Jump to content

Roach Mesh Mod


Cauze

Recommended Posts

Greetings all,
I am new to W3 modding processes. I altered Roach's mesh to have a new look.
I have followed all the necessary steps required to uncook, export, modify & build a mod.

The main mesh, while standing still, is frozen solid with no idle animations and a distorted rainbow-like transparent texture. It becomes invisible whilst moving and only the mane and horse items behave normally (the hair, saddle and trophies just floating/moving in mid-air). The lod meshes, at their respective distant views, leave behind a solid after-image once Roach moves, making Roach invisible and 2 of the lod meshes have no textures at all.

I use:
-Modkitchen GUI for uncooking, exporting and packing mods.
-Visual studio, Unity & Blender for editing .fbx models.
-Photoshop CS6 for .DDS/.tga textures.
-Quickbms batch scripts/Witcher 3 converters for converting specific file types and to ensure all files have the correct extensions before modding.

Unfortunately wcc_lite doesn't work correctly for me without Modkitchen GUI, and the GUI does not support importing the modified .fbx/.DDS files back to their uncooked extensions(.w2mesh/.xbm) BEFORE building the mod.
I used another GUI for importing said files back to the original versions yet still the same problems arise.
I would really like to know which programs/software others are using and what steps to take, and in which order, to successfully build mesh mods with full functionality!?

 

Any help would be great.

Thank you.

 

[Edit: biozokker's .fbx import workaround tutorial has worked for many others but VS won't let me import .fbx by default. I have tried to build dependencies for mesh, image and shading functionality yet it still won't me add a 3d Model. Any help will do please.]

Edited by Cauze
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...