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Found 2 results

  1. revampedtelephone

    Dissidia Modding Suite(New Version) Tutorial

    https://drive.google.com/file/d/159mpDWnp2j7Pqm-pJ18-ZnYttpGYmuae/view does anyone have a guide for this tool? I want to insert this mod https://www.mediafire.com/file/83wxwu3mbw0bfa1/Fang_(Jecht).rar/file  and switch Feral Chaos and Chaos .GIM & .GMO in Dissidia 012 .ISO with Jecht .GIM & .GMO https://www.mediafire.com/file/c7kjlb1bdw3rf8t/Jecht.zip
  2. Haussenkraft

    Custom GMO tutorial

    This has been long overdue but I feel it's better late than never I'm just copy pasting what I told another member on how to mod, So some stuff may not match Things you need before starting - Noesis - Milkshape 3d (Preferably version 1.8.5) - GMOTool - PNG2GIM - Notepad++ - The character GMOs --------------------------------------------------------- Getting started Use Noesis to export the base character .gmo into .smd for example, if you're gonna use Lightning as a base, export her t-posed .gmo. Import the base model and the custom model in Milkshape. after importing the t-posed model, import the custom model you are gonna rig on. I'll be using Thanos and Exdeath as an example After that, go to tool > scale all (by %10000) Then delete the original model so that the custom model will be left Now, if you had any experience with rescaling, try to fit the model into the skeleton by rotating the vertices of his limbs and such And then you may proceed to rig the model. --------------------------------------------------------- Rigging I lost the file for Thanos so I'm gonna use Nero instead for the rest of the tutorial Anyway, to rig, you just need to select the vertices of the bone you want to rig on Like for example, select all the vertices of the head and then assign it to the head bone After rigging, you need to resize it back to the original size, You can test the model's rigging by importing the animations into it, preferably .psa if you're using Milkshape It takes a long while to load click the anim button at the bottom right to view the animation When you're satisfied with the result, export the model to .smd the uvs will be flipped like this Now export it again to .fbx while flip uvs is checked --------------------------------------------------------- MDS Editing The final part of the tutorial is the .mds editing First you need to convert the .fbx to .mds using fbxconv Then the base .gmo to .mds using gmoconv Open both .mds in notepad++ In your custom character's .mds, replace all of the "rootnode" with "root" and "png" with "gim" Go to your base character's .mds and go to model-0 Below that, look for this bone (differs per character) then delete the blendoffset, blendbones, and drawpart, leaving behind only the ParentBone and Translate Do the same with the "wepx" bones (i.e. wep0, wep1, etc.) and the bones in model _000A Look for the trans_include bone inside model-0 and copy everything above it Then paste it over the trans_include bone inside your custom character's .mds Now go to the material section of your custom .mds and remove this bit from every material Now dont forget to convert your png textures to gim using png2gim you can only have 1 png at a time inside the folder or it wont convert properly Rename the new .gim to be the same as your png file After moving the .gims inside your GMOtool folder, use gmotool - to gmo -s is a parameter to change the size of your model, (-s 0.8 means that the model size will be reduced by 80% and so on) Now you can try checking the .gmo in Noesis to see if the animations are properly working Please note your gmo size must not exceed 2.4mb
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