v4 skins auto converter for genesis 2 not working

Hi there, 

I brought this: https://www.daz3d.com/v4-skins-auto-converter-for-genesis-2-female-s

And I'm trying to convert a texture (Dragon Ink) that I transformed from A3 to V4 with Texture Converter 2. There is a .ds and .pz2 file with the textures in the folder, but I get error.

Would anyone know if there's something I miss?

@DraagonStorm maybe?

I really don't understand what I'm doing wrong, and how I can get this right.

Thanks.

Comments

  • LeanaLeana Posts: 11,832

    Unfortunately DraagonStorm passed away a few years ago so she won't be able to help.

    What is the error message you get? Do you have the required product for the convertor installed?

  • UkyuuUkyuu Posts: 182
    edited July 2019

    Hello,

    It's too sad that he passed away, his store contained so much cool things!

    So the message is "there isn't a ds or pz2 file matching this texture"

    Yes, I purchased the product and it is in my library for a long time ago, I just remembered that I had it.

    Post edited by Ukyuu on
  • NorthOf45NorthOf45 Posts: 5,551
    edited July 2019

    When using the utility, it shows a file selector dialog and asks you to "Select the MAT file you want to load to G2F". The default file extension is "Content Images (*.png)" for the thumbnail files that should accompany the material presets, which the script uses as a way to select any format of script (.ds, .dsa, or .pz2) files without needing to know which type it is, as long as it has the same filename. You can show all files (*.*) from the drop down menu to see the actual scripts in case there is more than one that might be used if they have the same name, but different extensions. Pick any one to use with the utility. Do not select the actual bitmap of the texture, the utility reads the material preset script and gets the necessary bitmaps from information it contains.

    Post edited by NorthOf45 on
  • UkyuuUkyuu Posts: 182

    Ohhhhhhhhh... I may have misunderstood what this utility was for. I thought it would actually convert the maps and I would get "Genesis 2" maps in the folder instead of V4 maps.

    My story use "Dragon Ink" skin, and I thought maybe I could make it a G2 texture, like the Texture Converter 2 was doing, so I could then use it on newer genesis figures... Arf... too bad. Maybe I'll have to kill the character since I won't be able to use this texture on the newer generations of Genesis.

    Damn, it's a bummer.

     

  • LeanaLeana Posts: 11,832

    It's not a texture converter, it just creates a preset to apply the V4 texture to G2F. G2F has alternate UVs to use V4 textures thanks to the "Victoria 4 for G2F" product.

    If you want to use a V4 texture on G8F you'll need this: https://www.daz3d.com/legacy-uvs-for-genesis-8-victoria-4

    The G3F version is at Rendo: https://www.renderosity.com/mod/bcs/legacy-uvs-for-genesis-3-v4/113767/

  • NorthOf45NorthOf45 Posts: 5,551
    edited July 2019

    It is a converter (depends on your perspective, I guess*), it just immediately applies the V4 texture directly to a G2F figure that you have loaded. You can then save that texture as a new G2F material preset which can then be applied any time, and used with other UV mapping utilities, there are ones for G2 to G3 and G2 to G8, to apply to later generations. There is also a V4 Skins Batch Converter to Genesis 2 Female(s) utility that will save G2F files, which sounds like what you are looking for. It will save the files first, then you can use them later.

    *Edit to clarify: It doesn't actually create new bitmaps, the same ones get mapped differently based on the new UV information. A saved material preset will still reference the original bitmaps. The G2F figure must have the V4 UV available to properly apply the bitmaps the correct way.

    Post edited by NorthOf45 on
  • UkyuuUkyuu Posts: 182

    Thanks a lot, you two just saved Lilith from a Death Command by Daz!

    I'd be very sorry if I couldn't use all those V4 textures that I managed to have with such great difficulties T-T.

    I'm relieved too, because my readers have grown attached to that character too.

    I don't understand what are geographts (it that's how it's wrote) and how to use them... but I'll try to get in that subject once I've understood the "new daz studio" better.

     

  • NorthOf45NorthOf45 Posts: 5,551

    The geografts were a necessary addition to deal with the way the skin surfaces are divided on G3 and G8 compared to G2 and earlier. It's technical, but unavoidable if you want to use V4, Genesis or Genesis 2 skins on G3 or G8 (with DAZ products, there are other ways using third party tools, but I am not familiar with them).

  • UkyuuUkyuu Posts: 182

    They're some sort... of a second layer, is that it?

  • LeanaLeana Posts: 11,832

    A geograft is a special type of add-on which replaces part of a figure, blending seamlessly with it: for example you replace part of the head to give the figure horns, or replace feet by hooves, or even the full lower body by a horse body to make a centaur. In the case of the "legacy UVs" products, they simply add a few needed polygons in the right place ;)

    If you want a bit more details on why you need them in this case:

    The number of texture files used for G8F/ G8F is different than the one used by previous figures, so if you just provided for example an alternate V4 UV set for G3F (like the "V4 for G2F" product does) then there are some G3F material zones where you'd need to use parts from 2 different V4 texture files to cover the zone, which is not possible in DS. So you also need to alter the material zones so you can have a zone boundary where you need to change between texture files. But the G3F mesh doesn't have polygons in the right place for that. So the "V4 to G3F" product provides geografts to add the needed polygons to G3F, alternate UVs for the rest of the mesh, and scripts to change material zones so that there's a boundary where you need to change the texture file.

     

  • UkyuuUkyuu Posts: 182

    Ohh. I see.

    Thanks for the explanation!

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