Post by Nameless on Apr 24, 2015 23:24:16 GMT
Hello. I'm the new guy. Glad to be here and thankful to the makers and maintainers of this forum for the opportunity. Anyway, I'm coming here with a little problem I'm having while modding a piece of in game clothing, namely female CaC's Bardock chest piece for human/saiyan. I have successfully moded other body parts like Towa's clothing and Turles armor by doing the same exact thing I do with this one.
The problem is that after I make the emd and fbx, edit in blender then put it back as emd, the mesh uses only one of it's three available textures.
To try and reproduce my issue as quick as possible if you want, go to the data>chara>HUF folder and grab all the parts of HUF_518_Bust. That's the chest part for Bardock's. Then make into an fbx using the emdfbx exe from the libXeno tools and the corresponding esk file.
I know many here use Max instead of blender, so I'm not sure if this next step relates to them as well. For blender, when importing the fbx, you have to rotate the model 90 degrees in the positive x axis, then use 'apply rotation' for the model to look correct in game.
Anyway, once loaded, edit, or even without editing a thing you can just export back to fbx since the problem will show up no matter what. Once exported, just make the blender exported fbx back into emd, then load into xenoviewer or into the game. You will now see that both arms and tail use the same alpha texture as the chest armor piece.
This has not happened to me when editing other body parts so I'm not sure what prompts the change. Also note that I didn't edit the emb, and even if I did, the problem would persist. I've tried and I also know I have to flip those vertically for the correct orientation to show.
Anyway, I'll be thankful for any response to this. Cheers.
The problem is that after I make the emd and fbx, edit in blender then put it back as emd, the mesh uses only one of it's three available textures.
To try and reproduce my issue as quick as possible if you want, go to the data>chara>HUF folder and grab all the parts of HUF_518_Bust. That's the chest part for Bardock's. Then make into an fbx using the emdfbx exe from the libXeno tools and the corresponding esk file.
I know many here use Max instead of blender, so I'm not sure if this next step relates to them as well. For blender, when importing the fbx, you have to rotate the model 90 degrees in the positive x axis, then use 'apply rotation' for the model to look correct in game.
Anyway, once loaded, edit, or even without editing a thing you can just export back to fbx since the problem will show up no matter what. Once exported, just make the blender exported fbx back into emd, then load into xenoviewer or into the game. You will now see that both arms and tail use the same alpha texture as the chest armor piece.
This has not happened to me when editing other body parts so I'm not sure what prompts the change. Also note that I didn't edit the emb, and even if I did, the problem would persist. I've tried and I also know I have to flip those vertically for the correct orientation to show.
Anyway, I'll be thankful for any response to this. Cheers.