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Author Topic: Wardrobe Mod Progress, Issues, Updates  (Read 63676 times)

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Re: Wardrobe Mod Progress, Issues, Updates
« Reply #135 on: »
That looks really cool man :) Are you planning to go through all the Alchemist sets?
Hey Aherin! I'm making these for Anarch's TL1 Armors mod, so I'll help make as many as he'd like me too (if he can wait that long! :D ).

This mod started as a branch of TL1CP, but it became its own mod because of all the work involved.  The original idea then was to have just 1 or 2 TL1 sets per TL1CP class, for flavor :)

Aaannd the Homunculus texturing is done!
Spoiler (hover to show)

On to set affixes and icons :P


Re: Wardrobe Mod Progress, Issues, Updates
« Reply #136 on: »
Aaannd the Homunculus texturing is done!
I feel it is necessary to fix the skirt. Looks a bit ugly.  :D
However, great work PJ. Now you know almost everything about the wardrobe.  :)

Re: Wardrobe Mod Progress, Issues, Updates
« Reply #137 on: »
Thank you so much Kva! I have you to thank also; I always admired your work ;)

Aaannd the Homunculus texturing is done!
I feel it is necessary to fix the skirt. Looks a bit ugly.  :D

Yes it's ugly when the mesh deforms like that. When in bind, it looks okay...
Spoiler (hover to show)

Any tips how I can improve that?


Re: Wardrobe Mod Progress, Issues, Updates
« Reply #138 on: »
Any tips how I can improve that?
Add new edges(red). Something like that:



This area should not be stretched.

Re: Wardrobe Mod Progress, Issues, Updates
« Reply #139 on: »
Thanks Kva! So that means I add more vertices to the mesh and weight-paint the area so it does not deform, am I right?

And here is the female version of the Homunculus set...

Spoiler (hover to show)


Re: Wardrobe Mod Progress, Issues, Updates
« Reply #140 on: »
Hi @Anarch16sync !

I finally implemented your EXTRA material solution for the Alch gauntlet, on both the Homunculus set and Kva's Transmuter set  8)  You can get the un-packed archive of their mod files from our Trello repository...

Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what
trello.com


Yes! the female Homuncuus set is finally working fine...

Spoiler (hover to show)


Re: Wardrobe Mod Progress, Issues, Updates
« Reply #141 on: »
So that means I add more vertices to the mesh and weight-paint the area so it does not deform, am I right?
Yup, you should try this.

Re: Wardrobe Mod Progress, Issues, Updates
« Reply #142 on: »
Im thinking the Transmuter's DR effect when blighted will be from a new passive similar to (but much simpler than) Inoculate.

I just read through gytfunke's tutorial about triggerables. I think I know now how to make a blight damage reduction effect for the Alch armors :D thank you @gytfunke !


Re: Wardrobe Mod Progress, Issues, Updates
« Reply #143 on: »
Incoming!

Some mesh love for the Destro now...

Spoiler (hover to show)
« Last Edit: March 16, 2017, 05:06:19 am by Phanjam »


Re: Wardrobe Mod Progress, Issues, Updates
« Reply #144 on: »
Awesome work, Phanjam, it's looking great

Re: Wardrobe Mod Progress, Issues, Updates
« Reply #145 on: »
Love the look of that TL1 armor, keep it up Phan!  Looks great.

Re: Wardrobe Mod Progress, Issues, Updates
« Reply #146 on: »
Thanks Anarch and RnF!

But right now I need help pls! @Kva3imoda , @Anarch16sync , @Vkoslak  I am parenting the sub-meshes to the armature and it's not going well :(

For the Homunculus I just went straight "Ctrl+P" and used "with empty groups" and it worked fine.  But with this Vulture set, it gave me those "alien monsters"...

Spoiler (hover to show)

Since several of the submeshes are based straight from the ENGINEER_05 wardrobe mesh, I tried using the .SKELETON from that set and parenting the Vulture sub-meshes to that. But it still gave me the aliens.

I even tried completely erasing all vertex-group assignments from all sub-meshes first, before parenting and then did Ctrl+P but this time "with automatic weights".  Still not working  >:(

What should I try next, o great ones? ;D


Re: Wardrobe Mod Progress, Issues, Updates
« Reply #147 on: »
From the gif I can see at least 1 vertices hasn't been weighted. It kind of looks like you may have rotated some mesh in object mode instead of edit mode. If that is the case, try doing a "ctrl-a" and select "apply rotation" from the pop-up.  You have to be in object mode and have the mesh selected that needs its rotation applied.  Do not apply anything on the bones when using Dusho's script or you will have a bad time.

Re: Wardrobe Mod Progress, Issues, Updates
« Reply #148 on: »
Since several of the submeshes are based straight from the ENGINEER_05 wardrobe mesh, I tried using the .SKELETON from that set
The problem is this. This skeleton (ENGINEER_05) is incorrect, some bones missing. This is a known issue to me.

Now all (most of) your vertices weights, vertex-groups and bones are in chaos. Try to check your Vertex Groups in Weight Paint Mod and you will see this.

The solution is as follows: Import another model/skeleton(Homunculus, Hum_m, etc.), rename this new skeleton as you need, delete the old skeleton(ENGINEER_05), attach all your submeshes to the new skeleton. Check and correct the weight of all vertices and Vertex Groups.

P.S. In the future, always check the standart wardrobe model for this problem after importing. Some models have the same problems.
« Last Edit: March 18, 2017, 06:01:02 pm by Kva3imoda »

Re: Wardrobe Mod Progress, Issues, Updates
« Reply #149 on: »
Thanks so much vkoslak and kva!

...try doing a "ctrl-a" and select "apply rotation" from the pop-up.  You have to be in object mode and have the mesh selected that needs its rotation applied.
Okay will do. I guess Ctrl+A is safest since then i should end up with all submeshes selected.

Import another model/skeleton(Homunculus, Hum_m, etc.), rename this new skeleton as you need, delete the old skeleton(ENGINEER_05), attach all your submeshes to the new skeleton. Check and correct the weight of all vertices and Vertex Groups.

Thanks! Should i Ctrl+J the Vulture submeshes to the Homunculus submeshes first (leaving only the Vulture faces tho)?


 

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