Kelvin Posted October 5, 2011 Share Posted October 5, 2011 Ok, i've tried doing this tutorial for a head i had, (http://lucasforums.com/showthread.php?p=2791998) but somehow i did something wrong and it appears on the neck and a little rotated, i don't really know why.. It is right when i open it with GMAX.... Any ideas? Thanks for reading. Link to comment Share on other sites More sharing options...
redrob41 Posted October 5, 2011 Share Posted October 5, 2011 First of all, which head did you start with, and second, do you have any screen shots? Link to comment Share on other sites More sharing options...
Kelvin Posted October 5, 2011 Author Share Posted October 5, 2011 First of all, which head did you start with, and second, do you have any screen shots? Ok, this was going to be a surprise... I was going to release a mod, which would modify some or all of the female exile's head. Since the head is almost static sometimes, just moving the eyes and so, i merged a face mesh with the head and then fix the textures to match everything... Which step did i miss? Here's the picture, that black stuff is supposed to be hidden behind the head, that is ok, moreless. xD. The problem is that the face isn't in the right place. http://imageshack.us/photo/my-images/233/wutn.jpg/ Any idea? PD: I USED PFHA06. An asian head i randomly extracted from the game. Link to comment Share on other sites More sharing options...
redrob41 Posted October 5, 2011 Share Posted October 5, 2011 After you imported your new face mesh (and horns too I'm guessing), did you select the original PFHA06 head, then click the "Attach List" button, and attach all the newly imported meshes? Link to comment Share on other sites More sharing options...
Kelvin Posted October 5, 2011 Author Share Posted October 5, 2011 After you imported your new face mesh (and horns too I'm guessing), did you select the original PFHA06 head, then click the "Attach List" button, and attach all the newly imported meshes? Well, what i did is import the mesh and then, click ont the original Head (aka head (lol)) then inside editable mesh, clicked on attach, and then on the new mesh. Then exported it and so. Anyways i think im going to repeat it step by step, and see what happens Link to comment Share on other sites More sharing options...
Kelvin Posted October 5, 2011 Author Share Posted October 5, 2011 Well, what i did is import the mesh and then, click ont the original Head (aka head (lol)) then inside editable mesh, clicked on attach, and then on the new mesh. Then exported it and so. Anyways i think im going to repeat it step by step, and see what happens No, it doesn't work, and now i noticed that, the head has no neck, only the eyes and the teeth are in the right place... What's going on? Link to comment Share on other sites More sharing options...
Kelvin Posted October 5, 2011 Author Share Posted October 5, 2011 No, it doesn't work, and now i noticed that, the head has no neck, only the eyes and the teeth are in the right place... What's going on? There you have a picture, any ideas? http://imageshack.us/photo/my-images/580/wutee.jpg/ What i did is: Extract all, convert to ascii, attach both meshes, ending with head, eyes and all that stuff. Extracted, changed basse archives for S_Female3 ( The one it should according to the archive ) and changed name to the base name one. Then converted into bin with mdlops, modified with hex, searching for 16 00 16 00, then replacing the number that is ( in this case ) 09e9, then flipped in pairs, e909 and changed that number by the pair of numbers that is supposed to appear when i look for 0b4.... Save, and start game, and see the face is all messed up as seen on the picture. Any ideas??? Thanks in advance for all the time you're investing on me. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted October 6, 2011 Share Posted October 6, 2011 Judging by the picture, it does at least appear you're not getting the 'random spikes floating around everywhere' error which means at least that you're doing the compiling part right. The issue may actually be with the modeling itself. You mentioned you were using GMAX, which, despite being 'based' on an old version of 3DSMAX, has many strange things going on with it. What is probably happening is that the vertex weights are being reset whenever you move the vertices to reshape the head. I remember this was a big time waster when using GMAX, but switching over to 3DSMAX would be a better idea... I don't remember what I used to do when I worked with GMAX, I'll get back to you on that. Link to comment Share on other sites More sharing options...
redrob41 Posted October 6, 2011 Share Posted October 6, 2011 Don't forget VP's other tutorial http://www.lucasforums.com/showthread.php?t=204094 I find this method of text editing the ASCII file easier than importing all models directly into max. It kinda looks like your new face mesh is centered on the aurora base instead of the head_g bone. Maybe it's a problem with the skin mesh's parent? Link to comment Share on other sites More sharing options...
Kelvin Posted October 6, 2011 Author Share Posted October 6, 2011 but switching over to 3DSMAX would be a better idea... I don't remember what I used to do when I worked with GMAX, I'll get back to you on that. So, should i unninstall gmax and get a copy of 3dsmax or is there any way to do it in Gmax? It kinda looks like your new face mesh is centered on the aurora base instead of the head_g bone. Maybe it's a problem with the skin mesh's parent? How is that fixed? Link to comment Share on other sites More sharing options...
redrob41 Posted October 6, 2011 Share Posted October 6, 2011 How is that fixed? Read through the other tutorial that I linked. Then look through your ASCII file and search for "parent". Besides, it was only a guess on my part, since I don't have all the info (that is, I can't look through the ASCII myself). Link to comment Share on other sites More sharing options...
Kelvin Posted October 6, 2011 Author Share Posted October 6, 2011 Read through the other tutorial that I linked. Then look through your ASCII file and search for "parent". Besides, it was only a guess on my part, since I don't have all the info (that is, I can't look through the ASCII myself). I can upload the ascii file if it isn't much trouble for you.. switching over to 3DSMAX would be a better idea... I have 3dsmax 2010, but i don't know which version of nwmax i should download..... So 'til now i used gmax for kotor models and 3dsmax for other unrelated stuff.. Which version of nwmax is compatible with 64bits 3dsmax 2010? Link to comment Share on other sites More sharing options...
Kelvin Posted October 6, 2011 Author Share Posted October 6, 2011 I can upload the ascii file if it isn't much trouble for you.. I have 3dsmax 2010, but i don't know which version of nwmax i should download..... So 'til now i used gmax for kotor models and 3dsmax for other unrelated stuff.. Which version of nwmax is compatible with 64bits 3dsmax 2010? Ok I have tried NWMAX in 3dsmax, nwmax works fine, and the head has improved, but it still doesnt look like well,she looks like sion's girlfriend, after being squashed by a road roller. See yourself. xD. http://imageshack.us/photo/my-images/830/wutjk.jpg/ Link to comment Share on other sites More sharing options...
VarsityPuppet Posted October 6, 2011 Share Posted October 6, 2011 Yeah, the weights for the vertices were probably lost when you edited them in GMAX. That's why the skin mesh is being all wonky. Unfortunately the only efficient way to fix it is to... start from scratch :/ Link to comment Share on other sites More sharing options...
Phildevil Posted October 7, 2011 Share Posted October 7, 2011 Ok I have tried NWMAX in 3dsmax, nwmax works fine, and the head has improved, but it still doesnt look like well,she looks like sion's girlfriend, after being squashed by a road roller. See yourself. xD. http://imageshack.us/photo/my-images/830/wutjk.jpg/ Mouahaa! That was so funny Link to comment Share on other sites More sharing options...
Kelvin Posted October 7, 2011 Author Share Posted October 7, 2011 Don't forget VP's other tutorial http://www.lucasforums.com/showthread.php?t=204094 I find this method of text editing the ASCII file easier than importing all models directly into max. It kinda looks like your new face mesh is centered on the aurora base instead of the head_g bone. Maybe it's a problem with the skin mesh's parent? I moved to 3dsmax and now the face is in the correct place, but she seems to have been squashed ( as i said before ) by a road roller T_T!!! http://imageshack.us/photo/my-images/830/wutjk.jpg/ Any ideas? Thx for your time Link to comment Share on other sites More sharing options...
Kelvin Posted October 7, 2011 Author Share Posted October 7, 2011 Yeah, the weights for the vertices were probably lost when you edited them in GMAX. That's why the skin mesh is being all wonky. Unfortunately the only efficient way to fix it is to... start from scratch :/ I don't understand,i think i followed your tutorial step by step, and even tried using a sphere mesh instead of that face, but it still gets that strange shape. What can i do???! Link to comment Share on other sites More sharing options...
VarsityPuppet Posted October 8, 2011 Share Posted October 8, 2011 I don't understand,i think i followed your tutorial step by step, and even tried using a sphere mesh instead of that face, but it still gets that strange shape. What can i do???! Send me the ascii.. I can't guarantee I'll be able to help but I can probably provide some much needed answers. Link to comment Share on other sites More sharing options...
Kelvin Posted October 10, 2011 Author Share Posted October 10, 2011 Send me the ascii.. I can't guarantee I'll be able to help but I can probably provide some much needed answers. Ok i already sent you a PM. Any idea? Link to comment Share on other sites More sharing options...
VarsityPuppet Posted October 10, 2011 Share Posted October 10, 2011 The vertex weights got messed up somehow. It's happened to me before but how it happens, I can't remember at this moment. Did you use the resetxform button at any given time while working on your model? That might do it... Otherwise it may have to do with importing new bones sometimes. Link to comment Share on other sites More sharing options...
Kelvin Posted October 11, 2011 Author Share Posted October 11, 2011 The vertex weights got messed up somehow. It's happened to me before but how it happens, I can't remember at this moment. Did you use the resetxform button at any given time while working on your model? That might do it... Otherwise it may have to do with importing new bones sometimes. Well, i also thought the problem could be from the imported model, but i tried changing the model ( i just made a sphere and did the same and everything got messed up ) i didn't use the resetxform button, i'm going to try, and see what happens. Link to comment Share on other sites More sharing options...
Kelvin Posted October 11, 2011 Author Share Posted October 11, 2011 Judging by the picture, it does at least appear you're not getting the 'random spikes floating around everywhere' error which means at least that you're doing the compiling part right. The issue may actually be with the modeling itself. You mentioned you were using GMAX, which, despite being 'based' on an old version of 3DSMAX, has many strange things going on with it. What is probably happening is that the vertex weights are being reset whenever you move the vertices to reshape the head. I remember this was a big time waster when using GMAX, but switching over to 3DSMAX would be a better idea... I don't remember what I used to do when I worked with GMAX, I'll get back to you on that. Thanks, it works!!!!! I have some problems with the mouth, but it just happens because the new mesh wasn't in the right place when i attached it to the head. So the only thing i got to do is make it again an that's all, new and nicer heads for us all !! Yeah, i'm so happy... and thankful If you think about it, this could be a way to make some characters ( i would say only main characters, to look better, more polys, more quality , im having great ideas!!! Link to comment Share on other sites More sharing options...
VarsityPuppet Posted October 12, 2011 Share Posted October 12, 2011 Hey as long as they work in-game, I'm sure none of us will have any problems with new heads. Link to comment Share on other sites More sharing options...
Kelvin Posted October 12, 2011 Author Share Posted October 12, 2011 Hey as long as they work in-game, I'm sure none of us will have any problems with new heads. I just noticed a detail.... When you are in the heads menu, all the heads make expressions, look to the right, or left... Mine doesn't move..... This is not a major problem to me ( by now ). So if any of you doesn't have the answer, you don't need to look for one. Thanks Varsity for your time. EDIT: I must say it is a little annoying to see her still , at least on the menu, if any of you is still interested in helping me, im here xD EDIT2: Also, if i tried to make a face of a talking character, i would need some help about it, but not right now, i don't want you to feel pressured by me. EDIT 3: Fixed, the only thing i have to do is break the new mesh into as many sections as required. Link to comment Share on other sites More sharing options...
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