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Player Model Editing


ModelingMan
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ModelingMan
i'm just trying to use the same player.dff as the "in game" one.

I would rather have the cutscene model as the defualt player model as they don't look alike. Plus replacing the "cutscene Tommy" with "gameplay Tommy" will remove his mouth and eye movements during the cutscenes.

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I've followed all of the instructions in your tutorial and i've reached the point of exporting. I have the script loaded and i select "VC Human". I then browse to the file containing the .bp file of the same name as my model. i then click the export button in the script. The script then gives me an error. It specifically says "ERROR: Python Script Error: Check console." I've tried everything including changing the name of my blender model and the .bp file to moving the .bp file to it's own seperate folder and trying to export there, but to no avail. Any ideas?

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ModelingMan

Any ideas?

Sorry to say, but you'll need to start over again, this time remembering to press the "msplit" button before you press import.

 

 

when ever i press alt-p nothing happens

"Left-Alt + P" or "File->Run Pyton Script"

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Thanks for the reply, MM but i actually i created my model in blender so there was no need for me to press mssplit. Besides, i figured out my problem and was able to export successfully, now my problem is a crash ingame when i try to change to my model. I went and re-combed through your tutorial and i noticed that you said to rename the mesh Root while my mesh's name is root_mesh. Could that be causing the crash or is the name correct?

 

Also, do i just leave the .bp file where it is or do i import that as well?

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ModelingMan

i noticed that you said to rename the mesh Root while my mesh's name is root_mesh. Could that be causing the crash or is the name correct?

No, If you read carefully you would have noticed that I wrote "Setting Up Your Model Before Importing". Naming the mesh "Root" before importing will make Blender rename it to "Root_mesh" which is correct.

 

 

Also, do i just leave the .bp file where it is or do i import that as well?

There's no need to import the "bone patch" file, it is used when you export your model. One of the reasons why your model crashes the game might be that Blender couldn't find the .bp file which results in a "corrupted" dff file. You must have the .bp file in the same folder where you are exporting your model, and must be named the same as the dff filename.

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Ok, i think i've checked about every aspect and i can only find two things that could possibly be wrong. The first is that the mesh is off center yet the armature is on center. the second is the way i made the ".bp" file. The way you say in your tutorial is to import an original model from the game and then delete the mesh and import or create the custom model in the same ".blend" file. The way i did it is, i made the ".bp" file by importing an original model using the "bpatch" button, but then using a completely new ".blend" file to create my model and then simply changing the name of the ".bp" file to match my custom model. Could either of those be my problem?

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ModelingMan

I have never tried using a "completely new .blend file", so I wouldn't know if that's a problem. Maybe Hollower can help you there.

 

A couple of questions though:

 

Did you make the Skeleton parent of the "Root_Mesh"?

 

And made the "Root_Mesh" parent of the "Root Bone" found on layer 5?

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I will admit the script is not what they call "robust"; if it doesn't get input exactly as expected it bombs out. On to the points here...

 

1) In reality the mesh is named 'Root' and the root bone is also named 'Root'. This caused a problem when I wanted to call up an object by its name, so as a hack the script renames the mesh to 'Root_mesh' at import, and exports any mesh named 'Root_mesh' as 'Root'. I forgot to make it case sensitive so it has to be written exactly so.

 

2) As MM said, the .bp bone patch file is searched for in the export directory and automatically included at export. You don't need to include it with your model and you can reuse it over and over again, renaming as needed.

 

3) The reason to import the original player file first is to get the proper "sideways" hierarchy of the bone dummies already in place as it would be extremely tedious to do by hand. Dummies always import to layer 5 (to keep the screen clutter to a minimum). You then delete the original mesh and parent your own mesh to the 'Root' dummy which is in the pelvis area. MM explained this part well. The mesh is made parent of 'Root' dummy, and the 'TommySkeleton' armature is made parent of the mesh. Think of it as stitching your new model onto the original framework.

 

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Thanks for the help guys. I've got some good news but i still have some bad news. The good news is that to test that i was doing everything right i made a simple modification to one of the original models and i was able to export and get the model ingame and i was able to play with that model. That was just to make sure that i wasnt doing anything wrong with the parenting or the re-naming. The bad news is that the mesh that i originally made to go into the game still doesn't work. I've come to the conclusion that it has something to do with the mesh. Even though i've compared all the various fields between my simple working model and my complex non-working model, and they are identical in every field (except for poly count), i can't seem to get my complex model to work ingame. I've already checked for quads and there are none. I'm truly stumped. The only other difference that i could see is that on my complex model i removed all the double vertices instead on the simple one i left them. I dont know if maybe one of you guys would take a look at it?

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TheJkWhoSaysNi

The link to the script appears to be down sad.gif

 

Can someone please post a mirror?

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Well I tried everything with my first model and nothing seemed to work so i started over, this time making sure i did everything right. I made an acceptable replacement for my first model and he works fine ingame. Now all i need to do is fix the texture and i'll be done. Thanks for the help MM and hollower.

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  • 2 weeks later...
Mark Pagliaro

I don't know why but everything I import now seems to import to layer 1. So I am unable to follow either tutorials.

 

Despite my problems I did get 1 ped in game:

Edited by MarkPagliaro
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  • 1 month later...
bloodspilla663

i got a model ingame but for some reason my cars are now messed up. i took a screen of it www.freewebs.com/darlredfish/WTF2.jpg i know the character is messed up cause it was just a test. is this problem due to my character or something else.

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I had this problem also, all I did was updated my graphics drivers then it seemed to work fine after that...

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bloodspilla663

just wanted to thank u for the tut. i got my first character ingame with only little flaws rah.gif . www.freewebs.com/darlredfish/sdvc2.jpg if anybody wants him as there character just go here. http://www.gtaforums.com/index.php?showtopic=150419 . and thanks again for the tutorial.

Edited by bloodspilla663
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Tell me if I'm doing this right.

 

1.) Export player.dff and player.txd using IMG tool.

2.) Convert player.txd to player.bmp

3.) Open up TommySkeleton in blender

4.) Once in TommySkeleton, import the dff script

5.) When script is loaded, import player.dff - making sure that it creates a bonepatch file.

6.) Now you have Tommy's mesh on the workspace with some bones. Delete the mesh, then go back to scripts window.

7.) Import your custom model with its one texture.

8.) Reposition the bones and parent the bones to the mesh so it bends perfect in pose mode.

9.) Rename the bone patch file created with player.dff to CustomModelName.bp

10.) Goto the scripts window, export as CustomModelName.dff

 

^ Is this correct? Please help

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Loading bone patch: c:\example.bp

Exporting 1 meshes, 0 dummies

X bytes written to c:\example1.dff

 

Thats what it says on mine. Shouldnt it say 24 dummies? wtf..

 

Edit:

 

I've found out why it does this.. this is because it only says 24 dummies when i export the ROOT bone thingy.

But if I export the ROOT without the mesh as its parent, its not even a model.

But if I set the mesh as its parent, then the bones cant be its parent.

If the bones cant be its parent, it cant move.

 

help

Edited by cmc_jacob
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First I have to say this, stop posting so damn much! You know there is an edit button, if you wait patiently someone will help you, no need to post 10 times in one topic which you did here.

 

 

8.) Reposition the bones and parent the bones to the mesh so it bends perfect in pose mode.

Wrong, you cannot reposition the bones, you must leave them as they are. You deform your model to match the TommySkeleton.

 

As for the exporting of '0 dummies', you should read my tutorial VERY carefully, I explained everything that I do in Blender, and it should be quite easy to understand.

 

Edit:

 

Ok I have actually identified my problem. and it has something to do with parenting.

 

When I parent my mesh to my bones, then try exporting the mesh as dff - i get 0 dummies.

 

When I parent my mesh to my root, then try exporting the root as dff - i get 24 dummies.. BUT the bones are then useless.

 

So wtf do I do?

Quote is from this topic

You should stop posting like that! Read over my tutorial more, you'll notice, if you actually read ALL of it, that you make your mesh parent of the Root bone, then make the TommySkeleton parent of your mesh.

 

Please just read over the tutorial more than once.

Edited by ModelingMan

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I even tried not touching the bones. My model matches the bones perfect, unedited.

 

Sorry for being such a noob, im not usually this impatient but i was getting frustrated.

 

I didn't understand the parenting part as it wasnt explained as well as it could be but I think i get it now, brb im going to try..

 

btw thanks

 

 

edit: Is there someway to have it load the python script right when I load blender? I have to reload it every_single_time_ i reopen it..

 

edit2: here are my unsuccessful results.

 

It exports with no errors.. 1 mesh 23 dummies, loaded bone patch, succesfully written to blahblahblah

 

user posted image

First off.. what in the world is up with the dummies? They are way off. And second off, whats up with the "no bones"? I clearly have bones!

 

user posted image

Edited by cmc_jacob
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Please!!! im having problems....

 

When i import my dff model to blender..... the importer gives this message:

"expected frame

DFF import FAILED!"

 

 

 

what am i doing wrong???

 

thanks!

Edited by BlackLotus
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  • 4 weeks later...
When i import my dff model to blender..... the importer gives this message:

"expected frame

DFF import FAILED!"

 

what am i doing wrong???

You're not doing anything wrong, that's just an invalid model.

 

Could anyone please tell me what's wrong with/hard about my tutorial?

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Could anyone please tell me what's wrong with/hard about my tutorial?[/color][/font]

well a few more pictures of where buttons are would help

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  • 3 weeks later...

sorry for bump and double post, but im trying to convert Miguel from GTA3 he works ingame but he is on his side and he is all f*cked up ill get a picture if you want, also how do you centre the axis?

Edited by kraxxuz
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sorry for bump and double post, but im trying to convert Miguel from GTA3 he works ingame but he is on his side and he is all f*cked up ill get a picture if you want

If you used "Create From Closet Bones" then that's why he appeared rubbish ingame. Grouping the vertices to each bone is obviously the best way.

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