I'm trying to re-skin existing NPC character models and add those models to the roster, to get additional NPC skin and clothing colors for more diversity.
To do so, I've used the Export/Import utility mentioned in this thread
to convert .xac to .dae, before editing the suffix in the materials node to refer to a new material I've created via a material_library.xml diff file.
However, I'm running into issues with the .xac <-> .dae conversion. Simply converting a body model from .xac to .dae then back to .xac somehow changes the filesize (from 638kb for the original to 762kb for the converted-back-and-forth version).
Putting the untouched, original (but renamed) .xac in my extensions folder works fine, and the NPCs that refer to this body model show up properly.
However, doing the same thing with the converted-back-and-forth version crashes the game. The debug log shows this message before the crash:
Code: Select all
[MCore::LogCallback Level 0x04] *** PERFORMANCE WARNING*** Mesh for node 'ar_f_body_04' in geometry LOD 0 uses more than 50 weight(s) per vertex. Forcing CPU skinning for this mesh.
Does anyone here know what's going on? I suppose there's a way to make XRConvertersMain.exe work properly on this one?
(Also, if anyone knows how to make the materials used by a specific .xac point towards a new material without touching the file itself, I'm interested as well)