Yeah, that's cause the script loads the default head rig, rather than the one that belong to the head morph. There's a bunch of things i've been meaning to fix, but haven't got around doing it yet.
I suggest giving a try to MeshDataTransfer addon. It's very useful for quickly "copying" shape keys from one object to another. It does great when a piece of clothing is skin tight or at least roughly form fitting. Capes or skirts and such would probably need extra work, but it's still...
I tried importing the file, and body morphs appear to be present, but vertices displacement values end up being way smaller than they are supposed to be. Their names are 11747976445, 10376580711, 10789694290, 8986995655. Don't know why the script isn't working properly with this particular...
You have to use SRIV SDK for that.
Maybe you are importing the wrong file? There could be a separate version of the outfit meant specifically for Viola.
In which folder? You should repack them along with mesh\rig\morph files in custmesh_xxx.str2_pc file from which you have extracted them. And make sure that all the file names match before you repack an .str2_pc file. If original cpeg\gpeg were called cm_dlc_bla_bla_bla.cpeg and...
Well, it seems like something's wrong with textures. Do you have them in the same folder as the .fbx file? Cause i don't think that fbx files store paths to textures, only their names.
That's fine. They're probably not identical, other 3 must be LODs. And as far as them laying on the floor...
This particular error is a result of a typo in the converter's code.
But the reason you're getting the exception thrown at all is probably that the name of your mesh confuses the converter. It reads like a path to file, and converter uses the name in the output path, and i guess it ends up...
Yeah, you do need to have a material on your mesh.
I attached an archive with a blender file containing a model from the game with a material set up and a modified converter script. Converter is modified to use a texture plugged into Emission input of the Principled BSDF as a pattern map...
There are no tools to export custom meshes in SR3R format.
For vanilla SR3 though, it shouldn't be too difficult to make a wearable version of her outfit.
I don't know what you mean specifically, but:
a) The script imports all the higher LODs (lower detail meshes that the game switches to when the characters are far away from the camera), you can just delete them, they're all separate objects.
b) If you mean discontinuities in the meshes...
I've been messing around with sim files for the last couple of days and thought i'd share my findings.
I wrote a script for Blender that imports and exports data from a sim file. In order to use it, open it, copy it's contents into Blender's text editor and run it. File selection window should...
There would be gaps between the head and the body, headwear and hair will clip through it, skin and hair colors won't match and so on. And then, even if you could deal with those issues, you will have a clash in art styles between SR3 and SR3R assets, where a character whose head you replaced...
I actually think that giving characters their old faces (or at least face shapes) souldn't be difficult, the game still has npc_basehead from SR3 in it, so you could probably just replace morph files, and edit character definitions. But then you'd need to replace body models as well, and there...
Tried to write a script that extracts textures from SR3R peg files. Drag and drop .cpeg_pc or .cvbm_pc files on it to extract a single file, or, if you run the script without arguments, it will attempt to extract all peg files in the current folder and all subfolders one level below.
Shouldn't have spawned a separate addon for Remastered since there's only a few differences between formats. I merged the script with the SR3\4 one now. Also fixed an issue with meshes that use a less common vertex format.
I don't think so, not unless they have their own head mesh. I don't even know how exactly NPC's heads work. Does the game apply a morph to some base head mesh that they all share? If that's the case, then i'd have to write some sort of standalone .cmorph_pc importer for that.
Edit: ok, that...
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