Hi boss, you mind sharing how to edit the texture of a in-game redcloth without meddling with it's motion physics? I just started modding days ago, and stuck on my first try in recoloring an armor set with redcloth parts involved. I've learned from other tutorials that most TW3 outfit textures can be modified through their diffuse and specular maps, and I've got most of them to work by tweaking their xbm exported tga files through photoshop/gimp. However, redcloth armor parts doesn't really react to changes in diffuse/specular maps as I thought they would. Do you mind sharing the texturing part of your Eternal Hunt set as well?
I also been stuck on this. My probelm is i cant get the parts with cloth physics to export. iAny help would be appreciated. Even if its just a link to a tutorial
Sorry, it's been a while. I don't remember if this video demonstrates it and I don't remember the exact detail, but to access and modify the recloth file, you first have to unbundle and export it into another format (.apb? or something similar), then throw the new file into Nvidia's APEX clothing tool to turn it into an editable format (.apx?). Then the rest is in this video.
U should include the process of getting the file from apb to apx. including how and where to download the required programs. I was unable to find anything to download called clothing tool.
How do i get the clothing tool ? I made the account but i have no idea what im supposed to download to get it. Ive tried several files and havent been able to find it.
But i have a problem, has anyone managed to be able to use the Clothing tool to make redcloth, i have tried many times with various sttings and different models, but i alway end up with the square of death !! I see that you used Maya and some others 3DSMax, i will try with thoses apps, but i saw in your tutorial that you tried the clothing tool too. Did you manage to build something working with it ?
You're welcome! Yes I know what is causing the square bug now, you must generate tangent space in the Clothing Tool. I didn't know at the time I made the tutorial, so that's why it's not included. In fact there's some other stuff I learned since the release of the tutorial and that is not included either. Could be nice to update it someday. I hope this will be helpful.
Damn, it really turned out to be very simple !!! All the answers are on your video, the whole chain of creating the "cloth" file is perfectly disclosed, I just need not to miss all the small details. Indeed, the whole process in 3D max is almost the same as in Maya, if I create a "cloth" file from beginning to end. No need to change axes, no need to reduce the scene, the number of "bones" can be anything (I used 7). However, this is no longer my merit, another person helped me a lot in this. "Help will always be given at Hogwarts to those who ask for it."
My attempt to create a new "cloth" * .apb file for clothes ended in failure. There are still too many unknown places in the entire transformation chain, and there are far more questions, than answers to them. - Vanilla "red cloth" can contain any number of "bones" - 8,14, 21 and so on. But APEX SDK Version 1.3 allows you to "drag" only 4 "bones" into the scene, and this is very few, at least they need at least 5 or 6, 8. How to properly prepare a "model" to create a "cloth" in 3d max? This information is not available anywhere. To create "Rigid Bodies" 3D max needs a "root" bone, but it is not in the vanilla "bones" set. Ok, I created the "root" bone, added it to the "skin" module, but I don't know if this is correct or not. Here I will end so as not to tire the reader of this.
Yeah the square bug is a famous problem with the clothing tool. Try to reset all transforms before exporting your .fbx for the following steps. I'm unsure about that, I still haven't tried it myself. However I'm sure that the SDK lets you have more than 4 bones, that's for sure. I think that to work with 3ds max, you should follow the exact same procedure I did with Maya.
My source of information on "creating a cloth file" is 4 videos on the NVideo website and this is your video. I took from your video everything that at least somehow could be used in my case. And I have no one to ask for advice, no one knows anything about creating a "cloth file". I tried to drag 10 bones - failure, then 8 - failure, sweat 6 - failure, and only 5 bones - this is the "maximum" at which ClothingTool makes "Load Mesh", and 3D Max does not crash.
I was greatly surprised by the result obtained after the "full cycle in 3D Max", it is very convenient to make the model itself in it, the result is very beautiful, but when you export the finished * .apb file in the game, you get a completely authentic model, it looks like a cloth, only incredibly huge ... I made about 100 attempts to create a "cloth file", of which 90 were trying to find a way to overcome the problem of "model gigantism". Today I will experiment in the * .obj format, only in it there is an opportunity to specify the "scale=0,01" parameter when exporting the mesh.
And yes, I forgot to ask about this "trick" with rotating the model by, -90 and 180 degrees - in * .obj, the file has an option "Flip YZ-axis (Poser - like)" - this is not the same as your "trick" with model rotation?
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Hi boss, you mind sharing how to edit the texture of a in-game redcloth without meddling with it's motion physics? I just started modding days ago, and stuck on my first try in recoloring an armor set with redcloth parts involved. I've learned from other tutorials that most TW3 outfit textures can be modified through their diffuse and specular maps, and I've got most of them to work by tweaking their xbm exported tga files through photoshop/gimp. However, redcloth armor parts doesn't really react to changes in diffuse/specular maps as I thought they would. Do you mind sharing the texturing part of your Eternal Hunt set as well?Edit: Nvm, I figured it out.
This was the tutorial I used: https://bathsebah.tumblr.com/post/698535998832902144/redcloth-tutorial-preparing-the-mesh
Thank you for the interesting video!
Is there a way to export the redcloth as a regular 3d mesh, in fbx format, without motion physics?
I would appreciate any information.
I've just published something just for that
APX Importer for Blender
But i have a problem, has anyone managed to be able to use the Clothing tool to make redcloth, i have tried many times with various sttings and different models, but i alway end up with the square of death !!
I see that you used Maya and some others 3DSMax, i will try with thoses apps, but i saw in your tutorial that you tried the clothing tool too.
Did you manage to build something working with it ?
Yes I know what is causing the square bug now, you must generate tangent space in the Clothing Tool.
I didn't know at the time I made the tutorial, so that's why it's not included. In fact there's some other stuff I learned since the release of the tutorial and that is not included either. Could be nice to update it someday.
I hope this will be helpful.
Is that Bloodborne outfit your mod or someone else? Anyway to get it?
All the answers are on your video, the whole chain of creating the "cloth" file is perfectly disclosed, I just need not to miss all the small details.
Indeed, the whole process in 3D max is almost the same as in Maya, if I create a "cloth" file from beginning to end. No need to change axes, no need to reduce the scene, the number of "bones" can be anything (I used 7).
However, this is no longer my merit, another person helped me a lot in this. "Help will always be given at Hogwarts to those who ask for it."
Glad you finally got it working
- Vanilla "red cloth" can contain any number of "bones" - 8,14, 21 and so on. But APEX SDK Version 1.3 allows you to "drag" only 4 "bones" into the scene, and this is very few, at least they need at least 5 or 6, 8.
How to properly prepare a "model" to create a "cloth" in 3d max? This information is not available anywhere.
To create "Rigid Bodies" 3D max needs a "root" bone, but it is not in the vanilla "bones" set. Ok, I created the "root" bone, added it to the "skin" module, but I don't know if this is correct or not.
Here I will end so as not to tire the reader of this.
I think that to work with 3ds max, you should follow the exact same procedure I did with Maya.
And I have no one to ask for advice, no one knows anything about creating a "cloth file".
I tried to drag 10 bones - failure, then 8 - failure, sweat 6 - failure, and only 5 bones - this is the "maximum" at which ClothingTool makes "Load Mesh", and 3D Max does not crash.
I was greatly surprised by the result obtained after the "full cycle in 3D Max", it is very convenient to make the model itself in it, the result is very beautiful, but when you export the finished * .apb file in the game, you get a completely authentic model, it looks like a cloth, only incredibly huge ... I made about 100 attempts to create a "cloth file", of which 90 were trying to find a way to overcome the problem of "model gigantism".
Today I will experiment in the * .obj format, only in it there is an opportunity to specify the "scale=0,01" parameter when exporting the mesh.
And yes, I forgot to ask about this "trick" with rotating the model by, -90 and 180 degrees - in * .obj, the file has an option "Flip YZ-axis (Poser - like)" - this is not the same as your "trick" with model rotation?
But it's not ready at all.