I recently logged in and received a warning that some of the old images I uploaded were deleted for violating nudity regulations.Some of the images contained details on how to mod MHW. I was worried the information may still be relevant and useful, so I asked an admin if they could restore the images and set them to adult-only. They kindly pasted me the text. I decided to re-share the info here in case anybody needs it.198 = 2B Wip Update 04. I think this was the image of 2B without her skirt, to show that I got the entire lower body to deform properly.140 = Restoring Normals.
Assetto Corsa BTCC Legends Mod € 9.99 About us Sim Dream Development is an independent group of game designers, whos goal is providing the realistic addons for racing simulations.
I believe this was a screenshot of attaching barefoot legs to a legs mesh.80 = Skin-tight Outfit Test. I don't think this had any useful modding info. Edit: Forgot to say, I also adjusted the mesh around the neck area to hide the player neck. You can still see a little bit of it sticking out the back of the neck, but it's barely visible.#140This is regarding the problem where any mesh requiring recalculated normals results in any places with UV seams having visible seams in-game.Because MHW can only store a UV per vert, so looping UV islands need multiple verts for its edges. And for some reason Blender makes these verts have different normals.I've been trying to fix this for a while. Here's.Earlier today, I came up with an idea while trying to sleep.
It worked.Edit: The remaining glitchy parts were because my comparison patch didn't have all the normals. Updated the instructions.Here's what I did:Isolating the leg mesh, making a patch to restore its normals:Edit: Updated this part. If you don't squeeze the verts when making the recalculate export for patch comparison, it won't grab every byte of normal data.1. Export swimsuit legs with the legs verts squished to 0,0,0 (to isolate the verts) and an original data version for comparison (may need to import and reexport the original, in case the exporter changes anything on export).2. Compare these two to get the exact location of all the leg vert data.
Because it's a whole object, all the verts will be in order with nothing else in-between. The leg mesh address is 51200 and length is A2C0.3. Export swimsuit with the legs squeezed and recalculate normals, and without. The reason you squeeze it is to ensure the normal bytes are totally different on recalculate.4. Open these two exports, copy paste the leg mesh data (From 0x00051200, A2C0) into new files on their own.5.
Use a patching program. Use the recalculated normals as 'original' and original normals as 'modified'. This will make a patch that restores the original normals of the leg mesh data.Combining the mesh:1.
In the original swimsuit model, rename the vertex groups (bone weight assignments) to match the target model (eg. Vaal legs).2.
Import the Vaal legs mod3, and then copy paste the swimsuit legs over from another Blender window. Alternatively, delete everything but the swimsuit legs and import Vaal Legs mod3 on top (untick clear scene).3. Rename the swimsuits legs to replace one of the Vaal leg objects. I used the first one. Delete the Vaal leg object that you're replacing.4. Test the model in-game to see if the weights are mangled or not.
You may need to export with recalculated normals.5. If the imported mesh looks like deflated twisted rubber in-game, you'll need to export the combine as FBX, open a fresh scene with the FBX, and import the Vaal mod3 on top of that. It fixes the mangled weight problem.6.
When you're sure the weights are working properly, export this edit without recalculating normals, and with (just in case).Restoring the normals:1. Open up the non-recalculated normals mod3, and look for the appended vert data. It should have the same position values, and they will all be i nthe same order. If you replaced the first object, it will be right at the start of vert data (0x00007280 for Vaal leg).2. Copy paste this appended vert data (it will be A2C0 in length) into its own separate file.3. Use the restore normals patch on this separate file.
It will restore the normals.4. Copy paste the restored normals vertex data back into the combined non-recalculated normals mod3.5. If this doesn't work, do it with the recalculated normals version, and then use the non-recalculated version to copy paste the Vaal object data (so that it's normals aren't broken).Edit: This does not workSame results as using Blender's default normal transfer stuff.#80Testing editing the skin texture to make skin-tight outfits. Just needs some cleaning up and a normal map to go with it.Edited by UberGrainy, 27 August 2019 - 04:36 AM.