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not exactly elegant but works for now. Appreciate the port btw.
Please fix it. Some how.
The model is rather small when spawned due to the goofy nature of XNALara porting. If it's actually invisible with no model or textures, I'm not sure how to help you.
No, it's a straight port. I followed Ganonmaster's tutorial, but he didn't put a ton of effort into it. It's a bare minimum port. Feel free to improve on it yourself, if you so desire, and if you know how to do it.
Roger that. Like I said, I don't know much about the hbox, so I'm sure you're probably right.
Still, I hope that I could help a bit with the scaling problem. I've ported some XNALara things for personal use and that's what I do to take care of the scale problems.
Yeah, it's Blender. I'll try that stuff out, thanks for posting it.
The hbox issue is what causes the model to disappear from the screen, though, it's not the scale. The root_transform bone is what the camera identifies as the model itself, so as long as the root_transform is within the camera's boundaries, you can see the model. But, if you had an hbox, which covers the entirety of the model no matter how you scale it, then you wouldn't need to move around the root_transform.
Are you using blender to convert it from XNALara? If so, re-scaling is a fairly easy fix. Try these steps, and then recompile the model:
1. Open the model in Blender
1a. (Optional), Open a second reference model that is already the size you want your converted model to be.
2. Select all parts of your model. This means the Armeture and all meshes.
3. Scale up until you are at the size you want.
4. With everything still selected, hit 'CTRL-A' and click 'Scale' (Or go to the 'Object > Apply > Scale' menu option.
5. Recompile the model and test.
Unfortunately, I'm not sure how this works if you are using another program, and I don't know how to fix the hbox issue...but this should get it scaled correctly.
It is also possible that the problem with the model disappearing is due, in part, to the scale. Things that are too small are hard for SFM to render, due to the camera clipping distance. By the itme you get close enough to see it, the camera is too close.
Unfortunately, due to the nature of XNALara ports, that's another of the weird side-effects. Like the hbox issue, I'd love to have a tutorial or guidance to fix it, but I'm personally unaware of what to do, specifically.
Anyway, you can just add scale transforms to the root_transform and scale up the model. Right-click on the scale transform and set the maximum boundary to 100 and size it up as you need to.
Weren't there higher quality genome soldiers in some extra missions in MGS V: GZ?
I'm wanting to do a remake of some scenes from the first MGS.
I'll see what I can do. My only limitation is whether or not certain items/characters have already been ported from MGSV itself. If they're in XNALara, then it's a done deal. So I'll see what shows up and get right back on it.
The Battle Dress?
Just an idea of course
https://www.youtube.com/watch?v=hhGSsx4TFjc
The story is some sort of MGS 1 but with Raiden ,so its not canon ;)
But I try to put all famouse chars in the story line.
I now have
Meryl
snake/oldsnake
Gray Fox
Raiden
Big boss (offcourse)
depend on how much mgs char I have I`ll try to put them in so if u planing to upload more mgs char tell me :D
Lemme know if there's anything else that needs porting from MGSV. Now that I have the tools and tutorials I need, there's a couple of XNALara ports that I've been meaning to do myself to improve the quality.
I do not have a premade one. In fact, I considered running this through the autorigger, but I wasn't sure how it would handle the weird spinal construction and the insane number of useless bones. But I would warmly welcome a rig and any help with improving this model, absolutely. And eyyyyyyyyy, no problem.
Either way, thanks for this it's awesome