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Post by chickenaitor on May 13, 2015 13:14:36 GMT
Great mod. What a time to be alive.
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Post by chickenaitor on May 12, 2015 11:10:34 GMT
I tried to make it as detailed as possible explaining step by step so you guys know how to make any sort of outfit have that shiny/glow effect.
Shine/Glow EffectPrerequisitesLibXenoverse 1. Navigate to LibXenoverse/bin/ folder. Download LibXenoverse if you have not.
2. Copy over your desired .dyt.emb file. (e.g. HUM_532_Bust.dyt.emb)
3. Open the .dyt.emb file with 'embpack' by dragging it to the application.
4. A new folder with the same name as the .dyt.emb file has been created.
5. Inside the folder there will be 3 files, DATA000, DATA001 & DATA002. Make a backup of DATA000 before deleting it.
6. Check that you have deleted the proper file. DATA000 should be gone.
7. Proceed to copy&paste DATA002.
8. Rename the duplicate to DATA000.
9. Proceed to drag the folder into 'embpack' to repack into the .dyt.emb file.
10. Place file into respective folder and repack. (e.g. HUM)
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Post by chickenaitor on Apr 2, 2015 5:54:40 GMT
in what file to put it in ? and do u know if it works for codex? Put it in data2/data/chara/HUM folder and repack data2.cpk. Should work for codex.
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Post by chickenaitor on Apr 2, 2015 5:26:12 GMT
Does SSJ3 hair replace piccolo's turbant from Piccolo as well? Or does it only replace the CAC item? It replaces only the CAC item.
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Post by chickenaitor on Apr 2, 2015 5:15:49 GMT
The wig don't remplaces piccolo's turban Why? Did you put all HUM_509_Hair files into HUM folder? It should replace the accessory Piccolo's Turban, not Piccolo's actual turban.
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Post by chickenaitor on Apr 1, 2015 17:17:05 GMT
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Post by chickenaitor on Mar 30, 2015 10:04:18 GMT
Great work man, you even got the hair physics! This is going to be awesome.
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Post by chickenaitor on Mar 29, 2015 14:59:33 GMT
Having some trouble, can you post a screenshot of your export menu exactly the way you do it? I think the units may have affected the rigging as in game the hair appears slightly behind the head. I did import using centimetres and 1.0 scale. Exported still with centimetres. Am I doing it right?
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Post by chickenaitor on Mar 28, 2015 15:29:04 GMT
What I did was to install Microsoft Visual Community Studio 2013Probably overkill since it is a massive 10GB installation but it came with the necessary drivers that eventually fixed a similar problem of mine.
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Post by chickenaitor on Mar 28, 2015 15:23:43 GMT
Would also like help on this one. Trying to rig Trunks/Tapion's sword without any idea how.
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Post by chickenaitor on Mar 28, 2015 15:12:15 GMT
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Post by chickenaitor on Mar 28, 2015 8:11:42 GMT
Great tutorial! Finally got to change ssj4 gogeta's hair colour.
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Post by chickenaitor on Mar 28, 2015 7:29:29 GMT
Did you try just copying over TRX.esk and renaming it HUM.ESK or SYM.ESK (If on Saiyan Males)? Might give you a crazy deformed freaky horror character, but also might fix the issues. Just a guess. Yeah I did exactly that, got something like in the screenshot I posted before, freaky fingers and face. It seems that swapping another characters face base e.g. vegito will fix the missing forehead. But the fingers still remain deformed. My guess is the Trunks .esk skeleton needs to be manually rigged to a human/saiyan male using a 3d model program (blender/3ds max). Unfortunately I am not proficient in that area.
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Post by chickenaitor on Mar 27, 2015 18:02:37 GMT
This could be a breakthrough for all the ssj4 mods, no longer will we need to see erected saiyan tails. The shine is great. Here is hoping you release it soon.
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Post by chickenaitor on Mar 27, 2015 15:29:33 GMT
Finally got the sword to appear. Found that the sword is from the TRX_000_Face_forehead files. So far attempts to model swap leads to disfigured fingers and forehead for CAC as it requires the .esk to map the sword to the back.(Trunks body is smaller) Hopefully this finding will lead to a breakthrough for some of you more advanced modders. Disfigured Face/Fingers Sword animation in battle
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