rosemaryya Posted August 24, 2024 Posted August 24, 2024 Someone to teach me how to do full import mods ? Lately i've been trying my best to learn how to do so, and nothing came in exchange. I'm completely lost and my frustration is at max. I wanted to port the maiden in black from demon souls to Phase 4. Anyone to help? What tools do i need? where can i get them? Demon's Souls - Maiden in Black [XPS DL] by crypt-XPS on DeviantArt I've wanted to use this model for xps. but i think i have the wrong version.
funnybunny666 Posted September 2, 2024 Posted September 2, 2024 (edited) hello, I just stopped to share some of my toughts, I'm one of the few active people around here, and I saw your thread, and yeah I know that it may be so frutrating to learn stuff and get zero results, one of the things that I used to tell people when they ask me about this modding thing is that, you need time and patience, lots of patience. The model itself I know that it can be adapted, not entirely ported, as far as I know, as long as you can import any model in blender, whether is a mmd or xnalara model, if you can export all the parts as the needed file(.tmcmesh) it can work in the game. I already did somthing like that a couple of times with some costumes, not full ports, the hair and face it's something that I don't have too much experience since it involves to adapt the face for facial expresions to work in the game. I think that there are some things to consider first, like the moveset of the characters in doa, I saw the model that you want to port, and I saw that it uses a long dress, and it is the type that is adjusted to the body, due to the movements in fights and such, it may pose a problem on how it's going to look, there aren't any costumes similar to that in doa5, the closest ones from my knowledge, are one from Lisa and one from Rachel but none of them have the length like the one of the XPS model, but you can use them as reference on how it could look in movement, the legs will stretch the dress in a way that it may not look and not work as you may expect, or as you may like; the other option, you could add physics though, but again, it may not work as you want, giving physics it's not going to work 100% accurate, I have a costume named Sweet Spot that uses a tight dress and in movement is not 100% accurate as it looks. There are other stuff to consider first, some models were never meant to move some other ways, this means that they may have missing parts, like underwear or may have unfinished parts that by porting them to other games, the moveset would make them noticeable, I know this for a fact, some time ago I got a rquest to port something like that and the model didn't have underwear and the person that requested the port didn't want me to use something from doa5, so there are limitations, some things to consider and what can be adapted. I do have a very basic and a little bit oudated tutorial on how to adapt stuff, though it covers models from DOAXVV game, but it has info about the weightpaint function, how to shrink or enlarge some body parts of the xps/xnalara model, and info on some tools and where to get them. Edited September 2, 2024 by funnybunny666 1
rosemaryya Posted September 6, 2024 Author Posted September 6, 2024 On 9/2/2024 at 10:55 PM, funnybunny666 said: hello, I just stopped to share some of my toughts, I'm one of the few active people around here, and I saw your thread, and yeah I know that it may be so frutrating to learn stuff and get zero results, one of the things that I used to tell people when they ask me about this modding thing is that, you need time and patience, lots of patience. The model itself I know that it can be adapted, not entirely ported, as far as I know, as long as you can import any model in blender, whether is a mmd or xnalara model, if you can export all the parts as the needed file(.tmcmesh) it can work in the game. I already did somthing like that a couple of times with some costumes, not full ports, the hair and face it's something that I don't have too much experience since it involves to adapt the face for facial expresions to work in the game. I think that there are some things to consider first, like the moveset of the characters in doa, I saw the model that you want to port, and I saw that it uses a long dress, and it is the type that is adjusted to the body, due to the movements in fights and such, it may pose a problem on how it's going to look, there aren't any costumes similar to that in doa5, the closest ones from my knowledge, are one from Lisa and one from Rachel but none of them have the length like the one of the XPS model, but you can use them as reference on how it could look in movement, the legs will stretch the dress in a way that it may not look and not work as you may expect, or as you may like; the other option, you could add physics though, but again, it may not work as you want, giving physics it's not going to work 100% accurate, I have a costume named Sweet Spot that uses a tight dress and in movement is not 100% accurate as it looks. There are other stuff to consider first, some models were never meant to move some other ways, this means that they may have missing parts, like underwear or may have unfinished parts that by porting them to other games, the moveset would make them noticeable, I know this for a fact, some time ago I got a rquest to port something like that and the model didn't have underwear and the person that requested the port didn't want me to use something from doa5, so there are limitations, some things to consider and what can be adapted. I do have a very basic and a little bit oudated tutorial on how to adapt stuff, though it covers models from DOAXVV game, but it has info about the weightpaint function, how to shrink or enlarge some body parts of the xps/xnalara model, and info on some tools and where to get them. ur a boss, thank you
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