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Full Version: Fire Emblem Warriors (Switch) - Model Collection (All base Costumes)
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I would personally like to have the model of Niles...
Sorry to bother you but should there be armatures in Camilla's Head? I've tried searching for them and cannot seem to find them.
Glad to see that the models are coming out.

As for characters to upload soon, I'd like to see the other Fates Royal family members (Sakura, Elise, Corrin, Azura, Takumi, Leo, Ryoma, and Xander)
If in theory, I were to get a .bin.gz file, how would I use Steven's Gas Machine to extract the model/textures?
Okay so I was able to get the model with all the armatures into Blender but the major issue I am running into is the textures. They are not appearing alongside the converted model and instead all I get is a gray model, any ideas how to fix this?
(03-04-2018, 10:00 PM)DeathChaos Wrote: [ -> ]If in theory, I were to get a .bin.gz file, how would I use Steven's Gas Machine to extract the model/textures?

by using the Warriors All-Star script and renaming the .bin.gz files to be .idxout, and then using the SMC blender python script to import the bone set and meshes. Sadly all physic meshes will be laying on the ground due to the physic meshes not having their rigging data saved, and bones for them missing cause of them being physic bones, which the tool doesn't grab.
(03-04-2018, 10:02 PM)ninetalescommander Wrote: [ -> ]Okay so I was able to get the model with all the armatures into Blender but the major issue I am running into is the textures. They are not appearing alongside the converted model and instead all I get is a gray model, any ideas how to fix this?

I do that purposely, unfortunately, since I use vray, any materials I apply are in VrayMTL. Exports would default to gray standards. Its not a bug at all but more because there IS no textures for it to find. Sorry bud, it entirely my fault, since no doubt other models out there have it so it loads the textures from the project folder. I do so much extra stuff that I often don't worry about it all to much so I don't get burnt out on doing this stuff XD. I even stopped naming textures to free up time. I also don't organize a release folder untill after I'm done everything so folders shuffle around and that could mess up too. I'll try make my texture placements standard in the future and hope it fixes that issue, but know if it happens again it just because it went to default as I was using Vray to display. You will need to make your own materials.

As for the face bones on Camilla, she does have em all and is capable of doing emotions, though I must admit all the bones are strangely made. Some reorientation might be desired as well as re-linking of bones to simply actions. However, that was not my place to meddle with, so you get what was ripped out. I don't make changes to the base skeleton unless its absolutely necessary. Sorry for that confusion but I do promise its what I got out my extract. Let me know if you are still having issues.
(03-05-2018, 02:28 AM)kurokairaku Wrote: [ -> ]
(03-04-2018, 10:02 PM)ninetalescommander Wrote: [ -> ]Okay so I was able to get the model with all the armatures into Blender but the major issue I am running into is the textures. They are not appearing alongside the converted model and instead all I get is a gray model, any ideas how to fix this?

I do that purposely, unfortunately, since I use vray, any materials I apply are in VrayMTL. Exports would default to gray standards. Its not a bug at all but more because there IS no textures for it to find. Sorry bud, it entirely my fault, since no doubt other models out there have it so it loads the textures from the project folder. I do so much extra stuff that I often don't worry about it all to much so I don't get burnt out on doing this stuff XD. I even stopped naming textures to free up time. I also don't organize a release folder untill after I'm done everything so folders shuffle around and that could mess up too. I'll try make my texture placements standard in the future and hope it fixes that issue, but know if it happens again it just because it went to default as I was using Vray to display. You will need to make your own materials.

As for the face bones on Camilla, she does have em all and is capable of doing emotions, though I must admit all the bones are strangely made. Some reorientation might be desired as well as re-linking of bones to simply actions. However, that was not my place to meddle with, so you get what was ripped out. I don't make changes to the base skeleton unless its absolutely necessary. Sorry for that confusion but I do promise its what I got out my extract. Let me know if you are still having issues.

The good news is I was able to get the bones to appear on Camilla's face, turns out I was doing something wrong when converting it to a format Blender supports.
Normally I would be able to fix this myself but I suck at mapping textures to the right mesh and what comes out ends up looking horrific lol
Made an account just to post. I've waited a long time for these models, and I've been slowly watching the ripper on deviant art slowly post progress. This? IS EXCITING TO ME. I have one gripe with the model, a very small one. The bones are not named. Everything else though, seems to be working great. Amazing work at rigging. I've fixed a couple thing and I'm working on renaming the bones but really man, outstanding work. I'm proud of you. This made my day!
(03-05-2018, 03:15 PM)Sephirothskr Wrote: [ -> ]Made an account just to post. I've waited a long time for these models, and I've been slowly watching the ripper on deviant art slowly post progress. This? IS EXCITING TO ME. I have one gripe with the model, a very small one. The bones are not named. Everything else though, seems to be working great. Amazing work at rigging. I've fixed a couple thing and I'm working on renaming the bones but really man, outstanding work. I'm proud of you. This made my day!

it's just the warriors games (and other games by Koei Tecmo) don't use names for their bones, instead they just use bone index's, so the tool converts the bone index's to "Joint##" for the bone names.
(03-05-2018, 03:50 PM)Demonslayerx8 Wrote: [ -> ]
(03-05-2018, 03:15 PM)Sephirothskr Wrote: [ -> ]Made an account just to post. I've waited a long time for these models, and I've been slowly watching the ripper on deviant art slowly post progress. This? IS EXCITING TO ME. I have one gripe with the model, a very small one. The bones are not named. Everything else though, seems to be working great. Amazing work at rigging. I've fixed a couple thing and I'm working on renaming the bones but really man, outstanding work. I'm proud of you. This made my day!

it's just the warriors games (and other games by Koei Tecmo) don't use names for their bones, instead they just use bone index's, so the tool converts the bone index's to "Joint##" for the bone names.

Are you the member that is helping with getting these to work on Blender? I'm having massive problems with the Textures, they just come out all wrong and I don't know how to fix them.
yeah, I'm the 1 that's helping him, but as far as texture placements go, I don't do that in blender, only in 3ds max. I export all the files together, export it as FBX, send it off to Kuro for physic mesh fixing and adding bones for those meshes via max, along with adding the textures onto the meshes in max, then we just export as DAE and FBX from max. At times 3ds max will just, cancel out texture assignments when you run it through Noesis. You'll have to assign materials and the texture for the mesh in blender, that I have no clue how to do so.

This is what it originally looks like when importing all the SMC files into blender
[Image: P4rVADh.png]
(03-05-2018, 05:23 PM)Demonslayerx8 Wrote: [ -> ]yeah, I'm the 1 that's helping him, but as far as texture placements go, I don't do that in blender, only in 3ds max. I export all the files together, export it as FBX, send it off to Kuro for physic mesh fixing and adding bones for those meshes via max, along with adding the textures onto the meshes in max, then we just export as DAE and FBX from max. At times 3ds max will just, cancel out texture assignments when you run it through Noesis. You'll have to assign materials and the texture for the mesh in blender, that I have no clue how to do so.

This is what it originally looks like when importing all the SMC files into blender
[Image: P4rVADh.png]
I see, I do know how to apply the textures to the models in blender but the issue I often run into is figuring out what textures go to what mesh. Is there no way you can name the texture files so it's easier to know where they go? Or if not that, attach a readme file that shows what textures go to what mesh.

As a example; In the case of Hinoka, "_011_ArmorGauntlets" uses "Outfit-D.png" and "_013_FaceDetail" uses "Face-D.png", if we knew what png files to apply to what Meshes, it would make the process way easier.
(03-05-2018, 06:30 PM)ninetalescommander Wrote: [ -> ]
(03-05-2018, 05:23 PM)Demonslayerx8 Wrote: [ -> ]yeah, I'm the 1 that's helping him, but as far as texture placements go, I don't do that in blender, only in 3ds max. I export all the files together, export it as FBX, send it off to Kuro for physic mesh fixing and adding bones for those meshes via max, along with adding the textures onto the meshes in max, then we just export as DAE and FBX from max. At times 3ds max will just, cancel out texture assignments when you run it through Noesis. You'll have to assign materials and the texture for the mesh in blender, that I have no clue how to do so.

This is what it originally looks like when importing all the SMC files into blender
I see, I do know how to apply the textures to the models in blender but the issue I often run into is figuring out what textures go to what mesh. Is there no way you can name the texture files so it's easier to know where they go? Or if not that, attach a readme file that shows what textures go to what mesh.

As a example; In the case of Hinoka, "_011_ArmorGauntlets" uses "Outfit-D.png" and "_013_FaceDetail" uses "Face-D.png", if we knew what png files to apply to what Meshes, it would make the process way easier.

I'm able to import meshes just fine in Blender 2.79a with diffuse materials already applied when using standard FBX import. Then I just used armature from converted SMD in Noesis.
(03-05-2018, 08:01 PM)skipperdoo Wrote: [ -> ]
(03-05-2018, 06:30 PM)ninetalescommander Wrote: [ -> ]
(03-05-2018, 05:23 PM)Demonslayerx8 Wrote: [ -> ]yeah, I'm the 1 that's helping him, but as far as texture placements go, I don't do that in blender, only in 3ds max. I export all the files together, export it as FBX, send it off to Kuro for physic mesh fixing and adding bones for those meshes via max, along with adding the textures onto the meshes in max, then we just export as DAE and FBX from max. At times 3ds max will just, cancel out texture assignments when you run it through Noesis. You'll have to assign materials and the texture for the mesh in blender, that I have no clue how to do so.

This is what it originally looks like when importing all the SMC files into blender
I see, I do know how to apply the textures to the models in blender but the issue I often run into is figuring out what textures go to what mesh. Is there no way you can name the texture files so it's easier to know where they go? Or if not that, attach a readme file that shows what textures go to what mesh.

As a example; In the case of Hinoka, "_011_ArmorGauntlets" uses "Outfit-D.png" and "_013_FaceDetail" uses "Face-D.png", if we knew what png files to apply to what Meshes, it would make the process way easier.

I'm able to import meshes just fine in Blender 2.79a with diffuse materials already applied when using standard FBX import. Then I just used armature from converted SMD in Noesis.

I didn't do exactly what you said but your suggestion did give me an idea to how I could work around my Texture Problem.
All I do is convert the Dae to a file that Blender can read and then I use the FBX as a guide for what Textures go on each Mesh. I wish I'd known Blender can read the FBX files because if I did, I would have done it this way from the start.
Thanks for the advice, you've really help me with that.
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