Guilty Gear Xrd Resource Rip (1)

Source: Internet
Author: User
Tags unpack

Resource CrackingFirst of all to download GGXRD PS3 game, with Psarc.exe first to unpack the game http://files.cnblogs.com/TracePlus/psarc.exe.zip download UModel, the resources to unpack HTTP// Www.gildor.org/en/projects/umodel Export All Resources Pink is the character model, and yellow is the poly used to generate shadows.

Just a moment, you can extract all the resources are exported. Import to 3dsMax the UE3 resource has been unpacked successfully, if you want to import UE3 model, bones and Skins (Skeletalmesh) and animation (Animset, a group of clip) first to download Actorx importer for 3DS Max, Or on UModel's website, download the latest version of Http://www.gildor.org/projects/unactorx and unzip it to any location open the MaxScript on the 3Ds Max menu bar, select Run Script ... Run Script Select actorximporter.ms Run the dialog box that appears actorx the import PSK in the Mesh Import tab is the import mesh model, and the import PSA for Animation Import is an imported animation, Given the peculiarities of the game's NPR, material import is not considered. In addition, if you do not want to choose to run the script every time you start, you can bind the script installation to Max's toolbar or button and so on, the method is not detailed here. And then take Sol to do an example. OK, import model, here the body, head, weapons are separate, because is a tutorial, just look at the body good. As you can see, mesh, Bone,skin are imported successfully then, import an action group and then you can see that animations will list all of the clip in this animset, where you can keep it by default, double-click or click Lock Track, If you are not particularly patient or the device is particularly good, do not try load all. Selected sol011[51], the number inside refers to how the frame number of this action in Max for a role so the animation management has not been considered, but the ue4,u3d is also supported by each action independent import, so here on the animation processing, or put Max do a relay good. Export here for the time being not elaborate, you can useThe FBX export script included with Actorx Importer for 3ds Max can also be exported using 3dsmax's own FBX, which is discussed later when combining the engine with the next one. Then is the material part, Nishikawa in the introduction can also know, expect to achieve the effect in max or not very realistic, first put the material and the map for the moment to add it. Stickers and materials are saved in the _mat, each is a set of color map, because UModel on the UE material support is very poor, here just look at the map is good a character has a lot of color. The default is 0101. Sol_ the role of the beginning of the Sol map _base, _decal,_ilm, _sss name +w end of the figure is the weapon with the back look at the character of the material, to mesh a unwarp UVW, open the open UV Editor can see this mesh altogether 7 groups uv= =. The UV is base texture,4 is outline,5,6 is cast shadow with, 7 is decal good to see Nishikawa article, base texture only 2. Directly with the eyedropper get material can get multi-dimensional material, the 1,2,3,7 corresponding material map attached 5 and 6 is cast shadow, here hide it is the right body Then import head and head animation, remember to choose one animation, or pose will not correspond.  The straw gets the material material of the head is like this, because the problem of light source and normal, coloring some problems, there is the outline and the village line problem. There are also vertex colors. Concrete usage or see Nishikawa article, now the problem is triangular surface discontinuity, broken face too much. Let's see if there's any problem with the process. The next time you try to export a simpler model to the engine, try it out. Folder naming rules after the conversion of the resources are basically the resources belong to the Resource usage _ number, such folder resources use BG background EFF special effects (model-based effects) PTC effects (based on the map) ANM (character animation, combat mode) MAT (character material, Each character in the game should have more than one set of colors, that is, multiple sets of materials + stickers) MEH (model resource of the role Combat mode) UI (game UI) resources such as Charaselect a class of abbreviations more obvious to complement the adv_ Adventure so the story mode resources, Nishikawa's article also mentions that the role of story mode is to use a different set of resources. Drama_ dialog Mode Mom_ Monster Ui_ Appendix is full of game characters, with a character set map, find their favorite character import it, here to the new role of home machineElphelt Valentine, for example,Her folder prefixelp_ role model inmeh, inELP_MSH_01_PS3_SF this folder. role name, file name and corresponding settings in the resourceAxl_ AXL lowアクセル=ロウbed_ Bedmanベッドマンchp_chipp zanuffチップ=ザナフ
Elp_Elphelt Valentine fau_faustファウストino_i-noイノkyk_ky Kiskeカイ=キスクmay_mayメイmll_millia Rageミリア=レイジpot_potemkin  ポチョムキンram_ramlethal valentineラムレタル ヴァレンタインsin_sin Kiskeシン=キスクsly_slayerスレイヤーsol_sol badguyソル=バッドガイven_venom ヴェノムzat_zato-1ザトー=one

Guilty Gear Xrd Resource Rip (1)

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