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[DOA5LR] Timmy's Private Stash, Tips & Tools - UPDATE(11/21/18): Kinky Overalls


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Seems like some people are seeing this weird string problem on Nvidia hardware. I will upload a version without her toenail tomorrow which should fix the issue.

 

The case reported by MrMojirisin was a string from her second toenail to her neck.

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Uploaded an alternative version of Ayane's cos011 without a toe nail for nvidia users in the original post here

 

http://www.loverslab.com/topic/50997-doa5lr-my-private-stash-updated-083015/?p=1301594

 

 

 

Awesome mod, timmyc.

 

Do you have this string on character, from feet to shoulder? (images)

 

I love your mod and with this original nipples. I'm using Nvidia GTX 650 and GTX 980 Ti.

 

Edit: String on Real Physics Series too.

        Xmas In July works great, no string on feet to shoulder.(maybe cause girls are wearing shoes?)

 


I'm glad that you noticed the custom nipples that I have on my mods :)  Hope this workaround fixes the string issue.

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  • 2 weeks later...

Today I am sharing a mod that I helped a friend make about two weeks ago.

 

This mod is probably not what people are expecting - It is just a simple Costume replacement for Nyotengu COS001 which makes her bottomless with all the other parts intact. My friend was having issue figuring out a good way to attach the official model's legs to Harry's nude mesh.

 

The goal of this is to keep all else intact while exposing the private area. This presented a few challenges as the nude mesh's legs are a bit thicker than official Nyotengu model's legs as pictured below:

 

 

post-781013-0-20462000-1442714699_thumb.jpg

 

 

 

Using a "nearest vertex search" algorithm I have, I managed to repair the seam/gap to this point

 

 

post-781013-0-91722700-1442714718_thumb.jpg

 

 

 

There's still a stray vertex that doesn't quite match up with the official model, so I had to do a bit of manual adjustment, and this is what I got at the end:

 

 

post-781013-0-49050900-1442714708_thumb.jpgpost-781013-0-69161700-1442714714_thumb.jpg

 

 

 

The end result is a completely seamless and bottomless Nyotengu COS001 replacement. Follardo has already released his own excellent renditions of these models with an extremely small gap here

 

 

post-781013-0-77565200-1442715617_thumb.jpg

 

 

 

It doesn't really affect game play, though. He used a very clever way to hide the gap to minimize distraction during game play. I will leave my version here since I had already spent time helping my friend with this leg seam issue, and I figured this could add another flavor to Nyotengu COS001. There are probably some people out there who appreciate bottomless models like this one.

 

Seamless leg fix and closeup "juicy" detail shot

 

 

post-781013-0-53745900-1442715623_thumb.jpg

post-781013-0-97897600-1442716403_thumb.jpg

 

 

 

 

Credit for texture: I used texture from sddklex (from 3dm) for the nude body which has the "openable" private zone texture for when her legs are spread. I think the effect is quite amusing :) and is a sight to behold when she kicks high.. :blush:

NYOTENGU_COS_001_V3.zip

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Good fix. I'm missing because I'm playing MGS5 TPP and Mad Max. :D

 

 

Thanks.

 

MGS5 is a great game!  I can understand why you have disappeared, lol.  I still got some old games that I haven't got time to catch up on thanks to DOA5 modding.

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  • 3 weeks later...

Just wanted to say thanks again all your hard work and can't wait to see what you release "Timmy-fied" with the new DLC content.

 

Also wanted to ask if it would be ok for me to release a "Naughty" or "Expanded" Remix of some of your work here?

Either in a new Topic linking back to yours -or- in this one if you prefer, since I've been toying with them lately.

 

(Using my limited skills to make them work for more characters and be a bit less covered).

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Just wanted to say thanks again all your hard work and can't wait to see what you release "Timmy-fied" with the new DLC content.

 

Also wanted to ask if it would be ok for me to release a "Naughty" or "Expanded" Remix of some of your work here?

Either in a new Topic linking back to yours -or- in this one if you prefer, since I've been toying with them lately.

 

(Using my limited skills to make them work for more characters and be a bit less covered).

 

Hey, welcome back.    Haven't seen you in a while.

You are free to release your modifications.  Perhaps its a good idea that someone takes the time to modernize some of these packs.  

 

Let me know if you need any help or run into any issues with the expansion.   I know there are some issues with these old packs I made, but I have not revisited them in a very long time.   

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In light of this http://www.gamecity.ne.jp/doax3/vote_result.htmlresult, I figured Leifang is not getting enough attention she deserves as she is easily one of the hottest and my favorite DOA5 girls.

 

Here's a sample collection of what I have made for Leifang.  Some of them are inspired by follardo's wonderful work, and they are all "ink reshuffle-able" which allows for quick and easy installation.

 

 

LEIFANG_DLC_004

 

 

I made this one for nostalgia's sake since it was one of the very first xbox nude mod that I managed to get my hands on (after some very extensive search due to the more closed nature of DOA5 circle back then)

Xbox shots

 

 

post-781013-0-80257800-1444495852_thumb.jpgpost-781013-0-81256400-1444495853_thumb.jpgpost-781013-0-04976300-1444495855_thumb.jpgpost-781013-0-79043800-1444495855_thumb.jpgpost-781013-0-83638500-1444495856_thumb.jpg

 

 

PC update

 

 

post-781013-0-03210700-1444495859_thumb.jpgpost-781013-0-08026300-1444495860_thumb.jpgpost-781013-0-69057500-1444495860_thumb.jpg

 

 

 

 

http://www.mediafire.com/file/j41ml96ce6y82wq/LEIFANG_DLC_004_EXPOSED.zip piercings not included

 

 

 

LEIFANG_COS_010

 

 

post-781013-0-43185400-1444496045_thumb.jpg

This was actually an experimental model with the cutout look.  I like this dress as it's very "Austin Powers"ish.  There are two versions of this.  One is with the cutout/bottomless and the other is just bottomless, which I think looks quite nice.

http://www.mediafire.com/file/hk16vzoffcg5rix/LEIFANG_COS_010.zip

 

 

 

LEIFANG_DLC_009

 

 

This one is based on Follardo's Cheerleader work.  It saddened me to see Leifang missing from the pack, so I decided to add her back using Kokoro's model as base

post-781013-0-80315000-1444496174_thumb.jpg

http://www.mediafire.com/file/fys4b9leqebdu4w/LEIFANG_DLC_009_EXPOSED.zip

 

 

 

LEIFANG_DLCU_006

 

 

I took inspiration from Follardo's "jiangshi" modification and altered it slightly to put the scroll thingie on her crotch as to prevent her from awakening her true power.... :)  Silly story aside, it took me quite a bit of time and creativity to anime the scroll since simply moving the scroll down there, the animation won't work at all.   I think the result is quite nice. 

post-781013-0-02759000-1444496314_thumb.jpgpost-781013-0-86589100-1444496314_thumb.jpgpost-781013-0-86821500-1444496315_thumb.jpgpost-781013-0-89426600-1444496316_thumb.jpg

http://www.mediafire.com/file/2r5al62uw5jv3vw/LEIFANG_DLCU_006_V4.zip

 

 

 

LEIFANG_COS_011

 

 

Yet another costume based on follardo's modification.  I simply moved the bells after enlarging them and gave them some life, so they bounce around nicely with her breasts :)  It's a shame that there's no sound effect for those bells.  I guess they are made of plastic like the ones in my Xmas pack.

post-781013-0-32673200-1444496505_thumb.jpgpost-781013-0-98408600-1444496505_thumb.jpg

http://www.mediafire.com/file/5o94y5102kxmvqy/LEIFANG_COS_011_NIPPLE_BELLS.zip

 

 

 

 

Depending on the reception, I might release more of her.  It's too bad that she's largely ignored.

 

 

post-781013-0-40037200-1444496421_thumb.jpgpost-781013-0-42600100-1444496422_thumb.jpgpost-781013-0-42654000-1444496423_thumb.jpg

post-781013-0-83320800-1444496721_thumb.jpgpost-781013-0-62167400-1444496723_thumb.jpgpost-781013-0-90330600-1444496724_thumb.jpg

 

 

 

As usual, credits are listed in my original post's "acknowledgement" section if not specifically mentioned here.

LEIFANG_DLC_004_EXPOSED.zip

LEIFANG_COS_010.zip

LEIFANG_DLC_009_EXPOSED.zip

LEIFANG_DLCU_006_V4.zip

LEIFANG_COS_011_NIPPLE_BELLS.zip

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Added the missing download link for COS_011.  

 

 

A great compilation of Leifang mods, amazing work :)

 

I reached my reputation limit again today (surely Saafrats fault.. :dodgy: ) but thank you for sharing !

 

Thanks.  I'm glad you liked it.  

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Timmy's TMC/OBJ Converter & Post Processing Tool

 

Through strong encouragement from Saaf, I have decided to release my tool that I've been using to make mods for quite a while now. It first started back in May this year after reading Harry's "How to edit vertex data" tutorial on GVZ (http://www.gamevixenzone.net/game-modding-14/%5Bdoa5%5D-how-edit-vertex-data-pc-version-converting-2155/) as a project to inject xbox 360 models into PC models, and slowly evolved into a fully functional converter.

I thought my tool was quite useless due to the recent rapid advancements of DOA5 modding tools, but Saaf has been finding uses for it and has been reassuring me that it still has a niche to fill in today's DOA5 modding scene and is an "indispensable resource". In Saaf's extensive testing, he also found that my converter works for *all* DOA5 models (not sure if he exaggerated to make me feel better :)) We've thought long and hard about releasing this tool as it would mean giving up a few of our remaining edges, lol. DigitalCookie has been another one of my beta tester, and he's been able to leverage some of its functionality to create a few very interesting mods which I will show you guys in a bit.

Jokes aside, the tool I am presenting today is my TMC/OBJ Conversion & Post Processing Tool. I drew inspiration from Harry's idea and he has helped me a great deal in creating it (along with all the nice folks at Xentax - lilstormcloud, protocolX27 etc). It supports every functionality that an OBJ format can support, so it allows import and export of vertex XYZ, normal vectors and UVs.

Another feature I added (originally made for 360 to PC conversion) is the ability to smooth seams. The original 360 max script by mariocart64n allows injection of texture and vertices, but it does not inject normal vectors back into the model. When the model is converted into OBJ format, there will be visible seams.

For example:
post-781013-0-72653500-1444499778_thumb.png

Normally not being able to inject normal vectors is not an issue, but when a model is altered in a way where normal information needs to be updated to reflect accurate lighting, this becomes a bit of an issue. A good example is Lactose Overdose (boob enlargement), Lactose Underdose and special "accidental" mods made by DigitalCookie such as this one


post-781013-0-11718300-1444706559_thumb.jpg
The enlarged belly requires normal vectors to be updated, otherwise, it will appear flat from the front side of the model.  DigitalCookie was able to leverage the copy normal vector and smooth seam functionality to create this model.



If using with Blender, I think the "keep vertex order" must be selected per Harry's tool thread. I have not used Blender (or even know how to use it), but I think this will work.

As with Harry's converter, no vertices can be added or removed.  It is sadly one of the many limitations of the OBJ format.  This application is highly parallel and a background worker along with multiple worker threads are employed to provide real time status update, increased processing speed and a responsive non-locking UI.

Key features of the application
 

 

Automated Normal Vector Management


The tool allows the transfer of normal vectors between TMC and OBJ. It is very useful when you want to edit a model in an editor such as 3ds Max that allows the normal vectors to be updated in real time. Once exported from 3ds max, the correct normal vectors can then be injected back into TMC.
post-781013-0-47273700-1444502143_thumb.png

By checking the check box circled in the above screenshot, the normal vectors can be imported and exported from TMC into OBJ and vice versa.  This functionality should work as long as normal vectors can be exported from your editing software into OBJ format.

 

Without correctly updating normal vectors, drastic alternation to a model would result in incorrect lighting/shadow as shown below

 

 

post-781013-0-62399300-1444750995_thumb.png

The enlarged belly appears flat from the front/side without accurate shadow and lighting.  Notice that the enlarged breasts also lack accurate shadow and lighting

 


If the model is edited in an editing software that allows real time update of normal vectors as the model is altered, using this tool, the normal vector changes can be accurately reflected in TMC as show below

 

 

post-781013-0-18737500-1444750996_thumb.png

With proper normal vectors, the enlarge belly and breasts now look more "3D" with accurate shadow and lighting

 

 

 

These models are from some of my earliest experimental mods (the "curiosity" pack) back in June when I researched for ways to update normal vectors.  The result enabled Saaf and I to bring to life flower pasties Honoka, topless Honoka and then most recently the full nude Honoka.

 



Seam Smoothing


This feature was written originally to support the import of 360 model into PC as described above, since there are visible seams. However, it's come to my attention that some models after going through Blender can exhibit the same symptom. Normally, the seam smoothing is not used since simply copying normal vectors between TMC and OBJ is the best approach, but when you have broken model with seams, this can come in handy.

For the seam smoothing, as I detailed in my first post under the "for the technically inclined" section (which is probably ignored by most :)), I take the approach of averaging the normal vectors of overlapping vertices. This approach works completely fine for most seams. However, it completely breaks butt cracks. For butt cracks, even though vertices are on top of one another, their normal vectors point in almost the direct opposite ways, so taking average of these would result in messed up looking butt cracks as shown below


post-781013-0-68558000-1444500199_thumb.png



To combat this problem, I take into account the angle of intersection between two faces before deciding whether or not to average the normal vectors. I have included a control to allow finer grained adjustment of the angle. The smaller the angle, the more parallel the two faces need to be in order to have their normal vectors averaged, and vice versa.
post-781013-0-24296000-1444500256_thumb.png

Depending on the model you are working with, some work fine with 0.80, but others might require the value to be lowered by quite a bit. I've found that as long as the number is reasonably high (~0.55), the butt crack area will remain mostly unaffected except for the very top of the butt crack. Some times finger nail corruption can be observed as shown below -


post-781013-0-20822800-1444500412_thumb.png



This is a very interesting problem and happens mostly with Harry's RNM. I can't seem to find a way around this, but thankfully finger nail normal vectors are hard to see in action. :)

Examples of seam smoothing


Multi-threading
post-781013-0-04894500-1444500968_thumb.png
Before
post-781013-0-15522900-1444500487_thumb.png
After
post-781013-0-00103200-1444500497_thumb.png

 

 

[Geek Talk Warning]
This seam smoothing operation takes quite a bit of time to process with a single thread (1 CPU).  While testing this feature when it was first written, it became immediately apparent that I had to find a way to increase performance.  Therefore,I had decided to increase its processing speed by allowing the application to utilize modern multi-core CPUs to parallelize the workload. This resulted in a dramatic increase in processing speed. A good example is Marie's COS001 which has over 30k vertices. With a single thread, the application would take over 2 minutes to smooth seams(it's 30,000 ^2 operations - almost 1 billion comparisons), but utilizing all cores I have on my system, the processing time is cut down to just over 20 seconds - a huge time saver since modding DOA5 takes enough time as is without tool overhead :)  All threads are synchronized in harmony. 



UV Editing


Originally I added in this functionality for the sake of completion, since it is one of the features that OBJ supports, and I wanted to figure out how to deal with converting UV coordinates between TMC and OBJ which can be another post in itself :). 

However, as Saaf and I were working on various nude models, it became apparent that some UVs can become corrupted when the model has gone through certain process in Blender. This is when we realized that the tool would come in handy in repairing broken UVs.  The tool allows import/export of any of the UV1 ~ 4 for editing.   If an object has sub meshes that lack, for instance, UV 4, UV1 is used instead in the export process.  During import, however, object that does not have the selected UV will not have their UV updated.

post-781013-0-01992900-1444500981_thumb.png

The circled option in the screenshot above is for the UV import and export functionality. It allows the import and export of the selected UV between OBJ and TMC.

Once UV is exported, it can be edited in your editing software of choice. In our example, we use 3ds max


Output when UV 1 is selected
post-781013-0-72158100-1444501073_thumb.jpg
Output when UV 4 is selected
post-781013-0-36223400-1444501074_thumb.jpg



This allowed us to repair the dirt UV of our Honoka LOD mods


Before the UV map was repaired, it was the same as the body texture UV, which is incorrect
post-781013-0-35803700-1444501076_thumb.jpg
Saaf was able to fix it by doing what he described as "photoshop" like operation (lol Saaf would have to elaborate I think as I am not sure what exactly he did)
post-781013-0-35592000-1444501075_thumb.png



It also allows fine adjustments of UV


Some anomalies Saaf found in Honoka LOD's UV maps
Before repair
post-781013-0-61280800-1444501114_thumb.pngpost-781013-0-61411400-1444501115_thumb.png
After repair
post-781013-0-60074000-1444501112_thumb.pngpost-781013-0-64954600-1444501113_thumb.png



 

 

Normal Vector Post Processing Support

Since Version 0.4.3, the tool now sports complete support for post processing normal vector management which allows an easy way to update normal vectors to their correct values.  A set of TMC Post Processing controls have been added which can be used individually and independent of any of the TMC<->OBJ functionalities to repair/update normal vectors and seams.   Please refer to the updated quick how to guide for more information.

 

Tangent Vector Post Processing Support
Since Version 0.4.9, the tool now supports recomputation of tangent vectors that could be damaged during certain process such as editing in Blender.  Please refer to "What's new in 0.4.9 and 0.5.0" posts for more details.

 

Download:

Updated 09/16/16

Update Information:

What's new in 0.5.2 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-091616-converter-v051-transformer-v032-preview-mai-birthdaynude-suit-v17/?p=1680246

What's new in 0.5.1 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-050216-converter-v050-tangent-vector-recomputation-updated-transformer-v028/?p=1600967

What's new in 0.5.0 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-042416-converter-v049-tangent-vector-recomputation-transformer-v028/?p=1544890

What's new in 0.4.9 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-041316-converter-v048-transformer-v028-added-naotora/?p=1536476

What's new in 0.4.8 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-040416-converter-v047-transformer-v028-added-naotora/?p=1526327

What's new in 0.4.7 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-040116-converter-v046-transformer-v027-added-naotora/?p=1517475

What's new in 0.4.6 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-031816-converter-v045-transformer-v026-updated-tutorial-texture-pack/?p=1501963

What's new in 0.4.5 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-031216-converter-v044-transformer-v024c-updated-lod-test-pack/?p=1498314

What's new in 0.4.4 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-030716-transformer-v024c-converter-v043-bug-fix-updated-lod-test-pack/?p=1496345

What's new in 0.4.3 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-022816-transformer-v024c-converter-v042-updated-giftwrap-set-for-nyohelena/?p=1490009

What's new in 0.4.2 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-022816-transformer-v024c-converter-v041-updated-giftwrap-set-for-nyohelena/?p=1483372

Whats new in 0.4.1 http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-022616-transformer-v024c-converter-v040a-updated-giftwrap-set-for-nyohelena/?p=1483166

What's new in 0.4.0a: http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-021916-transformer-v020a-converter-v040/?p=1473168

What's new in 0.4.0: http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-021216-character-transformer-tool-v016-converter-tool-039d/?p=1466556

 

You can also try out the old versions:

 

Tutorials

 

Change Log

V0.5.1
- Fixed some minor bugs in the TMC parser code.  The tool should now be able to correctly parse all TMC files now.
 

V0.5.0
- Added an option to use special handling to tangent vector calculation logic to rotate the vectors for private area due to the common nude mesh's normal mapping alignment.  This new mode RH (Rotation Handling) is recommended for all all nude meshes

 

V0.4.9
- Added preliminary support to recalculate tangents for accurate normal mapping.  This is useful in restoring tangents that can be destroyed in certain processes

 

V0.4.8
- Fixed an error in the neck ring back-up and restoration logic
- Added preliminary support to correct male cast neck rings
 

V0.4.7
- Added support to correct Naotora's neck vertices

 

V0.4.6
- Modified the "recompute normal vector" post processing functionality's neck ring normal vector back up to only back up possible neck vertices with a bounding box.
- The auto neck ring normal vector back up and restoration is no longer performed if "Automatically Correct Neck Vertices.." is enabled.

 

V0.4.5
- Modified the way "Automatically Correct Neck Vertices for.." to be less aggressive in that it only attempts to repair the very top ring of the neck instead of all three rings.
- Modified "Recompute Normal Vectors" functionality so that it backs up the original top ring of neck vertices' normal and position vectors and puts them back after recalculating all normal vectors.
- Quality of life improvement - the neck repair drop down box is now sorted.  The automatic selection is based on character name in your TMC file, so it helps to name your TMC with your character name.
 

V0.4.4
- Fixed an issue where seam smoothing could incorrectly over smooth seams on overlapping vertices that are not actually seams which can result in odd shading
- General quality of life improvement and more informative messaging to reduce spam
- The "IMPORT" button becomes enabled if once a TMC has been loaded and any of the TMC Post Processing controls is checked.
- Updated tooltips for various controls
- Automatic Neck Vertices correction fix for Honoka

 

V0.4.3
- Fixed transformed object import issues where they would not be in their correct positions
- Added support to export and import the entire TMC as one object

 

V0.4.2
- Corrected the seam smoothing functionality where finger nail normals would be corrupted with a low value for the radin dropdown box.
 

V0.4.1
- Corrected most of the conversion issues in regards to indexing problem for unreferenced vertices.   The tool now looks at the actual vertex buffer in the TMC instead of the reported vertices based on the object information, which could be zero'd out if objects are removed using popular TMC modding tools.

V0.4.0a
- Fixed a few bugs in my TMC parser. now most of the user created TMC can be loaded and converted correctly
- Fixed a number of conversion errors that turns TMC into starfish (bad index problem)

V0.4.0
- Added support to correctly convert back and forth objects that have been transformed for editing (ie. most ribbons on swimsuits are like this)
- Reogranized the UI
- Added support to automatically fix the normal and vertex positions of the neck vertex rings.

 

V0.3.9d
- Support drag & drop operation.  The tool window accepts either OBJ or TMC file format.
- Recompute normal vectors functionality actually works now!
- Removed the Smooth Seam only within same group.  It is now the default since it makes no sense to smooth seams across different object groups.
- General house keeping stuff to clean up useless code

 

Q&A - In this section I hope to address commonly asked questions about how to utilize the tool

 

 

Q: Is this tool made to only work with 3DS MAX?

A: Not just 3DS MAX. This converter outputs TMC model in OBJ format.  As long as your editing software of choice allows import and export of OBJ format with normal vectors and texture UVs intact, it will work.    Be sure to select "Keep Vertex Order" when using Blender as the order of vertices and the total number are important in the conversion between OBJ and TMC.

 

However, some people might find the ability to edit meshes with fully automated management of normal vectors and UV modification in 3DS MAX a welcome change of pace in the current DOA5 modding scene.

 

Q: I run into an error when I attempt to execute the app.  Something about "DOA5ObjTmcConverter.vshost.exe" has stopped working.

A: This app requires Microsoft .Net Framework 4.6 installed - https://www.microsoft.com/en-us/download/details.aspx?id=48130

Please note that .Net Framework 4.6 comes pre-installed on Windows 10.

 

Q: When I should use the seam smoothing functionality?  Why should it be used?

A: The seam smoothing is for models that have visible seams from having overlapping vertices.   This functionality can smooth these seams out while not reducing the overall number of vertices in a model.  This allows for easy management of models that have the same structure with the same number of vertices  (i.e. Harry's RNM) for one OBJ file works across all of the girls in the same "weight class."  People have found creative use of this functionality - For example:  DigitalCookie "attached" some other body parts to create an "accidental marie" as pictured below and smoothed the seams out using the "smooth seam" functionality

 

 

 

post-781013-0-84053900-1444706555_thumb.jpg

 

 

 

I normally recommend using just "copy normal vector" to and fro TMC as it allows the normal vectors to be correctly updated after the model has been edited in an editing software.   Both Blender and 3DS MAX have the ability to update normal vectors in real time as meshes are being modified, and these changes can be easily injected back into TMC from OBJ using this tool.

 

Q: Does this converter deal with "fragmented vertices" as seen in Harry's early versions of nude models?

A: Yes, the tool can deal with fragmented vertices.  These vertices are grouped together at the very end and will appear in editing software as an object that (usually) sits in the middle of the model.   In fact, most of my mods are based on the first edition of Harry's Refined RNM that contains fragmented vertices.

 

 

 

 

 

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Companion Apps (Release TBD)


I also have a companion tool that allows me to have more fine grained control over meshes, but it was written specifically to work with 3ds max because of the difference in indexing between 3ds max and Blender. 3ds max indices start from 1 where as Blender starts from 0. The tool will have to be updated to be able to work with both editing software. If there's a demand for this, I will spend time on updating it.

post-781013-0-33589900-1444501372_thumb.png

This is very similar to Harry's tool with a bit more added functionality and fine grained controls.  It also allows setting vertices to HIP bone which will then allow for easy selection of these vertices in an editing software for deletion. (A good use of this is to hide vertices that are hiding under another object).    I also added the "ignore axis" functionality for when the models are different in height for example, but most other aspects are similar in order for the nearest vertex data transfer to function without having to actually modify the source model and/or target model.




Any feedback and/or bug reports are appreciated!

Special acknowledgement to Harry Palmer, ProtocolX27, Lilstormcloud, SaafRats and DigitalCookie for making this possible

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Wow, it's nice to see the guts of the operations you've been performing for us all. Looks like funky and damned useful stuff, though as you know lol, you might as well be talking quantum physics as far as my unschooled brain is concerned. With Harry's tools out there too now, there's a whole world of opportunity just opened up for the creative and talented folks here. You have my thanks simply because I look forward to seeing mods made with this stuff. Nice one buddy.

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Oh man, I'm happy (and very sad at the same time :lol:)  that you've decided to do this.

We are losing our last  'exclusivity advantage' haha
BUT this shouldn't remain forgotten or hidden anymore. What I said you before, I didn't say it exaggerating. This tool will be indispensable to do things that aren't possible with other tools at this time.

Keywords: full management of normal vectors ... UV map export/import (1 to 4) for editing... quickness...

This shouldn't be overlooked.

 

Well... good bye

(until a new "moddin' rage" haha)

 

edit:

I must say that Timmy has implemented the UV map exporting functionality, not knowing how important it would be later. It was a key feature to repair Maroka's dirt map (UV4).... And now this feature will help people who are struggling with a "weird dirt map"

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