bongo88 wrote:sticky-fingers wrote:Thanx for your answer.
i dig the subject. New textures are in DX10 format.
I've also found a plugin for paint .net, so i can open the files but my textures dont appear ingame
So i'm not sure about the correct values of the save format.
i use this plugin for paint.net link
extract logo.dds.... rename to logo.dds2... open in paint.net.... save as logo.dds... import into game.
just open it in the new dds format, then save it as the old dds, then edit the old dds format and put the old dds format back into iff/game
then i do my editing with gimp and pint.net
using the old dds works for every new bc7 dds. it loads just fine.
theMARKwithamouth wrote:Is there any way to enable headband for a certain model through the png****.iff file, not through roster editing?
EnterTheV01d wrote:Does anyone know how to fix this kind of eye glitches?
https://i.imgur.com/q2brgIA.jpg
There are steps more adequate than some of the ones described above when reducing the size of heads.
The most important one is to keep the pivot point of the whole selection in the middle of the eyeShape vertex group so you' re scaling the neck/head towards the eyes. The reason for that is that moving the eyeballs even the slightest will cause animation glitches. With the pivot point set to the middle of the whole head/neck, the eyes may not completely clip through the player's face when doing just a small scaling process (like the .95 mentioned), but it will still mess up a lot of the facial expressions. Also, at least most big man who have big heads in the game require a larger scaling ratio(some of the tallest ones probably closer to .8), and, in those cases, the eyes would often pop out of the sockets.
To set the pivot point to the middle of the eyes, just select them before anything else, press SHIFT + S and select "cursor to selected". Afterwards, just change the pivot point, in the second box after the mode selection box, to "3D Cursor". To ensure that the eyes will move even less out of their original position when scaling, I'd also recommend enabling proportional editing before scaling the selection. To do that, when you press S to use the scale function, immediately press enter to get to the scaling options before resizing anything. Scroll down through the "Resize" bar in the bottom left corner of the screen and change Proportional Editing to "Enabled". Now, hold left click to the left of the value in the X axis until the Z axis or vice versa and then release it so you can select and scale all of them at the same time. This method of scaling also doesn't require any smoothing or fixing at all. The neck might look a bit weird when performing certain animations, but it's not very noticeable and that's basically the tradeoff of keeping the eye animations and face expressions as intact as possible.
EnterTheV01d wrote:I mean its 5 hours of work i cant let it go waste... There has to be some way like disabling eye animations or something
TGsoGood wrote:send me the file I can try to fix the eyes for you. I think I know what the issue is but only way to know for sure is to see the file.
It looks like you may have saved the model while in edit mode, which does not save your changes outside of blender.
EnterTheV01d wrote:I remade one and it still has it i exported it in object mode tho
https://www.mediafire.com/file/x27q1xtphx9b6zl/png7534.iff
Its weird that i messed with masked kyries eyes so much and it aint got any problem
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