![]() Model Merger is now available in the CT tools tab or you can launch the application standalone as well. Changed default Data Class on 3DS export. Added Data Class detection for higher bone counts. Altered Import function for wavefront imports. Added CakeTools Model Merger tool (works standalone as well). If your base MDL already has hair bones from a different hair in its skeleton, this might also affect the result. I've only tested on attire mdl's so there might be issues on arena or baseModel merges. You can export a new baseModel from 3DS to fix this). If you import with a ycl, your model gets proper physics (at times the other baseModel mdl in the Char folder could conflict with the physics. If you edit the data, you can also change the default flags/ID's once it's merged. To use this, you can either click open and select an MDL file or drag and drop a file into the table. Best usage for me with this is to look for an object I want in the CAS folder and grab the mdl to merge with. These seem to vary a bit but 1 and 0 are the only ones i've messed with for now. I altered CT itself a bit too to allow you to see what flag a model has. This is also linked to the mtls file so items might appear invisible if you specify a mesh name that the original mdl didn't have. I'm going to be leaving this project for a bit, so if anyone else wants to try to reverse those be my guest. If you don't specify a mesh name, it defaults to "M_Outfit". A "." followed by a name like "M_Jacket" or "M_Shoes" alters the internal mesh name. An "!" at the end of the name means this is an entrance attire part. I tweaked my 3DS script to allow you to alter specific model flags: Is this because they are missing bones? If so is it possible to still export them? I guess not since your mesh names become M_OutfitīTW the import script completely fails on arena mdls. I thought if I already replaced her entrance gear it would come off. Ya I thought it was something the game already toggles which is why you didn't post about it in your video. Let me know if this works for you, sorry for the inconvenience. This is an easy fix I can patch in the next update. I added a flag while testing on files that have the ".raw" extension to be processed without compression or reformatting for debugging so this could work as a workaround for now. Pac files seem to not require it as well. Most files have to undergo a reformatting process of sorts before they're imported with a select few exclusions like. Use the IMPORT button and select the raw file and it should import without reformatting. Rename your original "string_win.pac" file to "string_" or anything that ends in ".raw". Think I see the fix here. Try the following: Is there a way to delete the folder instead of re-creating my entire file with my little mods? I took hours yesterday of making my custom archive.Īnd again a big thank you for this awesome tool, looking forward for the updates. I tryed to edit the string_win.pac file and i put it into my bakedfile06.cak file but now the game crashes at the credits screen. Hello, First of all thank you very much for this tool, I started making some minor mods but i have a huge issue.
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