- Joined
- Mar 27, 2016
oh thanks28 is wizard, 29 is rangerman
oh thanks28 is wizard, 29 is rangerman
I agreeKeep the original files, OpenBD might do a better job importing the models whenever I get around to actually finishing that code.
i patched the Dark Knight outfit perfectly and i took the exact same steps doing the Grunil Ranger armor but the patching failed. I'm placing all the pac's in the same folder as well as the textures and renamingupdate5 (2017.7.20)
Finally it was done.
I made all new and rebuilt.
Ranger also put something I made.
I removed the shoulder spots that can be done in replace mode
I also make a normal map according to the mesh.
meta injector is required to apply pac file.
I uploaded it to the download page
Download from here
Black Desert Nude 3D Mesh (2017-7-20)
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I replaced partcutdesc.
I am making treant and riding changeable.
I adjusted male characters
\character\model\1_pc\3_pew\armor\10_lowerbody\pew_01_lb_0002.paci patched the Dark Knight outfit perfectly and i took the exact same steps doing the Grunil Ranger armor but the patching failed. I'm placing all the pac's in the same folder as well as the textures and renaming
View attachment 73432
\character\model\1_pc\3_pew\armor\10_lowerbody\pew_01_lb_0002.pac
\character\model\1_pc\3_pew\armor\9_upperbody\pew_01_ub_0002.pac
\character\model\1_pc\3_pew\armor\12_foot\pew_02_foot_0002.pac
\character\model\1_pc\3_pew\armor\11_hand\pew_02_hand_0002.pac
Not all the files in the client are used in the game.
Remove unnecessary items, re-patch meta file as defaulti cannot extract the upperbody through paz browser how do i get the original file back it is not in my extracted files.
Suzu, when you make a new model Lan?
it's right below...Keep the original files, OpenBD might do a better job importing the models whenever I get around to actually finishing that code.
What did you mean?it's right below...
It is easy to redesign a polygon model.
The problem is mesh destruction that occurs at import.
The solution is UV smoothing, correcting the orientation of vertices and face normals, binding the model to bones, etc.
If it does not solve it, leave it.
If we can bind all the bones necessary for the body, 90% will be solved but ... pactool is impossible because there is a limit on the number of bones
Well it is my own words.
How to avoid this default skin cluster
1, create a skin cluster by binding newly
2, keep away from the bones
3, Reduce the vertices of the mesh.
4, abandon without doing anything
Then select 4
This distortion can be corrected by binding the mesh to the bone.I'm fairly certain it's caused by the animations, they probably just stretch the crotch since it's easier, by default it's not like players can see the stretching going on.
I don't think you could ever properly address this without going through every player animation in the game that affects that part of the crotch and changing it so that it wouldn't do that, a tedious process even if I had already implemented the code to support the opening of animation files not to mention altering them.