BlenderhowModelImporter[.mod3文件查看插件]

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详细介绍

简单简介

在3DM Mod站下载怪物猎人:世界最新的BlenderhowModelImporter[.mod3文件查看插件] Mod,由CrazyT制作。秩序黎明在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: CrazyT Mod版本: 1.3 Mod大小: 189 KB 更新时间: 2018-12-17 12:56:19 发布时间: 2018-09-28 17:20:42

详细说明

使blender可以打开查看* .mod3文件。

所以需要前置blender(可以在steam免费下载)


还可以导入* .tex文件

允许稍微修改现有模型:

  *必须先导入模型(使用“嵌入原始数据”。)

  * 定点数 必须保持不变(不支持添加或删除顶点)


设置正确的路径(导入窗口的打开对话框左侧面板上的属性)也很重要

也许并非所有* .mod3文件都受支持,但大多数文件都可以使用。


您可以使用MHVuze的拆包工具l获取这些* .mod3文件。


使用方法:

-在 Blender\2.79\scripts\addons 里面新建一个文件夹为“BlenderMhwModelImporter”

-然后将压缩包里面的文件夹解药到“BlenderMhwModelImporter”文件夹中

0.jpg


-打开Blender,选择 文件-用户设置 

1.jpg


-选择“插件”,在里面搜索“MHW”,然后勾选激活

2.jpg


最后保存用户设置


在导入导出这里就可以导入导出.mod3文件了

3.jpg


4.jpg



链接到源代码:https://github.com/TheCrazyT/BlenderMhwModelImporter


下面这些是借用其他人的代码:

      * Scarlet:https://github.com/xdanieldzd/Scarlet - 虽然这个工具需要修改,我的是:https://github.com/TheCrazyT/Scarlet


Basic informations

Import and view *.mod3 files inside blender.
Also imports *.tex files (but not mapped to mesh ... yet)
Allows you to slightly modify an existing model:
  *model must be imported first (with "Reference/Embed original data.")

It is also important to setup the right paths (properties on the left panel on the open-dialog of import-window)
Maybe not all *.mod3 files are supported, but most files should work.

You can get those *.mod3 files by using the WorldChunkTool by MHVuze.

The option "Import textures." just adds the texture-files of the *.mod3 file to the image-window.
Its the best to use the original chunk-folder because it also looks for a *.mrl3 file.

Quick install instructions:
This currently does not work on version 0.8, use start.bat instead!

 Extract the files and folders of the archive into a new folder and copy that folder to:
  c:\Users\YOUR_USERNAME\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\
  (replace YOUR_USERNAME with your login name and 2.79 with your blender version)
  (Hint: type %APPDATA% in your explorer-window to get to your "Roaming"-directory)
 Make shure that "Import-Export: MHW Model Importer" in the user-preferences window under the section "add-ons" is checked.

Current limitations:

* Don't rename the objects, their name get used internally (you probably could use groups instead to give them names)
* Exported objects need to be imported first
* Objectfiles normaly contain multiple LOD-Meshes(LOD=level of detail), the default option is to only import the best level-of-detail object
   This can result in the exported object not showing changes ingame.
  (some informations about forcing LOD can be found here: https://forums.nexusmods.com/index.php?/topic/6931416-tutorial-how-to-erase-mesh-parts-define-material-idlod-change-mesh-address-reference/?p=63328571 - thx to UberGrainy)
* You can't change textures with that tool
* Previewing textures on objects is not possible
* Some files (like SKY_Model_01.mod3 can't be opened)
* animations, armatures etc. or any other fancy things are not fully implemented (yet)


Questions and answers:

Can i import and export multiple *.mod3
For viewing you can import as many files as you want.
For exporting you can only import exactly 1 file.
Else you only export the last imported file or mess things completely up if the mesh names are the same.
If you import .obj files they won't be exported unless they have the same name as an existing mesh that was imported from a *.mod3 file.
That way you should be able to replace an existing mesh by removing the original and just give the obj-mesh the same name.
Or you could copy the vertices of that obj-mesh into an existing mod3-mesh.

I'm getting the error "Exception: Install path d:\tmp\test not found!"
There are 2 textboxes on the left side import window.
These paths there must be adjusted before the first use!

Is itsafe to overwrite the original files?
NO, allways keep your orignal files unless you want to restore them with the world chunk tool incase of problems.

I see white texture,why?
Check if there is a *.mrl3 file in the same folder as your *.mod3 folder.
Check if you chunk-path is correct (left side of import window).

I see the wrong texture,why?
Known bug or missing feature, you can get around that by editing the object(TAB-Key),select all vertices(A-Key) and switch to the right texture in the UV-Window.
The UV-map itself can also be edited (just moving vertices, no new vertices ...).

I changed the model but do not see any changes ingame, why?
See above info about "Objectfiles normaly contain multiple LOD-Meshes"

I opened a map-file but for some reason i see no objects, how can I fix this?
The reason for this could be that the objects are too big, you could try the following:
Select the mesh in the outline-window and press the ","-key on your keyboard in the 3d-port.
Then follow the instructions on thise site:
https://blender.stackexchange.com/questions/4946/where-can-the-viewport-clipping-parameters-be-changed
And increase the "end" of the "Clip:"-section till you see the object.

I can't see the addon, where is it?
The menu-items for the addon should appear in the import/export menu of blender (under "File").

Is the source code public?
Yes, completely, you can find everything you need under: https://github.com/TheCrazyT/BlenderMhwModelImporter

I'm missing feature XY, can you implement it?
Maybe, if you ask kindly ;)

What means "experimental"?
Its a new feature, only tested by me ... might contain bugs.

I exported my model with forced LOD, now i don't see it on import anymore,why?
On forced LOD export it changes the LOD-level itself.
Just try to import the LOD-Level 65535 instead (option inside left panel on import can be SHIFT-clicked to enter a number).


Additional resources

010 Editor scripts and files made by me that helped reverse engineering: https://github.com/TheCrazyT/MHW-Research


Credits

Original tool was written for 3Dsmax by Lukas Cones:
      * https://lukascone.wordpress.com/2017/06/18/mt-framework-tools/
I ported it to blender and added other things like texture-import and the export.

Tool contains stuff that is not part of my work:
      * Scarlet: https://github.com/xdanieldzd/Scarlet/ - although the tool needed some modifications, my fork is: https://github.com/TheCrazyT/Scarlet


Still need Help?
Ask me on discord, my profile there is CrazyT




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