2wrwrw3rw3r Posted 8 hours ago Posted 8 hours ago (edited) 13 hours ago, shak-otay said: @Conyaboi: well, I put much too much effort into this so the instructions are kept very condensed, just to say so. edit: @all: for all those who just step in here: UFC 4 .mcd (and .gnf, texture) are zstd compressed. Use Aluigi's Decompressor.bms to be found in this thread to decompress them. hex2obj needs an uncompressed file. (Decompressed .gnf textures can be read by Noesis from Rich Whitehouse.) ----------------------------------------------------------------------------- Checking the .mcd file, Conor's hair: the FVFsize is 16 for the hair here (but was 12 for the head, as you may remember). If you run intro troubles getting the parameters for the body feel free to ask. But you'll need to learn some basics of 3D formats. (Maybe someone will create a script for UFC 4 .mcd files. I, for one, am finished here). a) Conor's hair in hex2obj (checked one sub mesh only) : b) Getting face index start address (search for xndi) : c) Getting start of vertex blocks (search for MRTS) : d) Last, not least, the uvs (skipping 2 MRTS blocks of normals, usually) : HTH I tried using the head models and tested two of them (DDP and Rovyal). I was able to get the models to work. From my understanding, all of the heads share the same offsets and parameters, so if you can get one model to construct with no weird faces, you can use the same parameters for the other models. I’m just having an issue with the ears, as you can see in the photo below. If you could share your parameters and offsets, I think it would be very helpful. update 1 : got it woriking however the uvs are not working but you can transfer it using copy vertex order plugin in blender UPDATE 2: got the uvs to work for the model using these params but i still have to go inside blender uv unwrap and then copy uv maps to the main model . is there a way i can get uv maps and model all in 1 in hex2obj ? sorry if this is a rookie question since ive never used hex 2 obj before Final Update : I just have to save the mesh from hex2obj settings and the uvs will be added to the obj. thanks for your help Hex2Obj Edited 6 hours ago by 2wrwrw3rw3r
2wrwrw3rw3r Posted 8 hours ago Posted 8 hours ago 10 hours ago, Conyaboi said: @2wrwrw3rw3r did you ever try getting in contact with the person who made the py for the ufc 1-3 models, might be worth seeing if they would add ufc 4 or make one edit- do you know the .gnf for mcgregors shorts in ufc 3, the shorts with his name on i found the script on a zentax forum and the post was 2-3 years old , i doubt we'll ever find that dude and for the shorts , they just use generic shorts from my understanding the names are another layer that are added onto the shorts while you load in with said character ingame
Conyaboi Posted 6 hours ago Posted 6 hours ago 2 hours ago, 2wrwrw3rw3r said: I tried using the head models and tested two of them (DDP and Rovyal). I was able to get the models to work. From my understanding, all of the heads share the same offsets and parameters, so if you can get one model to construct with no weird faces, you can use the same parameters for the other models. I’m just having an issue with the ears, as you can see in the photo below. If you could share your parameters and offsets, I think it would be very helpful. update 1 : got it woriking however the uvs are not working but you can transfer it using copy vertex order plugin in blender UPDATE 2: got the uvs to work for the model using these params but i still have to go inside blender uv unwrap and then copy uv maps to the main model . is there a way i can get uv maps and model all in 1 in hex2obj ? sorry if this is a rookie question since ive never used hex 2 obj before Final Update : I just have to save the mesh from hex2obj settings and the uvs will be added to the obj. thanks for your help Hex2Obj Looks like you’ve got the hang of it, well done, I haven’t tried yet as I got busy, this looks very promising though, getting head models accurately. Happy to see that. If you have discord add me connor_32311, could help each other get full model.
Conyaboi Posted 6 hours ago Posted 6 hours ago (edited) 1 hour ago, 2wrwrw3rw3r said: i found the script on a zentax forum and the post was 2-3 years old , i doubt we'll ever find that dude and for the shorts , they just use generic shorts from my understanding the names are another layer that are added onto the shorts while you load in with said character ingame Fair enough, Zentax was goated, yeah I’ve already got the shorts for McGregor from ufc 3 just need the name added to them, in the extracted .big folder do you know which path the names are located in for the shorts ? here’s the generic green shorts, I did try looking everywhere for mcgregors shorts because I think he does have his own ones but there’s no shorts I could find with his name in the file name. ps ignore the beard, I know the beard alpha uses uv 1.0 but in this was 0 so it looks broken Edited 6 hours ago by Conyaboi
2wrwrw3rw3r Posted 6 hours ago Posted 6 hours ago 12 minutes ago, Conyaboi said: Looks like you’ve got the hang of it, well done, I haven’t tried yet as I got busy, this looks very promising though, getting head models accurately. Happy to see that. If you have discord add me connor_32311, could help each other get full model. for sure ill send you a friend req , i do have shorts data bases for reebok shorts ranging from 2015-2021 you'll probably find it useful and as for the names you can make them in photoshop its not that hard
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