Freedom Reborn

Freedom Force Forums => Hex Editing => Topic started by: Artemis on August 18, 2013, 09:48:40 PM

Title: Nifskope body swap attempt
Post by: Artemis on August 18, 2013, 09:48:40 PM
Just wondering if there was anyone who knew if it were possibly to remedy my current situation? Ideally I wanted to place the bacchite mesh ontop of the Quetzacotle mesh so that she could use his KF's and his staff. This is what I ended up with :

(http://i148.photobucket.com/albums/s5/jebn21/quetz_bacchite.jpg) (http://s148.photobucket.com/user/jebn21/media/quetz_bacchite.jpg.html)

In Nifskope I've hidden Quetz but in CTool2 he still shows up - although he's quite blocky and undetailed. And the bacchite is placed at a 90 degree angle behind him, I think if i were to loaad up the game she'd actually be placed beneath the floor of the map. Obviously I want to hide Quetz and get the lady into his position as she is in Nifskope.
Also, I'm hoping its possible to get the bacchite mesh back to its original proportions as seen on the right? she's stretched beyond all recognition right now.

Hopefully someone can tell me if what I'm trying to do is possible or not, I'd really like to get into Nifskope I just really enjoy the Irrational meshes and wanted to customise them to create some original characters.

Title: Re: Nifskope body swap attempt
Post by: Amazo Version 2.2 on August 19, 2013, 02:14:28 PM
to get rid of the quetzicotle skin, i would say to alpha the skin out. as for the rest, thats more complicated than im currently able to do with nifskope. all i could say really is good luck
Title: Re: Nifskope body swap attempt
Post by: hoss20 on August 19, 2013, 04:44:25 PM
A couple of questions:
1. How did you "hide" Quetzalcoatl?
2. Where did you paste the Bacchite mesh?

I have come across some instances when I was adding animations from one set of keyframes to another where that animation would rotate the mesh like is happening to your Bacchite. It's been a while, but I believe you can alter the rotation of the offending animation. For a whole set of keyframes, I'm not so sure, other than rotating every animation in the set of keyframes. It may be a moot point anyway as the distortion of the Bacchite mesh is due to the fact that the keyframes for Quetz are made for a larger mesh and all of the nodes and dimensions of the mesh are matched to those keyframes. Therefore, when you put a smaller mesh (Bacchite) on a larger size mesh (Quetzalcoatl), the smaller mesh stretches to fit the keyframes, unfortunately, not in a symmetrical fashion.

One thing that is interesting, and why I asked how you hid Quetz in the first place, is that there shouldn't be any distortion of his mesh if you are still using his keyframes.
Title: Re: Nifskope body swap attempt
Post by: Randomdays on September 14, 2013, 10:00:42 PM
Is the Bacchite mesh from FF? Could be a problem with the way FF and FFVt3R apply them causing the rotation. It looks like she animates at least. The shine problem would mean the lighting on the mesh would have to be adjusted.

I've done what you're trying to do and had it work, but I did it with blender, rerigging the female mesh to the male one, resizing up or down as needed and it works pretty well.
Title: Re: Nifskope body swap attempt
Post by: daglob on September 16, 2013, 10:12:54 PM
Sometimes to get rid of the shine you have to make the lightmap black.
Title: Re: Nifskope body swap attempt
Post by: Tomato on September 16, 2013, 10:27:10 PM
Quote from: daglob on September 16, 2013, 10:12:54 PM
Sometimes to get rid of the shine you have to make the lightmap black.

or add a black refl map to the Bacchite mesh, which would give her the ability to add refl to the mesh if she wants to later on.
Title: Re: Nifskope body swap attempt
Post by: daglob on September 16, 2013, 10:48:56 PM
Quote from: Tomato on September 16, 2013, 10:27:10 PM
Quote from: daglob on September 16, 2013, 10:12:54 PM
Sometimes to get rid of the shine you have to make the lightmap black.

or add a black refl map to the Bacchite mesh, which would give her the ability to add refl to the mesh if she wants to later on.

That is the usual way to do it; I should have mentioned that. I have had trouble with some scopes with the scoped pieces having reflections even when the reflection texture was black. The original Amazonia scope was that way.
Title: Re: Nifskope body swap attempt
Post by: Avalon on October 25, 2013, 05:15:42 PM
I was able to move bacchite to use the keyframe. To get rid of the reflect, you have to change the Gold_lightmap.dds to black.
There is some stretching but it moves.

(http://i944.photobucket.com/albums/ad283/avalonff2010/baccqual.jpg)
Title: Re: Nifskope body swap attempt
Post by: Cyber Burn on October 25, 2013, 11:19:36 PM
Even with the stretching (Which really isn't that bad), that is really cool.