Lightstalker
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- Joined
- Aug 27, 2017
Still couldn't do it. Can someone help and remove the hanging cloth from Dark Knight Sin terrna and Rosa Cassius Armor?
For rosa cassius edit pdw_00_lb_0001_hair, for sin terma pdw_00_sho_0002_cull. It not that hard, try it by yourself.Still couldn't do it. Can someone help and remove the hanging cloth from Dark Knight Sin terrna and Rosa Cassius Armor?
you might be fixing the wrong "holes", try shoulder, lower body, hands, helmet well pretty much all of them
If you used metainjector with a partcurdesc fix holes tool wont work.I tried it for Venia Riding Attire (it has holes in the shoes) and it didn't fix it.
Fix partcutdesc.xml to function correctly
You may notice it by watching gif
If you use a modified texture of costumes that is shared with female characters, it is natural, but you can see the cut body.
(Musa and plum with default clothes, as well as wizards and witches)
In the outfit, fish, shark, desert camouflage, treedummer
However, since the treedummer only are writing to partcut, correctly nude body is visible.
If you do not like seeing the cut body, please delete the texture yourself or edit partcut.
that's all.
PS: It is okay not to delete the texture for men's nude.
This partcut also includes Mystic and future new characters
Female are also fixed at the same time as maleIs this Partcutdesc fix only for males?
Fix partcutdesc.xml to function correctly
You may notice it by watching gif
If you use a modified texture of costumes that is shared with female characters, it is natural, but you can see the cut body.
(Musa and plum with default clothes, as well as wizards and witches)
In the outfit, fish, shark, desert camouflage, treedummer
However, since the treedummer only are writing to partcut, correctly nude body is visible.
If you do not like seeing the cut body, please delete the texture yourself or edit partcut.
that's all.
PS: It is okay not to delete the texture for men's nude.
This partcut also includes Mystic and future new characters
It should be pbw_00_ub_0054_decAnyway to remove that white thing on her boobs I haven't really been able to spot which file has it so I can paint the alpha channel :x
View attachment 67505
thanks that was it still have a little on the back but I'll try to fix that leftover on the next maintenance too many mats to process to keep restarting lol
The white dragon is a double mesh of ub_0054 and ub_0054_dec.Anyway to remove that white thing on her boobs I haven't really been able to spot which file has it so I can paint the alpha channel :x
View attachment 67505
The black spots on the mesh and unnecessary reflection of light are caused by UV distortion. Please check the UV. If the edges are separated, sew it, if you are overlapping please prepare with smooth function.
If it still occurs, please delete the specular texture with the alpha channel.
For transparency please edit the texture. It is a file of _sho or _ hair. The alpha channel changes when you examine the gray depth. As the richness increases, transparency increases.
Distortion and separation of uv often occurs at the time of export.Thank you for the response!
(I am a complete blender noob, and am not 100% on some terms used):
"The black spots on the mesh and unnecessary reflection of light are caused by UV distortion. Please check the UV. If the edges are separated, sew it, if you are overlapping please prepare with smooth function."
Would this happen if I removed doubles, or moved edges around? I feel like this all ways happens to my transparent items, regardless of modifications (just passing through blender). Will there be any noticeable issues if I remove the specular texture completely? (simple fix?)
How would I remove the specular (Is this within blender or .dds file)?
?View attachment 67511
(or pew_......._sp.dds?)
Thanks again for helping me out :).
Edit, what i see in blender:
(another outfit i am having shine issues)
View attachment 67512
Distortion and separation of uv often occurs at the time of export.
It does not happen just by moving the edges and vertices of polygons.
Just because polygon protrusions and overlapping UVs overlap
_m is a colormap. It is the base of dyeing.
The specular is _sp.