02-28-2021, 03:38 AM
That's really cool, but you forgot some characters, mainly Cyril, and would like to see if all weapon models will be added.
Fire Emblem 3 Houses - Model Rips (Hapi, The Immaculate one, War Cleric)
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02-28-2021, 03:38 AM
That's really cool, but you forgot some characters, mainly Cyril, and would like to see if all weapon models will be added.
EDIT: Already sorted it out. Feel free to check this thread for the solution.
I am not sure if this will get a reply from anyone, but I will say it anyways. In Marianne's SkinColors text file as an example, there are RGB float values that are to be used in the multiplication of the mask texture (I presume it's the green and black texture) as well as multiplying the skin texture with a set opacity/strength percentage. Code: RGB of 0 to 1, in an RGB with 0 to 255 this would be decimal multiplied by 255. The question is, what's the proper way of multiplying the skin color using the green channel of the mask texture into the skin texture? So far, this is what I have done. This is all done using GIMP. 1. I have basically first split the mask texture into individual channels and isolate the green channel. 2. Then I make and fill an empty layer with the color specified from the text file. 3. After that, I set the blending mode to multiply on the color layer with 100% Opacity I filled and merge down into the green channel. 4. Then, I get the skin texture and I multiply both the skin and the now merged green channel mask texture both with an 83% Opacity. The end result gives some black splotches in parts of the face when I tested just the face only, which I presume it's from the mask texture. Previously, I just multiply the merged green channel mask texture with 83% Opacity only in step 4, but it more or less gave me the same result. I am going keep trying other ways to see if I find something, but if anyone knows how to do this properly, please let me know.
09-10-2021, 04:41 PM
(08-16-2019, 03:51 AM)Jokero Wrote:(08-16-2019, 12:22 AM)Demonslayerx8 Wrote:(08-15-2019, 02:21 PM)ninetalescommander Wrote: To tell you the truth, I don't know if this process even works for Fire Emblem Warriors let alone Fire Emblem Three Houses. I ain't really bothered with Fire Emblem Warriors as Kuro already did most of the hard work getting those models working so at this point attempting those outside of the models he never did is pointless. Hello! I know that this was posted a long time ago, but I'll give it a try. Any updates on this tool you were describing? It sounds like it would be exactly what I need, and I'd love to be able to use it!
09-10-2021, 05:44 PM
var spector; var captureOnLoad = false; var captureOffScreen = false; window.__SPECTOR_Canvases = []; (function() { var __SPECTOR_Origin_EXTENSION_GetContext = HTMLCanvasElement.prototype.getContext; HTMLCanvasElement.prototype.__SPECTOR_Origin_EXTENSION_GetContext = __SPECTOR_Origin_EXTENSION_GetContext; if (typeof OffscreenCanvas !== 'undefined') { var __SPECTOR_Origin_EXTENSION_OffscreenGetContext = OffscreenCanvas.prototype.getContext; OffscreenCanvas.prototype.__SPECTOR_Origin_EXTENSION_OffscreenGetContext = __SPECTOR_Origin_EXTENSION_OffscreenGetContext; OffscreenCanvas.prototype.getContext = function () { var context = null; if (!arguments.length) { return context; } if (arguments.length === 1) { context = this.__SPECTOR_Origin_EXTENSION_OffscreenGetContext(arguments[0]); if (context === null) { return context; } } else if (arguments.length === 2) { context = this.__SPECTOR_Origin_EXTENSION_OffscreenGetContext(arguments[0], arguments[1]); if (context === null) { return context; } } var contextNames = ["webgl", "experimental-webgl", "webgl2", "experimental-webgl2"]; if (contextNames.indexOf(arguments[0]) !== -1) { // context.canvas.setAttribute("__spector_context_type", arguments[0]); // Notify the page a canvas is available. var myEvent = new CustomEvent("SpectorWebGLCanvasAvailableEvent"); document.dispatchEvent(myEvent); this.id = "Offscreen"; window.__SPECTOR_Canvases.push(this); if (captureOnLoad) { // Ensures canvas is in the dom to capture the one we are currently tracking. if (false) { spector.captureContext(context, 500, false); captureOnLoad = false; } } } return context; } } HTMLCanvasElement.prototype.getContext = function () { var context = null; if (!arguments.length) { return context; } if (arguments.length === 1) { context = this.__SPECTOR_Origin_EXTENSION_GetContext(arguments[0]); if (context === null) { return context; } } else if (arguments.length === 2) { context = this.__SPECTOR_Origin_EXTENSION_GetContext(arguments[0], arguments[1]); if (context === null) { return context; } } var contextNames = ["webgl", "experimental-webgl", "webgl2", "experimental-webgl2"]; if (contextNames.indexOf(arguments[0]) !== -1) { context.canvas.setAttribute("__spector_context_type", arguments[0]); // Notify the page a canvas is available. var myEvent = new CustomEvent("SpectorWebGLCanvasAvailableEvent"); document.dispatchEvent(myEvent); if (captureOffScreen) { var found = false; for (var i = 0; i < window.__SPECTOR_Canvases.length; i++) { if (window.__SPECTOR_Canvases[i] === this) { found = true; break; } } if (!found) { window.__SPECTOR_Canvases.push(this); } } if (captureOnLoad) { // Ensures canvas is in the dom to capture the one we are currently tracking. if (this.parentElement || false) { spector.captureContext(context, 500, false); captureOnLoad = false; } } } return context; } })()
(09-10-2021, 04:41 PM)celina Wrote:(08-16-2019, 03:51 AM)Jokero Wrote:(08-16-2019, 12:22 AM)Demonslayerx8 Wrote: Daemon has no intentions of supporting MUA3 or FETH models sadly, I've already asked him twice, and that's why me and Ploaj decided to do research, he did all the coding work, I figured out the NUNO/NUNV structure, still need to figure out the RIGB data tho, as it's related to the physics... A LOT happened since this post actually, my friend who posted the message you quoted has been too busy irl these days to do any reverse engineering and I basically had to learn everything about REing myself near the end of 2019 instead of relying on him like I used to do, this post makes me a bit nostalgic actually heh Anyways I made a Noesis plugin that supports Fire Emblem and a lot of other Koei games since then (basically all the ones using g1m as a format). You can find it here, it supports models, textures, rigging and animations : https://forum.xentax.com/viewtopic.php?f=16&t=21666 Just put the dll in the Noesis plugin folder and you'll be able to load and export these g1m/g1t etc files . If you have issues post these on the xentax thread if possible, I very rarely check vg resource forums Thanked by: celina
03-29-2022, 05:00 PM
Hi there! So, I've imported the models into Blender, but for some reason the mesh isn't tracking with the bones. Is there any way to fix this? Thanks in advance.
04-02-2022, 02:08 PM
Also, resetting the scale, position, and rotation for the bones doesn't seem to shrink them back into the mesh
05-12-2024, 02:23 PM
(08-10-2019, 06:35 PM)kurokairaku Wrote: I no longer do model exports, but I still try my best to keep my models available for download. I had to move stuff around, as well as make some deletions. This messed up a lot of my past post that relied on images and specific download links.Your Drive Shows that you have deleted the resources can you please share these resources again? Big Thanks In Advance. >3 |
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