TeRRaX
Saiyan
Heart is valueable <3
Posts: 65
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Post by TeRRaX on May 27, 2015 11:45:41 GMT
Looks like my mistake was in editing the alpha layer in data000.dds in the .dyt folder .. my mistake was exactly in step 40, and, as a result, step 48. I copied things and pasted the opposite way, and when i went to step 48 to make the ss3 part of the hair invisible, i did the opposite, made the base hair invisible... Or so i think .. I'm still having issue turning the ss3 hairs invisible before transforming...When you say that you copied and pasted things the opposite way, you mean you copied the ss3 texture onto the base hair? Because I'm following the tutorial many times, but I almost fail always. The tutorial says to copy the ss3 texture from the second data000.dds to the first data000.dds, but when I opened them in photoshop, I opened the second data000.dds firstly and then the first data000.dds secondly, so when i copied the texture from the 2nd data000.dds and made it invisible, it appeared to be the base texture and not the ss3 texture, I know it sounds confusing.. but i can't find anyway to explain it better.
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Post by Kainzorus Prime on May 27, 2015 12:21:34 GMT
Yes, using the same texture kthxbai showed in the tutorial. It's conforms to most hairstyles and appears properly on them.
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TeRRaX
Saiyan
Heart is valueable <3
Posts: 65
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Post by TeRRaX on May 27, 2015 14:20:12 GMT
Yes, using the same texture kthxbai showed in the tutorial. It's conforms to most hairstyles and appears properly on them. Actually I used the same texture kthxbai used ..
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Post by Kainzorus Prime on May 27, 2015 14:29:15 GMT
Did you remember scale the UV map down, and flip the texture at then end?
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Post by Gurlok on May 27, 2015 15:20:33 GMT
Both of you, try this for EMM. Rename the materials in Blender accordingly and re-export the model. Since this is just for testing, you can rename them later. The important part is keeping the HAIR_ part in the name of the material. <?xml version="1.0" ?> <EMM> <EMMMaterial name="HAIR_Base" shader_name="TOON_UNIF_STAIN1_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="0.62" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0.028" /> <EMMParameter name="MatScale1X" type="0" value="0" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="AlphaBlend" type="65537" value="1" /> <EMMParameter name="AlphaBlendType" type="65537" value="0" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="HAIR_SSJ" shader_name="TOON_UNIF_STAIN1_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="0.62" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0.028" /> <EMMParameter name="MatScale1X" type="0" value="1" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> <EMMParameter name="AlphaBlend" type="65537" value="1" /> <EMMParameter name="AlphaBlendType" type="65537" value="0" /> <EMMParameter name="NoEdge" type="65537" value="1" /> </EMMMaterial> </EMM>
Oddly if I rename (the already merged fbx) materials as you said, edit the emm to rename the strings accordingly, when repacking, this time both hairs aren't textured in game, even though they shown as textured in xenoviewer. I really don't know where is the issue... I'm still having issue turning the ss3 hairs invisible before transforming...When you say that you copied and pasted things the opposite way, you mean you copied the ss3 texture onto the base hair? Because I'm following the tutorial many times, but I almost fail always. The tutorial says to copy the ss3 texture from the second data000.dds to the first data000.dds, but when I opened them in photoshop, I opened the second data000.dds firstly and then the first data000.dds secondly, so when i copied the texture from the 2nd data000.dds and made it invisible, it appeared to be the base texture and not the ss3 texture, I know it sounds confusing.. but i can't find anyway to explain it better. Ah I see what you mean. For me, the only way to fix the issue I was facing was to fill the whole square (part the base hair zone) with the bucket tool; every time I fill only the ss3 hairs with the bucket tool, I don't get the hoped results.
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Post by Kainzorus Prime on May 27, 2015 15:25:38 GMT
Oddly if I rename (the already merged fbx) materials as you said, edit the emm to rename the strings accordingly, when repacking, this time both hairs aren't textured in game, even though they shown as textured in xenoviewer. I really don't know where is the issue... Try a different slot than the one you're currently using. 004 or 005 usually give no problems for me, but each time I try putting a hair in 002, I get untextured white model, even though it works flawlessly on other slots.
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Post by Gurlok on May 27, 2015 15:40:57 GMT
Try a different slot than the one you're currently using. 004 or 005 usually give no problems for me, but each time I try putting a hair in 002, I get untextured white model, even though it works flawlessly on other slots. Err...This will sound noobish but...how do I use a different slot in blender? Also, I'm not really sure of what you mean; are you referring to the materials?
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Post by Kainzorus Prime on May 27, 2015 15:46:26 GMT
No, I mean the hair slot the game uses. You know how you have HUM_003_Hair.emd/emm/dyt.emb/emb files for example, in data2root\data\chara\HUM. 003 denotes the fourth selectable hair slot, since they used 000 for the first one, and 011 for the 12th. So take whichever number is your custom hair, and change the number across the files listed above to 004 for example. Sometimes the game glitches and won't display a modded hair on a certain slot, so you have to try another.
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Post by Gurlok on May 27, 2015 15:49:01 GMT
No, I mean the hair slot the game uses. You know how you have HUM_003_Hair.emd/emm/dyt.emb/emb files for example, in data2root\data\chara\HUM. 003 denotes the fourth selectable hair slot, since they used 000 for the first one, and 011 for the 12th. So take whichever number is your custom hair, and change the number across the files listed above to 004 for example. Sometimes the game glitches and won't display a modded hair on a certain slot, so you have to try another. Ah I see! I will try right away then, thanks for the suggestion EDIT: WOW Kainzorus Prime, you were really right! Until now I always used the hair_002, but upon switching to the 008 the textures showed correctly, thank you so much, you made my day!
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Post by Kainzorus Prime on May 27, 2015 16:37:51 GMT
002 is notorious for throwing glitches for no real reason. Only replacement I ever managed to put there was Division's shorty Yamcha hair.
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Post by Gurlok on May 27, 2015 16:46:47 GMT
002 is notorious for throwing glitches for no real reason. Only replacement I ever managed to put there was Division's shorty Yamcha hair. I see. I wonder if kthxbai should appoint it on the tutorial
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TeRRaX
Saiyan
Heart is valueable <3
Posts: 65
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Post by TeRRaX on May 27, 2015 20:06:32 GMT
The tutorial says to copy the ss3 texture from the second data000.dds to the first data000.dds, but when I opened them in photoshop, I opened the second data000.dds firstly and then the first data000.dds secondly, so when i copied the texture from the 2nd data000.dds and made it invisible, it appeared to be the base texture and not the ss3 texture, I know it sounds confusing.. but i can't find anyway to explain it better. Ah I see what you mean. For me, the only way to fix the issue I was facing was to fill the whole square (part the base hair zone) with the bucket tool; every time I fill only the ss3 hairs with the bucket tool, I don't get the hoped results. I did this tutorial 4 times, my first time was a complete fail, my second succeeded partially and the third worked completely, the fourth was a fail too .. the third worked because i did what you said, will try it again in my 4th attempt and show the results BTW, my third attempt was HUM_004 .. my fourth which is having problems right now is HUM_007
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Post by Majin Petrosk on May 27, 2015 20:06:49 GMT
EDIT: And here we go for the .emm: <?xml version="1.0" ?> <EMM> <EMMMaterial name="HAIR_top" shader_name="TOON_UNIF_STAIN1_DFD"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="0.5" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0.03" /> <EMMParameter name="MatScale1X" type="0" value="0" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> <EMMParameter name="AlphaBlend" type="65537" value="1" /> <EMMParameter name="AlphaBlendType" type="65537" value="0" /> </EMMMaterial> <EMMMaterial name="hair_2" shader_name="TOON_UNIF_STAIN1_DFD"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0.06" /> <EMMParameter name="MatScale1X" type="0" value="1" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> <EMMParameter name="AlphaBlend" type="65537" value="1" /> <EMMParameter name="AlphaBlendType" type="65537" value="0" /> <EMMParameter name="NoEdge" type="65537" value="1" /> </EMMMaterial> </EMM>
Don't know where is the error to not make my ssj hair invisible... using hum_010 and ghm_001(teen ssj2 gohan) hairs Both of you, try this for EMM. Rename the materials in Blender accordingly and re-export the model. Since this is just for testing, you can rename them later. The important part is keeping the HAIR_ part in the name of the material. <?xml version="1.0" ?> <EMM> <EMMMaterial name="HAIR_Base" shader_name="TOON_UNIF_STAIN1_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="0.62" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0.028" /> <EMMParameter name="MatScale1X" type="0" value="0" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="AlphaBlend" type="65537" value="1" /> <EMMParameter name="AlphaBlendType" type="65537" value="0" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="HAIR_SSJ" shader_name="TOON_UNIF_STAIN1_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="0.62" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0.028" /> <EMMParameter name="MatScale1X" type="0" value="1" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> <EMMParameter name="AlphaBlend" type="65537" value="1" /> <EMMParameter name="AlphaBlendType" type="65537" value="0" /> <EMMParameter name="NoEdge" type="65537" value="1" /> </EMMMaterial> </EMM>
still not working
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TeRRaX
Saiyan
Heart is valueable <3
Posts: 65
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Post by TeRRaX on May 27, 2015 20:12:21 GMT
Ookay, after rechecking my data002.dds of my 4th attempt, it appears that I forgot to fill the ssj part .. I just did the alpha channel and left it there Stupid me
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Post by Kainzorus Prime on May 27, 2015 20:30:13 GMT
Oh, you want the SSJ3 part to be -visible- all the time. I've misread your post the first time, apologies about that. Essentially, you just skip adding the alpha channel to the file from the .emb, don't switch MatScale1X to 1, and don't add the AlphaBlend and NoEdge lines to the .emm. Also, if you find that the hair is generally working but the black highlight textures are not showing up, change the DFDAth to simply DFD in the material shader line in the .emm, that seems to clear it up.
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