I know I need to go back and play the previous games but I haven't had the time to. ;_;Haven't played Gaiden? B-but, muh boats..
I know I need to go back and play the previous games but I haven't had the time to. ;_;Haven't played Gaiden? B-but, muh boats..
hush you any level with a boat was a nightmare ;_;
I know I need to go back and play the previous games but I haven't had the time to. ;_;
I was hoping I could learn how to replace a unit's portraits with a custom one I have. I've seen a few personal projects around that have done it, but nothing publicly showing how, or giving a download of any kind.
Anyone out there that knows how to do this sort of thing? I know the facial expression changes would be different images, but for my purposes, they could all just be the same image without me caring.
Could someone who has added their own additional characters/classes/items upload a copy of their Gamedata? I'd love to have a look at that to learn how to create new elements myself.
What problems did you notice when inserting character blocks?You might want to take a look at this GameData.bin then;
https://github.com/DeathChaos25/CQ_Luna_Plus/blob/master/fefatesSE/GameData/GameData.bin.lz
It has a few character blocks added, namely new blocks that would allow some playable units to be captured, like capturing Rinkah in CQ11, although making blocks like that can cause a few problems, hence me adding some event edits to chapters such as CQ10 to fix this.
For one, the script does not insert any Attack/Defense Stance pointers, which are a guaranteed crash whenever the character does any of those things.What problems did you notice when inserting character blocks?
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Welp here's hoping for a bride class in fates soon.-snip-
It's actually not that much different from how I did previously. Open up your model in the newest version of Ohana Rebirth or one of its more active forks. Export it in DAE format along with any textures that go with it. Open up the model in whichever 3D modeling program you're going to use to export it (I used Softimage). Apply the texture to the model inside of the program and then export it. Make sure to set the program up to export both a model and texture. If you did everything correctly, you should end up with a .cmdl and textures folder with a .ctex file inside. From there, just use dev tools to convert the files to .bch format based off of however they are arranged in Fates (for weapons, models and textures are contained in the same file). If you did everything correctly, your texture should show up on the weapon if you open it in Ohana. If it did, your model should be ready for use in game.Welp, time to make some new asset IIDs.
Could you perhaps explain the process?
I'd be interesting in doing some model imports like the Gradivus or the Gae Bolg.
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It looks like there's still some stuff to figure out with character models though. Here's my attempt at porting one to Fates:
It's possible. My guess is that whatever's messing up the animations is causing the head issue as well. I don't know if it's an issue with mapping though - I think that something's wrong with the skeleton. The textures show up fine, but animations don't work with the created model and the head doesn't show up. I know that Fates animations work on Awakening character models when viewed in Ohana, so I'm assuming that the skeleton should be fully compatible. It might be worth checking if the animations play with just the exported DAE model before going through the rest of the process to see if the skeleton is still functional.FWIW I remember someone saying that Awakening Models had weird UV maps and whatnot, maybe like, try porting over Chrom's model?
We already have Chrom's model from Before Awakening, so comparing a ported one with the Before Awakening one might yield better results I think.
I don't know how well it'd work, but yes you could. You would just need to copy Azura's hair over the one you picked for your avatar. Of course no one would see Azura's hair on your character in your castle in their game. Basically, using ohana3ds identify which hair you picked and which is Azura's then put Azura's hair with the name of the one you choose into the correct ntr folder.can i swap my fe corrin hair with azuras hair? like when someone replaced everyones body model with camillas
I don't know how well it'd work, but yes you could. You would just need to copy Azura's hair over the one you picked for your avatar. Of course no one would see Azura's hair on your character in your castle in their game. Basically, using ohana3ds identify which hair you picked and which is Azura's then put Azura's hair with the name of the one you choose into the correct ntr folder.
Edit: it wouldn't change her portrait only the sprite.
Nope, because there isn't one.can you link me a tutorial on how to model swap?
Welp, time to make some new asset IIDs.
Could you perhaps explain the process?
I'd be interesting in doing some model imports like the Gradivus or the Gae Bolg.