Hero
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超サイヤ人第3段階
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Posts: 497
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Last seen: Feb 16, 2021 21:05:44 GMT
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Post by ussj2trunks on May 5, 2018 19:43:45 GMT
olganix hi, it's me again. Can I ask you a "tutorial" about eskorganizer? I need the correct steps, because even if I've learned how to add tail bones, there is something I still don't know because I always find problems, when I make test. Please.
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Apprentice
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Posts: 8
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Last seen: Mar 26, 2019 19:05:12 GMT
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Post by Kami on May 19, 2018 20:12:30 GMT
Hi Olganix, I'm having trouble with the Havokfbx tool. Everytime I try to turn the .fbx back into a .hkx the modified .hkx I get in return is the exact same as before, no change at all. Maybe I'm doing something wrong, but it doesn't seem like it (I drag and dropped both the .fbx file and the old .hkx file into the .exe, which is what you said to do on the mod site (In comments))
Thanks for your time
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Apprentice
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Posts: 4
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Last seen: Jul 10, 2018 13:39:06 GMT
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Post by setiadi27 on May 21, 2018 9:14:05 GMT
How can i create new character from Dead or alive 5 Last Round fot DBXV2 ?
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Apprentice
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Posts: 8
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Last seen: Mar 26, 2019 19:05:12 GMT
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Post by Kami on May 21, 2018 12:39:34 GMT
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Conqueror Of The Sea
Hero
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on May 30, 2018 7:58:35 GMT
Hi. May be the first and simpliest way to do (after read some tutorials on emd esk ean), is to import a DBxv2's character into blender (only from emd and esk, a character with the same characteristic as yours Doa's character should be better) , and replace the skin by yours mesh from Doa, adapt the bones by just move them (don't change orientation, you will break animations), redo the skinning, and export to emd. (you could ask some help on this forum, on appropriat section. this post is more for report bug/give news/ask new functionnalities on my tools)
having a new emd witch could replace a character and work with Dbxv2's animations, is a first step.
The second step should be having a good looking by making a new material/texture. That could be a little complex for a new modder, but lots of modder sucess on it, and with a little help that could be done. search about emm, emb, and dyt files. having that is pretty good.
After, you could try to change animations. The complex things to keep in mind is : some common animations like emotes, use a general skeleton, with some bone orientations. So, it's could be complex to have the same orientation from skeleton of Doa.
For physic (because I suppose you want something moving on Doa's characters's B..bs), you should look after scd file. Good luck.
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Moderator
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Posts: 1,317
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Last seen: Dec 17, 2016 17:43:12 GMT
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Post by Rai on May 30, 2018 13:07:59 GMT
That being said, is it possible to create custom .esk files yet? Being able to create characters that aren't limited by the game's skeletons would do wonders for character modding.
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Lord of Disruption
Administrator
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Posts: 1,135
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Last seen: Feb 29, 2020 21:44:58 GMT
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Post by Val E Ryon on May 30, 2018 21:01:07 GMT
That being said, is it possible to create custom .esk files yet? Being able to create characters that aren't limited by the game's skeletons would do wonders for character modding. Yes, we've been able to do that for a while now.
Also congrats \o/
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Moderator
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Posts: 1,317
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Last seen: Dec 17, 2016 17:43:12 GMT
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Post by Rai on May 30, 2018 22:26:31 GMT
Ah, fair enough. How difficult would you say it is to do it?
Also loving the new design. Very fancy.
Sadly no longer having 666 posts.
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Lord of Disruption
Administrator
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Posts: 1,135
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Last seen: Feb 29, 2020 21:44:58 GMT
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Post by Val E Ryon on May 31, 2018 0:07:34 GMT
Ah, fair enough. How difficult would you say it is to do it? Also loving the new design. Very fancy. Sadly no longer having 666 posts.It depends. The more complex you want your skeleton to be the more complicated it gets. And the more work you'll have creating new ean/bac files to make use of these bones.
Thanks, unfortunately the transition from the test website to this one wasn't smooth, a couple bugs popped up here that were nowhere to be found before. That's why the forum is still offline. Should have it done until friday though, I hope.
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Moderator
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Posts: 1,317
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Last seen: Dec 17, 2016 17:43:12 GMT
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Post by Rai on May 31, 2018 13:02:18 GMT
Fair enough, sounds pretty reasonable. Any direction what program(s) I'd need to use to make new .esk files then? My plans aren't anything complex honestly, generally just stuff like making various bones shorter to fit models that are annoying to do.
Good luck with the bug squashing though. Hopefully it won't be too problematic to fix them, especially considering how good this design looks.
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Conqueror Of The Sea
Hero
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jun 1, 2018 21:35:08 GMT
"is it possible to create custom .esk files yet?" Yes and No. for classical characters skeleton, is good enought. but, I "recently" found the unknow part witch talk about InverseKinematic, witch is necessary on very custom model. (until now, the default "unknow120bytes" make a default IK). it's the same for ean, ema and emo witch contain skeletons.
"That's why the forum is still offline. Should have it done until friday though, I hope." Good luck Val.
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Lord of Disruption
Administrator
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Posts: 1,135
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Last seen: Feb 29, 2020 21:44:58 GMT
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Post by Val E Ryon on Jun 1, 2018 23:32:25 GMT
thank you but I failed I fear. Need a few more hours. Design and codewise it is done, have to write some of the pages now though.
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Conqueror Of The Sea
Hero
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jul 25, 2018 16:21:31 GMT
Hi Olganix, I'm having trouble with the Havokfbx tool. Everytime I try to turn the .fbx back into a .hkx the modified .hkx I get in return is the exact same as before, no change at all. Maybe I'm doing something wrong, but it doesn't seem like it (I drag and dropped both the .fbx file and the old .hkx file into the .exe, which is what you said to do on the mod site (In comments))
Thanks for your time
Hi. Sorry, I just notice yours post. you still have the problem ?
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Conqueror Of The Sea
Hero
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jul 28, 2018 10:14:21 GMT
Hi. There is a new tool : Umodel for Dragon Ball Zfighters. It's not about libXenoverse but it could be if you want to take model from DbZf ^^.
Have a nice day.
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God of Destruction
Komodo
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This is where the fun begins
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Posts: 90
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Last seen: May 2, 2024 21:30:05 GMT
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Post by komodoxeno on Jul 28, 2018 17:09:13 GMT
I realise that I forgot to post here, but I'm currently making some adjustments to the animation tools EANorganiser and ESKorganiser. You can find the beta versions of these at xenoversemods.com/animtools along with the rundown of what's been added and altered. When I'm happy and confident with my alterations we will merge back into olga's repo but for now I recommend these versions if you want to help out the community
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Apprentice
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Posts: 1
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Last seen: Aug 1, 2018 20:26:07 GMT
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Post by kurokairaku on Jul 29, 2018 2:33:08 GMT
Hi! Thank you so much for the Umodel FighterZ tool. I have to ask, does also grab binormals and tangents?
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Apprentice
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Posts: 8
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Last seen: Mar 26, 2019 19:05:12 GMT
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Post by Kami on Sept 11, 2018 18:25:14 GMT
Hi Olganix, I'm having trouble with the Havokfbx tool. Everytime I try to turn the .fbx back into a .hkx the modified .hkx I get in return is the exact same as before, no change at all. Maybe I'm doing something wrong, but it doesn't seem like it (I drag and dropped both the .fbx file and the old .hkx file into the .exe, which is what you said to do on the mod site (In comments))
Thanks for your time
Hi. Sorry, I just notice yours post. you still have the problem ? Yo, sorry for the late reply, haven't been on here in a while. Yes, I still have the problem. I edited the collision mesh for a file in Blender and saved it as a .fbx, and when I put it through the havokfbx.exe the modified .hkx file I get isn't changed at all from the original.
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Fighter
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Posts: 26
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Last seen: Oct 1, 2020 4:10:00 GMT
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Post by Overlord on Sept 27, 2018 5:44:39 GMT
Garbage tools can't be used at all. The transition will be strong. I don't know what you think, fuck.emopack tool doesn't Normal work,fuck!
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Fighter
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Posts: 26
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Last seen: Oct 1, 2020 4:10:00 GMT
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Post by Overlord on Sept 27, 2018 5:52:14 GMT
How could this happen? Emopack tools, a pile of bug, really good intention to release, Kungfu did not practice to the home decoration what force!
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Hero
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Posts: 489
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Last seen: Jun 27, 2024 14:13:26 GMT
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Post by atsuraelu on Sept 27, 2018 12:45:04 GMT
Garbage tools can't be used at all. The transition will be strong. I don't know what you think, fuck.emopack tool doesn't Normal work,fuck! How could this happen? Emopack tools, a pile of bug, really good intention to release, Kungfu did not practice to the home decoration what force! You might want to try another translation software. The one you're using is full of swear words and doesn't make a lick of sense...
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