/export/convert/view/edit the .w2mg files? Link to comment Share on other sites More sharing options...
Feradiera Posted September 19, 2015 Share Posted September 19, 2015 Nope, it seems like mine haven't uncooked :| Link to comment Share on other sites More sharing options...
Feradiera Posted September 19, 2015 Share Posted September 19, 2015 Neyjour, when you cook and pack a mod, do you delete the old Cooked data first? I think it might help with some of the glitches. I noticed in wcc_lite when I'm cooking a mod, if I haven't deleted it in a while it shows that it it's working with a ton of files instead of just the few it should be doing. Then it might have some failures when the right files aren't in the working folder.Also, rule number one in modding (I learned this the hard way in Skyrim): Always use a "clean" save when testing mods. -or an extra save after your normal game save, to make sure you always have an uncorrupted save to fall back on. :] Link to comment Share on other sites More sharing options...
Feradiera Posted September 19, 2015 Share Posted September 19, 2015 Ah yes, the infamous "spagetti tails" http://i.imgur.com/6458XWR.jpg This is what happens when I try to edit the tail texture as a tga lol... stupid Photoshop! :P Link to comment Share on other sites More sharing options...
Feradiera Posted September 19, 2015 Share Posted September 19, 2015 I noticed that when trying to cook the mesh file for the tail, that it doesn't cook. It says the input file doesn't exist. I looked into the xml, and one of the xbm's it's attached to is characters\models\common\textures\hair\detailshift_hair_01.xbm but when I try to export it, it fails. Mine is 44KB, and I think it's an incomplete file, which might be part of the reason why it isn't working. Another texture file that the mesh is connected to is characters\models\animals\horse\draft\model\t_01_hd__dark_n01.xbm, as we expected, but recoloring that texture alone leaves a less than desirable effect: http://i.imgur.com/gEeyLgH.jpg The detailshift_hair is the "SpecularShiftTexture" and editing that might make the tail look better. Editing the Specular and Variance color values inside the xml doesn't seem to do much here, and it isn't connected to rootcolor_brown. Link to comment Share on other sites More sharing options...
Neyjour Posted September 19, 2015 Author Share Posted September 19, 2015 triskl3 - I haven't attempted anything with the .w2mg files yet. I actually have no idea what to do with them. Do you know what format they're supposed to be exported/converted to?I have 3 with "hair" in the filename:pbr_hair.w2mgpbr_hair_moving.w2mgpbr_hair_simple.w2mgFeradiera - Yeah, each time I do a new test edit, I always delete the Uncooked, Cooked, and Packed folders, plus those 2 extra folders that are generated in the Raw folder when modding the mane. The only step I skip is the 1st (running the export.bat). I just re-edit the files I had previously exported (in the Raw folder), and then run the import.bat and the cook_and_pack.bat again.I haven't done any clean saves between testing. I'll give that a try. Thanks!My detailshift_hair_01.xbm is also 44 KB. And detailshift_hair_01.tga is 257 KB.That last screenshot with the yellow/brown tail is pretty much the same thing I got (but with not quite as much yellow as yours) when I originally tried re-colouring fur_02_d01.tgaI've been trying to edit that tail with the xml VarianceColor, but I'm having no luck with it. I see no changes at all in-game. Link to comment Share on other sites More sharing options...
Neyjour Posted September 19, 2015 Author Share Posted September 19, 2015 I don't know if this is relevant, but there's a significant difference in filesizes when trying to mod the tail: Before exporting, t_01_hd__hairy.w2mesh = 3,140 KB. After exporting (in the Raw folder), this is what I get:t_01_hd__hairy.fbx = 8,789 KBt_01_hd__hairy.xml = 4 KB After importing (in the Uncooked folder), t_01_hd__hairy.w2mesh = 2,507 KB, plus these two files in the t_01_hd__hairy.fbm folder (which is generated in the Raw folder):t_01_hd__dark_d01.tga = 4,097 KBt_01_hd__dark_n01.tga = 4,097 KB After cooking and packing, in the Cooked folder I have:t_01_hd__hairy.w2mesh = 5 KBt_01_hd__hairy.w2mesh.1.buffer = 631 KB I'm not able to copy/paste any text from the cmd window. Give me a few mins and I'll take some screenshots, piece it together with my image editor, and post it here. Maybe you can make some sense of it (and compare it to yours). Link to comment Share on other sites More sharing options...
triskl3 Posted September 19, 2015 Share Posted September 19, 2015 So... changing the LOD distance works, I've done that already, even tried to keep only the LOD0 to all distances and increase auto-hide distance. I do not recommend doing this to big meshes, like the horse body, but it may work well for only the mane and tail. I don't know if I'm using a clean save or not. I use an old save from before I had any mods, and I never save over it after testing. I don't think I had any of those glitches so far. My detailshift_hair_01.xbm is 44 KB and detailshift_hair_01.tga, 257 KB, also. And I was asking about the .w2mg file exactly because I have no idea what to do with it, and apparently neither does Google. They are mentioned on almost every single xml file I'm working on. Seems important but inaccessible to us, mere mortals. Link to comment Share on other sites More sharing options...
Neyjour Posted September 19, 2015 Author Share Posted September 19, 2015 http://i.imgur.com/AgPh9ge.pngOops... I just realized I didn't delete the line to create a texture.cache Uh, about the LoD... are you talking about in-game settings, or tweaking it from somewhere else? I've been playing with everything on Ultra (in-game settings) from the very beginning. Link to comment Share on other sites More sharing options...
Neyjour Posted September 19, 2015 Author Share Posted September 19, 2015 (edited) Here's some info I found about Material Graphs:Implementing a Graph-Based Material System I wonder if these .w2mg files can only be edited with the REDkit? EDIT:And here, there's a bit of info that says: PROTIP: You can Select/Copy/Paste Material Graphs and share them via .txt files. So I tried exporting/converting pbr_hair.w2mg to .txt, but it didn't work. Also tried .xml as well, but again nothing. Edited September 19, 2015 by Neyjour Link to comment Share on other sites More sharing options...
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