Enkeria
Silver in the Dark
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Amzeer - Aurora of Rebirth
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Amzeer - Aurora of Rebirth
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Post by Enkeria on Dec 23, 2017 7:33:29 GMT -6
Point me to right direction so I can learn this stuff. Ill try to do a 'tutorial' video or stream later this week. I guess a stream would be handy if you have questions and what not. However if you literally have no idea where to start a simple vid with steps is probably best. Its been a while since I did everything from scratch, but ill try to show how to get everything up and running, what tools you need, etc. Some things can get technical and you might need some 3d application knowledge if you want to do model swaps, however if you are just interested in texture swaps all you really need is an image editing app. I should start with texture swaps, mostly because I think I could help you out. And from there, advance. Stream would be great. PM me whenever you can - See if I have the time for it (I probably have). I know you have much more work than me in general.
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fatihG
Devil Forgemaster
Fifty Storms
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Post by fatihG on Dec 23, 2017 13:44:17 GMT -6
BusterificGot a bit lazy and didnt bother with her original assets (hair/head piece)
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Busterific
Hairy Old Man
Loyal Familiar
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Post by Busterific on Dec 23, 2017 14:27:39 GMT -6
fatihG that looks like it could potentially work better than I was expecting as I had thought more of the detail to be included in the actual skin. Is it considered watertight?
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fatihG
Devil Forgemaster
Fifty Storms
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Post by fatihG on Dec 23, 2017 15:42:07 GMT -6
Not really. The head/body/shoes/hair are all separate meshes.
You could easily combine the head/body/shoes and what not, however the hair is like a helm and its insides are pretty much missing. The laces on the shoes also intersect the legs as well.
Most of these could be 'fixed' by booleaning together.
Now you've got me curious.. you thinking about 3d printing?
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Busterific
Hairy Old Man
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Post by Busterific on Dec 23, 2017 20:01:15 GMT -6
fatihG you are correct that I'm considering attempting to put together a 3d print. My skills are more geared towards mechanical drafting, so I'm not as good with complicated meshes although I've had reasonable success with stuff I've gotten elsewhere. I wasn't really expecting it to start out completely watertight, although if each part is individually watertight it's not terribly difficult to combine them. Usually the intersections are easy enough to deal with, but if there are areas missing that make it so that an individual mesh can't be converted to a solid the results can be kind of weird if you don't close it off properly. Sometimes in that instance you can fake it to a degree by printing at a specific scale.
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fatihG
Devil Forgemaster
Fifty Storms
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Post by fatihG on Dec 25, 2017 5:56:20 GMT -6
Lolita Miriam mod finally done! Happy Christmas? =]
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guest@proboards.com
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Post by Deleted on Dec 25, 2017 17:10:50 GMT -6
L...Lolita?!? Oh my god (that is exactly what i asked from santa claus in my letter to bring me for christmas, 1xlolita!!!)
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fatihG
Devil Forgemaster
Fifty Storms
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Post by fatihG on Dec 29, 2017 11:41:41 GMT -6
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fatihG
Devil Forgemaster
Fifty Storms
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Devil Forgemaster
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Post by fatihG on Dec 29, 2017 13:18:06 GMT -6
------------------------------------------------------------------------------------------------- fagurd.com/BSMods/MiriamTexturesMasks.zipThese are a bunch of PSD's that should make making texture mods for Miriam easier. They do not contain any of the original textures as I want to avoid copyright stuff. The way you use them is pretty simple. There is a group called 'Place original textures here'. So if/when you unpak the game files, simply get the corresponding textures and put them in that group. This will now act as your base. The other groups all have masks. I basically separated each material type by groups/masks. In these groups you can put any edits you want, for example you can play around with hue/saturation to change the colours of the base texture. Some textures are not included, like all of the skin textures or the 'rose' texture. As with these I pretty much hand painted my edits on Lolita or the Vampiric mods. So creating masks for those isn't very useful. And then there is a 'BloodstainedWaterColourOverlay' texture, with this texture I tried to recreate the watercolour overlay as best as i could. There are 2 reason for this: When creating original assets, like the Tophat or the parasol on my Lolita mod, it needs to have a similar look to all the other assets in the game. And the other reason, oftentimes when I edit the base textures allot of detail gets lost, so with this texture i try to win back some of that. Easiest way to use this texture is to open it up in photoshop as a separate document and make a pattern out of it. It is tileable so you can use it on any size document. In your main Texture edits, simply create a new layer, fill it with the pattern and set the layer mode to multiply. And finally i recreated the eye texture using mainly shapes and layer styles, so recolouring them or editing them is very easy. Resizing the pupil or the iris can be done easily and will not result in data loss that comes with up or down scaling. Changing colours is also very easy as allot of the effect are done via layer styles. ... I should really record a video of this at some point as well. =]
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Richter Belmont
Son of Belmont
New Blood
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Post by Richter Belmont on Dec 31, 2017 16:00:11 GMT -6
we're gonna need a mod manager soon! :3
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XombieMike
Administrator
Fifty Storms
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Post by XombieMike on Dec 31, 2017 16:37:24 GMT -6
we're gonna need a mod manager soon! :3 A program for enabling them? I think that's in the video already.
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Post by starfox3000 on Jan 28, 2018 13:25:19 GMT -6
I'd love to see a mod that makes familiar progression ala Innocent Devils, with evolving and all. Making 3D models to ingrate to the game shouldn't be hard considering it's Unity.
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fatihG
Devil Forgemaster
Fifty Storms
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Post by fatihG on Jan 31, 2018 11:21:59 GMT -6
I'd love to see a mod that makes familiar progression ala Innocent Devils, with evolving and all. Making 3D models to ingrate to the game shouldn't be hard considering it's Unity. Familiar progression is a gameplay mechanic something that out of my scope. It could be done... if you manually create and change mods during story progression... So far the only things I can mod are some limited visuals, like textures, models, materials(to a certain extent) and possibly animations. Anyway a little something I was working on: Since I am not aware on how to mod particle effects, I had to do some trickery with the flames of the sword.
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
Posts: 1,908
inherit
Silver in the Dark
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Enkeria
Amzeer - Aurora of Rebirth
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enkeria
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Post by Enkeria on Jan 31, 2018 11:35:15 GMT -6
fatihGNice, did you feel it was easy to apply such an effect? Is it included somewhere (assets in Unreal you can modify or create it from) or do you really need to create that "flame-effect" from ground up with coding, like a hacker. Or can you add a package to Unreal with this filter / asset already in it?
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fatihG
Devil Forgemaster
Fifty Storms
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Post by fatihG on Jan 31, 2018 12:31:05 GMT -6
No coding, a little bit of 'scripting' as in node based materials in UE4. Keep in mind I have used UE4 for other projects in the past so I am familiar with most of the 'artist tools'. For the sword, like I said, I did some trickery as when modding you do not have full access to all the tools the engine has. As allot of the assets have references to each other, so if you mess that up, you'll break things. For example I would have loved to be able to use particles, but it is not possible to mod particles. As the particle system has allot of variables that you need to mess around with. Here is the sword without any materials/textures applied: And a screenshot of the node for the material that I used for the flame:
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
Posts: 313
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Devil Forgemaster
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I am the morning sun, come to vanquish this horrible night!
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Post by fatihG on Jul 6, 2018 19:22:25 GMT -6
Making some progress on this. Struggled a bit with the textures at first but got that mostly figure out now. When i modded the Parasol ''rapier'' in the hitboxes stopped working. but that is figured out as well. Now the only thing I have to figure out is the physics. I cant get the physics to work on her hair anymore. I had some physics on the ruffles of the parasol in the 2016 demo as well, but these do not work here either. So I am slightly worries about the physics at this point. But Ill continue to mess around with it and see if I can figure anything out.
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XombieMike
Administrator
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Post by XombieMike on Jul 7, 2018 7:07:15 GMT -6
Kawaii af, man. I think it looks better than last time, but that might be just the cut scenes showing off more detail. Looks nice and bright. Crisp. Of course, last time the ribbons were pink, but you're not done.
I hope you can figure out the physics again. I wonder if what changed is final anyway. The fact we can still replace assets makes me very happy with this build and gives me hope for extending the life of the game though mods.
All these complaints about textures and graphics shows people want to control how it looks. Well if they want it bad ebough, they can make it look exactly how they want!
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
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Devil Forgemaster
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Post by fatihG on Jul 7, 2018 14:16:30 GMT -6
Yeah they seem to have changed the shaders a bit.
All my textures now look more bright and vibrant. Especially noticeable on the hair.
I dont know if it is because of my modding or not, but it looks like he shading/lighting on the body/skin seems to be different from the rest of the character. Will have to investigate that as well.
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purifyweirdshard
Administrator
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Calling from Heaven
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Post by purifyweirdshard on Jul 7, 2018 19:58:14 GMT -6
Yeah the hair looks fabulous now hahaha
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Carnack Ketral
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Post by Carnack Ketral on Jul 30, 2018 10:31:58 GMT -6
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