Black Desert Online -Nude body, Costume Mods for Meta Injector by Suzu (2 Viewers)

Status
Not open for further replies.

tko123

Potential Patron
Joined
Aug 18, 2019
Check UV
There may be distortion and overlap.
No, uvs are fine.
heres some images to better show whats going on.
also im not sure how it happened but when i was testing things out i had a model where the spots were popping up all over the model.
is also looks like its going over the seam in the model
 

Attachments

  • glitch.jpg
    glitch.jpg
    105.4 KB · Views: 147
  • normal.jpg
    normal.jpg
    534.7 KB · Views: 130
  • uvs.jpg
    uvs.jpg
    718.2 KB · Views: 122
Last edited:

tko123

Potential Patron
Joined
Aug 18, 2019
The basic scale of the blender looks like centimeters
It seems to be possible to return to 0.025.
However, there appears to be a problem with rotation.
X = 90.
Please change without changing the orientation of the model.
Freeze xyz to zero.
Do not freeze the scale
is up axis set to z instead of y?
Edit: if importer is compensating for scale it could be doing the same thing for rotate.
 

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
is up axis set to z instead of y?
Edit: if importer is compensating for scale it could be doing the same thing for rotate.
The vertical axis of the blender is z.
It seems that it can be changed when converting to other files.
 

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
No, uvs are fine.
heres some images to better show whats going on.
also im not sure how it happened but when i was testing things out i had a model where the spots were popping up all over the model.
is also looks like its going over the seam in the model
It seems to be a common phenomenon in black desert models.
This is a phenomenon where black spots appear on the vertices on the UV boundary line.
I think it's probably a vertex skin information error.
What to do is
It will disappear if the vertex of that part is deleted.
 

Dragondragon64

Avid Affiliate
Joined
Mar 25, 2019
The basic scale of the blender looks like centimeters
It seems to be possible to return to 0.025.
However, there appears to be a problem with rotation.
X = 90.
Please change without changing the orientation of the model.
Freeze xyz to zero.
Do not freeze the scale
Where do you see X as 90? Looks like its at 0 to me.
Here's the .blend- take a look personally and maybe we can figure out what the problem is.
 

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
7jdhSu8.png

It is a mistake of your polygon model.
I can change the Thai feeling,
Learn more about the basics of 3DCG.
Then you can understand the cause of the error.
n7tgcG6.png

First, your polygon model has UVs divided by the number of faces.




e1m9eqW.png

Sew it up and fix it to the correct UV


Zu3pVpm.png

So smooth the foot mesh(This is a service)lol



zCkKw9E.png

This is a modified model.



MQaVpCw.png

I forgot.
The vertical axis of the blender is Z, so X is -90.

Upload your polygon model that I modified.
This is the first and last.
After that, please think about it yourself and correct it.

Edit:
I forgot, you need to integrate the UV of the foot into the nude texture.
If you don't do that, you won't be able to import correctly.
This is because your model has four separate UVs.
 

Attachments

BDO_NUDE.zip
1.2 MB · Views: 257

Last edited:

idlogin

Potential Patron
Joined
May 29, 2019
Hi, Suzu I need help fix broken something all female characters.
1.Broken outfit with Body "Glorious Shudad"
2.I use mods to show underwear but U can help me to hide underwear on this outfit? like glorious shudad? "Garnet Marniera"

ps. I use partcutdesc(2019.9.4) of suzu.
ps.2 So sorry english very bad.

Untitled-1.jpg
 

tko123

Potential Patron
Joined
Aug 18, 2019
Edit: i deleted my posts because even after flipping the UVs i still have problems.
I'll keep testing.
 

Dragondragon64

Avid Affiliate
Joined
Mar 25, 2019
n7tgcG6.png

First, your polygon model has UVs divided by the number of faces.




e1m9eqW.png

Sew it up and fix it to the correct UV


Zu3pVpm.png

So smooth the foot mesh(This is a service)lol



zCkKw9E.png

This is a modified model.



MQaVpCw.png

I forgot.
The vertical axis of the blender is Z, so X is -90.

Upload your polygon model that I modified.
This is the first and last.
After that, please think about it yourself and correct it.

Edit:
I forgot, you need to integrate the UV of the foot into the nude texture.
If you don't do that, you won't be able to import correctly.
This is because your model has four separate UVs.
Why does it have 4 uvs?? Also, is that what causes pactool to think the "position is too high"?
 

tko123

Potential Patron
Joined
Aug 18, 2019
ok i got it working 100%
ended up using -colorCoding in the dae converter and using blender to update only the skin weights.
the model never even had to go into maya.
i suspect the black spots were from a bad skeleton import in maya as i couldnt even manually paint weights without the model exploding, plus a whole host of other wonkyness with the skeleton.
heres the vanila shai model if anyone wants it.
 

Attachments

ShaiNudeVanilla.zip
378 KB · Views: 314

tko123

Potential Patron
Joined
Aug 18, 2019
now i can start figuring out how to show the parts of the model that were usually underwear for all the armor types.
i could really use an explanation of how the partcutdes file works and how i can manualy define changes without using resorepless.
so far it looks like the model is split into groups for each armor type and adding the group/armor name shows that part for that armor.
what i dont get is what the relation lines do.
suzu if you could help get me started it would be a huge help.
also i can see you used the underup group to show the body that was hidden under the underwear, but that shows the whole model for all the armors. so im thinking this just a shortcut so you dont have to define everything by groups?
 

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
now i can start figuring out how to show the parts of the model that were usually underwear for all the armor types.
i could really use an explanation of how the partcutdes file works and how i can manualy define changes without using resorepless.
so far it looks like the model is split into groups for each armor type and adding the group/armor name shows that part for that armor.
what i dont get is what the relation lines do.
suzu if you could help get me started it would be a huge help.
also i can see you used the underup group to show the body that was hidden under the underwear, but that shows the whole model for all the armors. so im thinking this just a shortcut so you dont have to define everything by groups?
Relation CutType is a specification of how to express a costume during a specific action.
For example, when wearing a giant gauntlet, the sleeves are turned off.
This is a so-called event action.
 

Dragondragon64

Avid Affiliate
Joined
Mar 25, 2019
Also, I figured out how to uncensor the Shai for NA/EU region.
r7YnfQg.png
Extract to paz folder.
You're welcome.
How do you remove this shadow/dark spots around the shoulders? I assume its related to the shading for the NA/EU sleeves area. Would you mind packaging all the files needed to fix this in a zip?
 

tko123

Potential Patron
Joined
Aug 18, 2019
Relation CutType is a specification of how to express a costume during a specific action.
For example, when wearing a giant gauntlet, the sleeves are turned off.
This is a so-called event action.
so the first section of the partdescut file is like defining variables, and the Relation CutType is the code body for changing the model everytime the armor is switched?
 
Last edited:

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
so the first section of the partdescut file is like defining variables, and the Relation CutType is the code body for changing the model everytime the armor is switched?
The code body is partcombinationdesc.xml.
 

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
TQKJd6K.png

It looks like Blender uses openCollada.
The initial black desert mod was unable to load the default skin, but it seems to be possible now.
An animation node called Amature is created in the pose (bone). Can you import it into pac while leaving this node?
eaUt766.jpg

Since openCollada supported up to 3dsMax2017, I tried to load dae with a plug-in.
Since a transform node called upaxis is generated in the parent of the bone, it is a little cumbersome
KPQOufu.png

maya has plug-ins up to version 2017, but I don't have it, so I converted it to FBX with 3dsMax and read it.
There seems to be a contrivance to delete the upaxis node to make it only bones.
Let's hope that 2019 plug-ins can be made.

This is the openCollada site.
OpenCOLLADA - Home
 
Last edited:

shraiko

Potential Patron
Joined
Sep 25, 2019
I have been trying for days to get any of this working. I have no idea what it is i am doing wrong when i get this
96873
 
Status
Not open for further replies.

Users who are viewing this thread

Top


Are you 18 or older?

This website requires you to be 18 years of age or older. Please verify your age to view the content, or click Exit to leave.