#Add custom persona to the Compendium

33 messages · Page 1 of 1 (latest)

junior onyx
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So i just finished up making a custom persona. its all ready to go. All that's left is to make it so that it can be registered into the compendium. Has anyone figured out what controls this?

icy compass
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Hey, i can't really help you on that but i wanted to ask did u have to use 3ds max to make it? Cause of the plugin I think? Sorry I can't help rn. Tryna learn this myself

junior onyx
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yes, i used 3ds max.

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and its not exactly a plugin, its a script.

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if you want to use he 3ds max script, then its on the scripting tab, and hit run script, and select the "plugin"

icy compass
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Okay, so I gotta do the animation as well in there, huh? dangit wished maya had something since it is the main thing i used

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but thank you nontheless. Gotta get both script and 3ds max installed real fast.

junior onyx
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actually

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i did look at them 010, but nothing screamed to me that they control the ability to be registered.

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i might have over looked it

junior onyx
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ok, i'll look. in which segment? and i assume in the persona.tbl?

icy compass
junior onyx
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for me, after i imported the model into blender, i simply deleted the broken bones, and re-imported the bones from the psk file

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quote from @lapis mural (who's been a major help)
*As for importing, before anything else, you'll need an install of Autodesk 3DSMax. Once you have that, you'll need the script you can get from this link: https://www.gildor.org/down/47/actorx/ActorXImporter.zip, which will allow you to import them into 3DSMax. After that, if you want them to look right, you'll need to do a bit of fiddling. First you'll want to hide the bones, and then click on the model. After that, you'll see a bar on the side that has two dropdowns: Skin and Editable Mesh. Click on Editable mesh, and then in the Selection dropdown below, click on the blue cube. After that, find where the demon's eyes are (you can use the renderer to make this easier, since 3DSMax doesn't have textures visible by default), click on them, and delete them (SMT 5 does a weird thing with its eyes that P5 doesn't support, and doing this fixes that. )Then, export the model as an FBX.

After that, import the model into blender, using the script you can download from here: https://github.com/Befzz/blender3d_import_psk_psa/releases/tag/v2.8.3. Then, delete the bones on the model. Then import the original demon psk into blender, making sure that the import options are set to only import the skeleton, and that scale down is disabled. Then click on the model, shift click on the new bones, hit ctrl+p, and click with automatic weights. Then, you can bulk import the animations. After that, export the model as a .dae (that's the only format that I've been able to have the textures still work when importing into GFD), and you can load that into GFD studio and work for there.*

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that did not do anything noticable. still can't be registered

icy compass
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okay so i do need to get a model from the game and then the model I wanna make the persona as?

junior onyx
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i was importing a model from smt 5.

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if you are not importing the model from smt 5, then i am not sure.

icy compass
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okay thanks

junior onyx
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correct

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i just noticed the bit flag for 2 is on. let me turn it off and try. but the 4th bitflag did not do anything

icy compass
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so i am gonna assume that it is like the video from years back (the one for character imports)

junior onyx
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ok, so, i still can't register it, but, it is now listed in the compendium

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now, there is just 1 more issue i have

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when i try to train the custom persona

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the game hangs. it fails to play the animation of the persona being behind bars and such, so its just stuck on the menu, music playing, still running.....but stuck

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the log from the command window reloaded start up right? or is it somewhere else?

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yup, the same error pops up over and over

CRI # W2007060101:Can not open file. (err = 3, path = MODEL\CHARACTER\PERSONA\0336\GT0336.GAP)

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fixed.