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  1. M

    Hair Rooted after edits

    Sure. Hopefully it helps... The basic idea is that you save a new fbx from Visual Studio, and use that new mesh to save UVs to an external file from Max since the fbx save from Visual Studio does retain its UVs when imported into Max. Just to illustrate the problem, here's how the fbx file...
    • monkor
    • Post #14
    • Sep 19, 2015
    • Forum: MODS (THE WITCHER 3)
  2. M

    I need help with w2mesh

    Could you provide an example of a file you are trying to open? There's 40-50 mesh files in that folder. Does the GUI export the files from w2mesh to FBX files, or something else? Have you looked at this tutorial? http://www.nexusmods.com/witcher3/mods/569/?
    • monkor
    • Post #6
    • Sep 19, 2015
    • Forum: MODS (THE WITCHER 3)
  3. M

    I need help with w2mesh

    Which file are you attempting to import?
    • monkor
    • Post #4
    • Sep 19, 2015
    • Forum: MODS (THE WITCHER 3)
  4. M

    I need help with w2mesh

    I think we'll need more information on what you're doing. Did you export the w2mesh file into an fbx file? What commands are you using to export? What software are you using to view your mesh?
    • monkor
    • Post #2
    • Sep 18, 2015
    • Forum: MODS (THE WITCHER 3)
  5. M

    LoD Research Thread

    I see a good number of decals here, including some in the dirt and leaking section that look like the grunge you see fading in/out in your video: <Your Depot Location>\Uncooked\environment\textures_tileable\decals
    • monkor
    • Post #198
    • Sep 18, 2015
    • Forum: MODS (THE WITCHER 3)
  6. M

    Hair Rooted after edits

    Of the process?
    • monkor
    • Post #12
    • Sep 18, 2015
    • Forum: MODS (THE WITCHER 3)
  7. M

    Hair Rooted after edits

    Thanks for the info! Unfortunately I've only access to Max 2014-2016 so I'll keep trying to get this to work. I've noticed adding the unwrap modifier to the mesh will actually show the correct UV seams, but the mapping is always top-down planar. Looking at the mapping in Maya, I know they have...
    • monkor
    • Post #10
    • Sep 16, 2015
    • Forum: MODS (THE WITCHER 3)
  8. M

    Question for anyone who has successfully edited meshes

    So an update: Pulling the fbx into visual studio and then saving a different fbx file brings the UVs into Max correctly. So I may be able to just copy those over to the correctly weighted models now. :) ---------- Updated at 06:17 PM ---------- Serious thanks to you biozokker! Looks like...
    • monkor
    • Post #5
    • Sep 16, 2015
    • Forum: MODS (THE WITCHER 3)
  9. M

    Question for anyone who has successfully edited meshes

    Reading your post there, it sounds like Maya is running into the same issue with the header, as it always has errors trying to build/link the bones to the mesh when I import the fbx. I'll take a look when I have some free time to see if this will work around my issue as well. Thanks!
    • monkor
    • Post #3
    • Sep 16, 2015
    • Forum: MODS (THE WITCHER 3)
  10. M

    Game Uncooking Problem

    What does it say in the command prompt when you execute this?
    • monkor
    • Post #28
    • Sep 16, 2015
    • Forum: MODS (THE WITCHER 3)
  11. M

    Question for anyone who has successfully edited meshes

    Question for anyone who has successfully edited meshes Hopefully a quick question, or at least something that can get me started going in the right direction. I've tried using both Max and Maya (2015 and 2016) and each one has different issues with importing the files that I've documented (see...
    • monkor
    • Thread
    • Sep 16, 2015
    • Replies: 4
    • Forum: MODS (THE WITCHER 3)
  12. M

    Hair Rooted after edits

    Well at this point I'm not sure what to do. A few issues arise every time I try something new. Maya won't import the bones correctly. The script window is littered with errors about being unable to bind bones to objects, so all the weight data gets lost. Max will not import UVs as far as I've...
    • monkor
    • Post #8
    • Sep 16, 2015
    • Forum: MODS (THE WITCHER 3)
  13. M

    Hair Rooted after edits

    Looking at trying to get that data out of Max and into Maya now. :)
    • monkor
    • Post #5
    • Sep 15, 2015
    • Forum: MODS (THE WITCHER 3)
  14. M

    Hair Rooted after edits

    Looks like it's getting ignored when I import to Maya. I can see the weighting in 3ds Max, but UVs get scrapped in there. I'll have to dig into the import options some more to see if I can't get them to pull in to Maya. Thanks! :) (If anyone's more familiar with importing into Maya, I'd...
    • monkor
    • Post #3
    • Sep 15, 2015
    • Forum: MODS (THE WITCHER 3)
  15. M

    Hair Rooted after edits

    Hair Rooted after edits I'm curious if anyone has run into the issue when making edits to a hair model where the hair will stay rooted at its default position and won't attach itself to the character skeleton to move along with them? I haven't made any major changes, just repainted vetex...
    • monkor
    • Thread
    • Sep 15, 2015
    • Replies: 23
    • Forum: MODS (THE WITCHER 3)
  16. M

    Question: Anyone able to edit Triss' default outfit?

    Ahhhhh, you're my hero! I knew it had to be something simple that I had overlooked since I was able to get someone else's mod for Triss to work. :) Thank you so much!
    • monkor
    • Post #7
    • Sep 15, 2015
    • Forum: MODS (THE WITCHER 3)
  17. M

    Question: Anyone able to edit Triss' default outfit?

    So here's the result from exporting the diffuse texture only, filling it with pink, then saving it and running the import/cook/pack process. I still see Triss in her normal outfit when I load my savegame where I meet her for the first time. Update: Reinstalled the game to see if an old mod...
    • monkor
    • Post #5
    • Sep 14, 2015
    • Forum: MODS (THE WITCHER 3)
  18. M

    Question: Anyone able to edit Triss' default outfit?

    Thanks for verifying it can be done. :) Code in my import batch file: --------------------------------------------------------------------------- cd /d "C:\Program Files (x86)\Witcher 3 Mod Tools\bin\x64" call wcc_lite import -depot=D:\GameMods\Witcher3\Depot\Uncooked\...
    • monkor
    • Post #3
    • Sep 14, 2015
    • Forum: MODS (THE WITCHER 3)
  19. M

    Question: Anyone able to edit Triss' default outfit?

    Question: Anyone able to edit Triss' default outfit? So I've been able to make some edits to the various textures that I assumed were used in Triss' default outfit, but it seems no matter what when I pack the mod and put it in my mods folder, it does not show up when I see Triss. I've got a...
    • monkor
    • Thread
    • Sep 13, 2015
    • Replies: 6
    • Forum: MODS (THE WITCHER 3)
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