Saturday, July 4, 2020

Elesis - from GCDC

I've been playing too much Grand Chase Dimensional Chaser because Elesis was in it. So now I fixed up that old Savior mod I started a while ago, especially since her outfit got redesigned so the terrible boots have been changed.

Some general notes:

I've changed the face mesh + textures quite a bit in order to get more of a "flat" feeling + proper non lazy eyelashes. The topology was almost completely rebuilt. This part took me a really long time. Elesis's face textures were actually painted (after many months of practicing on other stuff) instead of awkwardly rendered in Blender. In L4D2 the new face seems alright so far, might still need a bit of tweaking. After that, there'll be a 3rd round of face updates for everyone.





L4d2:
Elesis replaces Nick, even if she isn't as much of an violent asshole in Dimensional Chaser.

DL:http://www.mediafire.com/file/n6mt3tut60hpd0r/Captain_Elesis_%2528Nick%2529_L4D2.zip/file
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2169542784

I don't know if I will get back into gtaiv modding. My 3ds max refuses to load any plugins including GIMSIV. Also I'm pretty fed up with 3ds max with its constant crashes and random unfixable errors.


https://www.mediafire.com/file/n6mt3tut60hpd0r/Captain_Elesis_%28Nick%29_L4D2.zip/filehttps://www.mediafire.com/file/n6mt3tut60hpd0r/Captain_Elesis_%28Nick%29_L4D2.zip/filehttps://www.mediafire.com/file/n6mt3tut60hpd0r/Captain_Elesis_%28Nick%29_L4D2.zip/filehttps://www.mediafire.com/file/n6mt3tut60hpd0r/Captain_Elesis_%28Nick%29_L4D2.zip/file

Sunday, September 9, 2018

(GTAIV) HomuraPED Release / Playerped to Ped Texture Duplication Script - In Progress

Homura PED model has been released, you can get it from the GTAIV downloads page. Also, texture dictionaries for all ped models currently released has been optimized.
Also here: http://www.mediafire.com/file/im2kqdle9834kjs/HomuraPED.zip/file

A couple of notes about this release:
The texture sizes are in GTAIV range, so they're 512 or less (with exception being uppr (1k)). The textures are already duplicated so you shouldn't run into invisible models, but let me know if you do. If you want higher res textures because your computer can handle it, you can get them from Homura's player model archive or you can send me an email asking for the source textures (I don't think any of them go beyond 2k though and a lot of textures are only 1k)
Since I made this PED release using my conversion tools for both texture and odr conversion, there might be unforeseen bugs. If you encounter this, please let me know with the name of the ped you were replacing and what kind of bug it was (invisible model/crashing/etc.).

Notes about the current status of the texture duplication script:
While the script is working, it requires both Pillow (a python image manipulating library) to be installed as well as Python3, so I think I have to distribute this as an executable so its not annoying to use.

If you already are familiar with the command line, and have both python3 and pillow installed, you can get the script below, otherwise, I'll be slowly working towards an executable version of this.

Edit: Script was updated Sept 13, 2018 for readability purposes.
http://www.mediafire.com/file/d3memuq0vicuri5/TextureConversion.py/file

The only thing this script does is duplicate and resize textures (sizes can be specified in the scripts dictionary lists (detailed below)). The duplication is to avoid the invisible model issues that pop up when you're missing a 00x texture. The resizing is to address issues where your computer may not be powerful enough to manage larger resolution textures (1k+), causing the game to either infinite load or crash when spawning a replaced ped (includes loading on cutscenes). You can try using this script if you find a custom ped is causing this issue.

At the moment, how it works is you extract all the textures from your ped or player wtd as png files.
If you extract normal and specular maps from the player .odr folders, they are possibly not named properly (I know my models spec and normals are not). If this is the case, rename the 000s to the correct name before running the script, here are the (for the body parts at least) names below.



It's not recommended to leave out normal and specular maps, the lighting on the model will be incorrect.

If you extract from a ped library, they're probably all named correctly and you don't need to adjust the names.

Put all images in a folder, put the script in the same folder and run the script. It does not need any command line arguments. Once the script runs, you should be able to select all images and import them into the .wtd. For most models DXT1 will be fine (DXT5 for anything with transparency), the other formats may increase the size of the .wtd.

Additional notes for editing the dictionaries (If you've never used a python dictionary, only change the numbers, don't touch the things in quotes) - going to turn this into some sort of ini file later for easier access outside of the executable:

There are 4 different dictionaries.
NumberOfCopies - (how many duplicates do you want to make of a texture) For example, a PED like Terry might have 2 upprs for the upper body. A PED like roman might have 5 upprs. To be on the safe side having 5 copies of the upper and lower body should completely avoid the invisible model problem. With the current default resolutions/number of copies in the script, the maximum wtd size after resizing and duplicating all the textures is somewhere around 2k-3k, which should be ok for most medium range computers.

SizeOfImages - how large do you want the Diffuse (Color) textures to be. These are the "main" textures, generally needs to be the largest out of the 3 main types. A small diffuse texture means lots of pixellation. A large diffuse texture will have the most impact on the crispness of a character's textures.

SizeOfNormalImages - How large do you want the normal maps to be. These are "faked" detail textures. When you see light bounce off wrinkles on clothing, these are dictated by the normal maps. They are the purplish blueish pictures. These can be smaller than Diffuse maps and do not contribute as much to pixellation. In GTAIV, loss of quality in these maps are not particularly noticeable.

SizeOfSpecImages - How large you want the specular maps to be. Usually white black although sometimes there's some colorization. These dictate how bright a certain part of the texture should be. These can be even smaller than normal maps. In GTAIV you cannot leave these or normal maps out, you need all three types otherwise the lighting on the model is really screwed up (it'll look really dark and shiny)

Below: I used the resizing script on my Homura (black hair) ped model. In this, she has 512x512 at max (total of 1.4mb wtd size), and looks pretty decent. However, there's pixellation if you zoom in really close.

Thursday, August 23, 2018

List of Miscellaneous Things

Random, smaller stuff that still needs to be done. Classes are starting up again so I'll be busy again and might not be able to finish all of these anytime soon.

Elesis Fixes:
Light Model
Replace L4D2 skin textures with the better GTAIV textures - in progress
shotgun bug + hitbox issues - Done (apparently I did this a while ago)
Add a couple more jigglebones/fix hair jigglebone issue
ribbon on jacket has a strange rigging issue -
needs lightwarp on first person
consider solidify modifier on jacket

Anthy:
Light Model
hitbox issues
Figure out if she needs a lightwarp or not.
General revamp stuff

Homura:
Corpse replace - still unsure what to do for this one
shotgun bug + hitbox issues
RNG the glasses

Madoka:
Fix dress - done
minor texture update to face -done

Ara:
I think she is actually complete for L4D2 unless I fix the misc issue below.
Rig her for GTAIV.

Misc (for all):
Experiment with the new facial flexes that allow for better results

Monday, August 13, 2018

Sayaka's Sword (Machete) L4D2: Released


I was slacking, hadn't done a weapon in a while so I went ahead and made Sayaka's sword for fun. It was a lot more challenging than I thought.
High poly
I tried handpainting stylized textures for the first time. I'm not very good at painting/coloring, so this was good practice for me. I also had to clone tool a lot of the mirror seams because I didn't paint past the UV islands enough, and they're not quite perfect if you look close enough.  On this weapon, I applied the same lightwarp that was on Madoka's hair since L4D2's default lighting didn't look quite right on these textures. The sword also comes with specular and normal maps. The blue strip in the middle of the blade also glows in the dark.

Ideally, I'd like to go all the way with this weapon mod and make custom anims + custom blood textures, but we'll see if I'm anywhere near successful with that.


Friday, May 18, 2018

See if I can count to 3

Been kind of lazy recently so a bit slow. Also Kyouko's hair is frustrating.

Saturday, August 13, 2016

CRA Sword


Edit: I am so sorry to anyone who's been here for downloads - somehow I had not saved the layout properly (twice) and the L4D2 downloads page never existed. It is now linked as of August 16, 2016. Also apparently I even broke the GTAIV downloads page in the process.

Slacking on getting BH's sword into GTAIV. I think I'll mod it in as the bat since there aren't any other suitable weapons.

In the meantime, according to a suggestion from user on GameMaps, I ended up making CrA's sword. Much much easier to do the mesh - it actually ended up in one piece, it took about 4-5 hours to make the model and another 4-5 to get the textures as it is now.
Adding normals to this sword, the final tri-count with all the bevels is nearly over 15k. The low poly version (which will still have the orbs and all important details with actual geometry) is 5-6k.

I'm thinking about trying to add some scratches to BH's blade and CRA's. The textures look a bit dull at the moment, especially upclose.

Sunday, July 19, 2015

Text Modding in GTAIV (Also applies to GTASA)

This is mainly focused on modding names and nicknames. Unfortunately pronouns are too difficult to change, unless all the characters you're modding in are of one gender or something.









What you need:
X GXT Editor - This one needs administrator privileges and will also automatically update from the web. Sort of annoying but it does the import/export job well so I recommend it.
Notepad++

Pick whatever language .gxt file that you want to edit from main folder>common>text>*.gxt
Remember to make backups
Open it up with X GXT Editor.
Ctrl + A to select all.
Right click > Export to a folder
In that folder that you have all your exported files, Ctrl+A to select all
Right click > Open with Notepad++
It'll take a short while to open all the files
Ctrl+F to to open the find and replace dialogue.
You'll notice Find in all files and Replace in all Files.
Make sure to check Match case and word exactly.
Start with full names. So for example, you want to change Nico Bellic to Johnny Klebitz. Search for Nico Bellic and replace with Johnny Klebitz. Then replace any Mr. Bellic > Mr. Klebitz (this really only matters if you intend to modify the Mr. to Ms. or something similar.

Then you can start replacing the individual names like Nico to Johnny or Bellic to Klebitz. Look on GTA Wiki for a list of nicknames that each individual character has. Niko has NB, Nicky, while Johnny has John boy, Johnny boy, JK.