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Questions about Roach's body textures


Neyjour

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My bad I worded it wrong, what I deleted was the mesh, in order to do this open the fbx delete the mesh or some faces and export the fbx (make sure to embed media when exporting).

 

They really didn’t want us to mess with horse hair... I still haven’t found the second file that controls the HairWorks versions of the root of the mane and tail for the horse. All animals and monsters have all their appropriate textures (have tested most of them, made some green wolves, white succubus… etc) except the horse.

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Crowjj (modded Roach's saddles: http://www.nexusmods.com/witcher3/mods/354/?) said you don't need to cook xml files, just pack and generate metadata.Tried this with no success, but haven't tried in combination with the following:

 

I've been messaging waltteri151 (the person who modded Ciri's hair: http://www.nexusmods.com/witcher3/mods/681/?) and he said that when changing the variables in the xml file, he left the last number 255, and was still able to get a light color. I've been assuming the color is in CMYK format but this makes me wonder if it might be otherwise. I'm going to try it out and see if it makes any difference.

 

I've invited user triskl3 to join us in our thread, since she has made some good progress with some scripts and managed to add a completely new texture to the game (!!!). KNGR has also done some modding with Roach, and might be able to give us some input as well. I've invited him here also, if he has something to add. It looks like this is a pretty big joint effort, lol.

 

 

Edit: the values might be RGB with a brightness value or something for the last number. We'll see :]
Oh yeah! Also, been told that using the ModKitchen (not modKit GUI) might work for "building the mod"

Edited by Feradiera
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Still nothing.

On the off-chance that there is something not working with our files, would Rivianbleidd (since you've been able to get it working) please upload the original, unedited h_02_hd__simple file for us so we can see if that makes any difference? maybe the w2mesh file as well as the fbx and xml if possible

Edited by Feradiera
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If you (or anyone else here) need a program that can open/view fbx files, Open 3D Model Viewer works well. I only have Poser (which can't import fbx) so I did a Google search, and that one popped up. It's free, and only took about 5 minutes to download and install. After you launch it, just go to "Open" and then browse to the file you want to look at. Really quick and easy.

 

I've seen a lot of threads where others have had problems with their Uncooked game being incomplete. My Uncooked folder is 33.3 GB, so I was pretty sure I had all of it. But maybe we should compare, just to be sure all of us do have all of the files for the horses? Here's mine:

 

horse/draft = 126 MB / 115 files total / 27 w2mesh / 42 tga / 46 xbm / 1 buffer

horse/wild_hunt = 128 MB / 37 files total / 7 w2mesh / 15 tga / 15 xbm

 

So, you didn't have any luck with Modkitchen? I haven't tried that one yet, only Mod Kit GUI (which I didn't have any luck with).

 

I spent some time last night, going through almost all of the Uncooked game (not testing meshes, but just browsing file names) and didn't see anything that looked like it might be a horse tail. But again, it's probably named something really stupid and obscure. Or, like rivianbleidd said, CDPR really didn't want us messing with the horses, and those files are just missing / not being uncooked.

 

Thanks so much for inviting others to the thread. Hopefully they'll be able to help. :)

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@Feradiera I also believe it’s RGB, when modding the “Cat.ws” that controls the screen tone when under the effects of the cat potion, the same 4 numbers are present, I treated the first 3 as RGB and the screen tone was applied correctly.

 

I actually currently use a modified version of Crowjj’s mod (I only made a small edit to increase carry weight a little more), so I’ve gone through his files. What he modifies are stat files for the saddles only, specifically “def_item_horse.xml” located in “\Uncook\gameplay\items” (this are not related to any mesh) this files can be packed directly, however if you were to modify the xml you obtain from exporting “p_01_hd__common.w2mesh”, which is a saddle mesh located in “Uncook\items\horse_items\saddles\model”, then you would need to cook the xml and fbx together.

 

@Neyjour yea the uncook game process is very random, I have done it around 4 times now, usually getting from 28 -33gb, on my last however it bumped up to 47gb, I did change from png to tga but still the jump was considerable, maybe I got some more files, but still no other horse tails.

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Hmm! This is interesting
hors\draft: 151 MB / 157 files, 1 folder / 1 buffer / 42 png / 42 tga / 26 w2mesh / 46 xbm

horse\wild_hunt: 156 MB / 52 files, 1 folder / 15 png / 15 tga / 7 wmesh / 15 xbm

 

so even though I also have the png files, I have different results. My uncooked game folder is 40.8GB but I have tga and png files uncooked (png preserves the transparency when uncooking, for some reason the tga alphas are not enabled).
I remember at least a bunch of wolf meshes being corrupted when I was uncooking, and I'm sure there were many others. My corpse_horse w2meshes were corrupted, so I had to get them from someone else. Sadly, they weren't showing anything when edited either.

 

 

Edit: I'm just using Blender for the 3D software, it's also free, though I've only ever used Maya and UDK before.

Edited by Feradiera
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Hi, folks. First off, I'm Triskle, new here, nice to meet you.

 

I love horses so much that I've been trying to aid Fera with this frustrating quest that is modding TW3 with the - ugh - ModKit (nothing personal CDPR, but it sucks). I'm interested in the horses in general, not Roach only. After all, she's only one of the horses and we can use KNG's mod to swap her model with any other available from the game. I think.

 

So far, I haven't been successful on the mane and tail matters either, but I did managed to add a completely new texture to the game to be used by the black horses, that until now were using the same texture of the white ones. I was only able to accomplish that by editing the uncooked files AND the exported ones, and using ModKitchen. After I figured it all out, it was a rather easy task. However, there's still much to do.

 

About the XML files, usually the color codes are given by 3 main values (RGB) and a fourth one for the Alpha (opacity). I think that may be the case. Most of them controls only slight details on the horse's final texture. It also depends on the material you're editing. There are many parameters, I don't know what half of them are for (don't know much about the graphics part) but I do know a bit about their programming logic. Body, mane and tail appearance are not defined within the same files, that's for sure. Sorry I can't say much for now, I have to test things a little more. It may be easier now I have more info on the matter.

 

Anything you wanna know, just ask. Noobs united!

 

 

PS: TGA definitely takes more storage space than PNG. Unless we all uncook the game using the same formats, we won't be able to figure that out. My uncooked folder, for example, has 47.4 GB. I use TGA, works fine here. Nothing corrupted yet.

Edited by triskl3
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Feradiera, when you say "the tga alphas are not enabled" are you talking about the transparency not being preserved? Or is that something else? I've been using tga only, and all of the ones I've opened in my image editor do have their transparency.

 

So, it looks like I've got 1 more w2mesh than you do, in the horse/draft folder. Give me a few, and I'll post a list of mine. If you want the one you're missing, I'll send it to you (via Dropbox link).

 

Okay, so maybe the steps we've been doing are correct, but we're seeing no results because we're using the wrong colour codes. I'll test that out later today and see what happens.

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