- #Hex editor model dbz ttt base how to
- #Hex editor model dbz ttt base mod
- #Hex editor model dbz ttt base Pc
In my case I picked values 12 and 3 respectively (defaults are 8 and 1).
#Hex editor model dbz ttt base Pc
Position Solver Iteration and Velocity Solver Iteration can be used to increase physics calculation accuracy at the cost of CPU overhead, I found them giving subtle improvement to the physics but since we have good CPUs on PC increasing them is harmless so go ahead but don’t go crazy on them as I said they provide subtle or barely noticeable improvement. These add drag resistance to the movement making it slower and controlled, you might not need both but in my case I entered 15 for both. Now from the physics type drop down select “default” then in Physics pane adjust angular and linear damping. In my case I selected pb_L_DC901_Breast_01 as shown. This will make every bone static having no physics calculation, we will now work on bones that require physics calculation.įrom the list on right select a bone that requires physics. Now select all bones from right list and choose physics type “kinematic” as shown. In this case I don’t think Laura’s story costume require any collision around the leg parts so I deleted some envelops here as shown. Leaving envelops as it is don’t have any effect it just increase PhysicsAsset file size. I don’t know how Unreal Engine understand which bone needs collision but I think it make some wrong assumptions so you can go ahead select and delete envelops you don’t need (area that doesn’t require any collision). This will give you character’s preview with its bone envelops as shown. Move every files into their respective folders, basically we don’t need materials and character though we keep them for correct references.ĭouble click the PhysicsAsset file to open PhAT (Physics Asset Tool). This will give you all the materials, character model, skeleton and a PhysicsAsset file.
#Hex editor model dbz ttt base mod
FBX file of the character you want to edit.Ĭreate a new Unreal Project with basic folder structure of SFV for the character you want to mod then import the FBX file in the mesh folder as shown. General knowledge of SFV file structure and modding.ģ. Again I cannot explain why I used a particular value (say 250) in a particular field because that purely depends on the results you want, however I can give you general description of that field.Ģ. With that being said, this tutorial will help you understand the basic setup of PhysicsAsset file and how different parameters control different aspects of physics calculation.
In the end I made them pretty decent but it’s mostly a matter of try and fix then try again. I have been writing this tutorial from some days however after working on two different PhysicsAsset files I am not sure how much helpful it will be because from my experience working on physics is purely case per case experience, I thought that my experience with Laura’s physics will help me in Mika’s physics but it didn’t, I ended up having more bad attempts with Mika than Laura, particularly because of her hairs.
#Hex editor model dbz ttt base how to
TUTORIAL: How to create a physics asset ? Posted by: BrutalAce - 08-26-2017, 03:54 AM - Forum: Tutorials / Guides You have to register before you can post on our site.