Yeah. The hair is gone for some reason, not sure how the Vergil update caused that. I hope you're able to fix it because this mod is awesome, and might essentially be the closest we get to a legit playable Lady until Capcom adds Lady and Trish mode. Thanks in advance :)
There we go, now it's fixed. The Vergil patch introduced new material files for a lot of characters which made old ones no longer compatible. Using the new material files from the latest patch fixed the hair.
Hey Fluffy, I'm working on replacing hair (post-Vergil update), and when swapping the meshes (with my own custom) it doesn't show the hair in-game at all (no cutscenes or in-game). I was wondering if you could elaborate on your fix and if it would work for me? I can modify every other mesh fine it seems.
I noticed that if I modify the hair at all (no swapping or material changing), it just doesn't show.
edit: I should also include that i'm modifying Trish's hair, but other people seem to be having the same issue as well for Nero/Dante.
Thanks for updating! Other than the coop mod, this mod was the only reason I repurchased dmc5 on PC. I also wanted to offer my theory on why sunglasses seem to be a part of Lady's head mesh.
Some games seem to attach accessories to certain character models. Let's use Resident Evil 5 as an example. Rebecca's accessories/props such as the Taser, flame spray, tear gas, etc. are a part of her character model, but the game toggles them invisible until they need to appear for the required melee move. Placing Rebecca's model over Sheva's using a hex editor causes the props to stay visible because I guess the game doesn't know what to do about it. But using the model swap trainer to play as Rebecca causes the props to be toggled normally, because the trainer changes the actual character value, and I guess the game recognizes that you're actually playing as Rebecca instead of a skin-swapped Sheva.
Back to DMC5- Lady's EX costume wears sunglasses, which I believe are the same ones the default head model has. I think the game just toggles the glasses invisible for Lady's default costume, and visible for the EX costume.
Sorry for the long-winded explanation. I know you said you wouldn't make any changes to this, but I figured I could leave this info here in case it helps anyone else that's curious to figure out how to maybe toggle the glasses off.
I know someone already made one without glasses, but it had several problems and was also broken with the update, and I'm not sure if they ever intend on returning to fix it.
I looked into this earlier this year (I made a mod for normal Lady where she's always got glasses on), and you're right about your theory. Glasses are part of the head model, and they're dynamically made invisible/visible. Each mesh inside a model file contains some kind of type or flag value which defines this behaviour. Her glasses are set to the value 3, and anything with that value is only visible when EX costume is selected and also depending on the cutscene.
When updating this mod, I tried to mess with the value but I didn't get anywhere, which makes me think the value is handled differently for each character (which makes sense, as different characters have props which should be on/off in different circumstances). It would probably be possible to make it invisible if you set it to a specific value, but I'm not sure what it would be for Dante.
If anyone wants to experiment with this, the in-game head model file in the mod is this: natives\x64\character\player\pl0100_dante\pl0100_01_head\pl0100_01.mesh.1808282334
And the offsets for the "type" value for the head meshes are these (they're one byte long and they're all 3 by default): 464 688 848 1008
Is there a way to remove the glasses? I've noticed that in cutscenes there are no glasses present but for some reason they are present in-game. If you could point me to the file or files that are related to the glasses then I could make my own version of the mod.
Hmm, well it seems like it would be possible to theoretically swap the in-game head mesh with that one present during cutscenes which does not have any glasses.
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https://www.youtube.com/watch?v=_qcEerlrXP0&t=154s
It works great. Hope you can find the solution to toggle glasses off.
I noticed that if I modify the hair at all (no swapping or material changing), it just doesn't show.
edit: I should also include that i'm modifying Trish's hair, but other people seem to be having the same issue as well for Nero/Dante.
Some games seem to attach accessories to certain character models.
Let's use Resident Evil 5 as an example. Rebecca's accessories/props such as the Taser, flame spray, tear gas, etc. are a part of her character model, but the game toggles them invisible until they need to appear for the required melee move. Placing Rebecca's model over Sheva's using a hex editor causes the props to stay visible because I guess the game doesn't know what to do about it. But using the model swap trainer to play as Rebecca causes the props to be toggled normally, because the trainer changes the actual character value, and I guess the game recognizes that you're actually playing as Rebecca instead of a skin-swapped Sheva.
Back to DMC5- Lady's EX costume wears sunglasses, which I believe are the same ones the default head model has. I think the game just toggles the glasses invisible for Lady's default costume, and visible for the EX costume.
Sorry for the long-winded explanation. I know you said you wouldn't make any changes to this, but I figured I could leave this info here in case it helps anyone else that's curious to figure out how to maybe toggle the glasses off.
I know someone already made one without glasses, but it had several problems and was also broken with the update, and I'm not sure if they ever intend on returning to fix it.
When updating this mod, I tried to mess with the value but I didn't get anywhere, which makes me think the value is handled differently for each character (which makes sense, as different characters have props which should be on/off in different circumstances). It would probably be possible to make it invisible if you set it to a specific value, but I'm not sure what it would be for Dante.
If anyone wants to experiment with this, the in-game head model file in the mod is this: natives\x64\character\player\pl0100_dante\pl0100_01_head\pl0100_01.mesh.1808282334
And the offsets for the "type" value for the head meshes are these (they're one byte long and they're all 3 by default):
464
688
848
1008