Warriors Orochi 3 (Early Access)

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Dazzy
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Re: [XBox360] Warriors Orochi 3 (Early Access)

Post by Dazzy »

Ooooooh :herp: I understand it now :LOL:
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Re: [XBox360] Warriors Orochi 3 (Early Access)

Post by 06pori »

list upd8
add 'weapon texture' folders
http://www.mediafire.com/view/wgse37wqg ... _09JAN.txt

well, i ported Nene,
is not topic of 'Warriors Orochi 3' made in 'Game Model Recaps' yet?
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Re: [XBox360] Warriors Orochi 3 (Early Access)

Post by Dazzy »

wow, that was quick lol, nice work.
I am going to change the Dynasty Warriors thread into a general Warriors Series thread later today :)
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Re: [XBox360] Warriors Orochi 3 (Early Access)

Post by 06pori »

http://i.imgur.com/mdfzoaq.jpg
hmm, the 'wire' came out.
what should i do after this?_?
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Re: [XBox360] Warriors Orochi 3 (Early Access)

Post by Dazzy »

BTW i would also like Wang Yi, Da Qiao, Xiao Qiao and Wang Yuanji... yes im dibbing alot :ggl:
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Re: [XBox360] Warriors Orochi 3 (Early Access)

Post by Love2Raid »

Is it ok if I pick Sanzang as well? Looks easy, maybe I can even take some stuff from the doa model hehe. xD
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Re: [XBox360] Warriors Orochi 3 (Early Access)

Post by Dazzy »

Sanzang has those long arm things xD That actually shouldnt be hard :P
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Re: [XBox360] Warriors Orochi 3 (Early Access)

Post by 06pori »

batch file for rename edat files (updated)
http://www.mediafire.com/view/8yql8nh5u ... _11JAN.bat

dlc file list (updated)
http://www.mediafire.com/view/x4s68xnwm ... _12JAN.txt
please edit/add
Last edited by 06pori on Sat Jan 11, 2014 9:00 pm, edited 1 time in total.
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Re: [XBox360] Warriors Orochi 3 (Early Access)

Post by Love2Raid »

I love how the importer script keeps all the original vertex normals, but unfortunately the models are too big so they have to be resized in XNALara, which screws up the normal map shader for some reason and the only fix is taking them back to Blender, which means no more original vertex normals. :okay:
Maybe I should just resize them in Blender... :think:
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Re: [XBox360] Warriors Orochi 3 (Early Access)

Post by Love2Raid »

When you go to edit mode and back, the vertex normals are also being recalculated though... :/

Edit: it's not a big problem, I can just remove the 'double vertices' as usual

Edit 2:
Did you guys ever try this? Does it work well?
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