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Deraj8

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Deraj8 last won the day on February 15

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About Deraj8

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  • Birthday 02/20/1995

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Dissidia

  • Main character — Duodecim
    Tifa

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  1. Deraj8

    Deraj8 Modding Archives

    Yup. and tbh, it never really seems to matter, cuz once you convert it into a gmo the way i do, the model always ends up rotated correctly.
  2. Deraj8

    Deraj8 Modding Archives

    meh, it's just become part of my process, it's one surefire way for me to get the fbx files that convert without errors for me at least.
  3. Deraj8

    Deraj8 Modding Archives

    No clue how, and if it consumes too much time, I prolly won't do it
  4. Deraj8

    Deraj8 Modding Archives

    I believe that's in the player controller. not sure which byte directly, but if I compared the shuyin mod to the base model's it should be easy to figure out (i think). I don't think my shuyin (or KH tidus) mod is using the bubbles, is it?
  5. Deraj8

    Deraj8 Modding Archives

    The model in the vid, i go over in the model and highlight what each mat is attached to. The model you see is ONE model with THREE textures attached to it. The singular model is using multiple textures, it is NOT three meshes. In the image attached, the highlight portion is still part of the model, it's just highlighting one texture. If this is not what you are talking about, please let me know, because I am confused then \o/
  6. Deraj8

    Deraj8 Modding Archives

    Possibly? Tbh I've only really done it in hex, it's how I was taught.
  7. Deraj8

    Deraj8 Modding Archives

    yeah i do quite a bit in hex editing with what i know, like the Tifa alt1 cutscene models
  8. Deraj8

    Deraj8 Modding Archives

  9. Deraj8

    Deraj8 Modding Archives

    My process is a little different. First, make sure you have your mesh in "groups" in milkshape (ex: diss_00.png and diss_01.png), then I export that into an SMD file. Then in noesis, I convert it to FBX (since this FBX never works for me I do something stupid). Then I take the FBX and convert it back to an SMD but with reversed UVs. Then I take that model into Fragmotion (which flips the UVs back), and export from there back into an FBX. Then I convert to MDS, and copy the blendbone (from "Blendbones" all the way to the unit before the next bone) data onto the correct bone (for bartz, his base body is p_fiv100), and the mesh data into the mesh data for the corresponding bone (p_fiv100). Aside from copying the material and texture data, this is all I change to convert my models. Is this helpful?
  10. Deraj8

    Deraj8 Modding Archives

    You mean the materials? The parts that I made it with were as follows (just so I can reference them more easily): p_fiv000 - includes the Bartz body and the necklace. They were exported out as one mesh, but have two material ids and thus two textures. (assets/textures/FMChain AND assets/textures/diss_00) wep0 - same as default Bartz wep1 - same as default Bartz wep10 - same as default Bartz wep11 - same as default Bartz wep12 - same as default Bartz wep13 - same as default Bartz wep14 - same as default Bartz wep15 - same as default Bartz wep16 - The first Sora body, goes over Bartz's standard cape in his default wep17 - The Second Sora body, goes over Bartz's Ex-mode cape in his default wep18 - The Crown from Sora, goes over Bartz's Stars. wep2 - same as default Bartz wep3 - same as default Bartz wep4 - same as default Bartz wep5 - same as default Bartz wep6 - same as default Bartz wep7 - Kingdom Key, goes over Bartz's Brave Blade ^This is how the MDS file appears for me when I look through the HexCode. so the mesh p_fiv100 does indeed have both the Bartz body and the necklace, but I'm confused as to what you mean. A mesh can have more than one material assignment (texture), like Yuna whose default hair is placed in two separate texture files while still being apart of the same mesh entry. As for the separate textures, may I know what modeling program you use? Sometimes the program you use may do particular things or merge parts once you export. I, myself, have never had an issue with having separate textures on one model, if I ever do that for a mod then it's more for size sake and nothing else. If you want to see what I mean yourself, open Yuna's default model in Noesis and open the Data Viewer (Tools>Data Viewer). Expand Model 1, then expand Meshes. Yuna has two mesh entries in her data: p_ten110 and wep0. However, you will notice four entries in the Data Viewer. Noesis separates them based on material, and clicking on them will allow you to see the affected parts. I hope some of this is useful >.<
  11. Deraj8

    Deraj8 Modding Archives

    ah yeah that was a weird one, i had a few things like bartz's head on the p_XXX### bone, while the body was on the cape mesh parts (look at bartz's original GMO. So i'm actually changing the model of the "cape" when her goes to Ex-mode, but it looks like i'm only changing textures. At least that's what I remember doing lol
  12. Deraj8

    I find this very odd

    I'm glad they don't exist, but I remember a few people have asked me to do those before >.>
  13. Deraj8

    How can I create mods for dissidia 012 final fantasy?

    The conversion to gmo process?
  14. Deraj8

    How can I create mods for dissidia 012 final fantasy?

    I believe I still have a lot of the tools used when I worked with mods. I've been making sure I still know how to use them lately, but if anyone's missing something or needs help with mods, I might be able to help.
  15. Deraj8

    Deraj8 Modding Archives

    Man does time fly. Not sure how active the community is anymore, but I recently started going through Dissidia 012 stuff again and figured I would check up on things here. :3 Not sure if I'll throw myself back into modding, but I will be working with the files again \o/ (Not to mention there's still several mods I still need to put out there :v )
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