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Showing content with the highest reputation on 03/11/2020 in all areas

  1. Star-Lord uploaded to 2km. NEWEST: IJ2 Mobile Brainiac
    2 points
  2. ๐Ÿ’ช๐Ÿฟ๐ŸฆSOMEBODY GON GET THEY WIG SPLIT ๐Ÿ‹๐Ÿฟโ€โ™‚๏ธโœŠ๐Ÿฟ Mark Henry - Nation of Domination '98 ๐Ÿด Commissioned by @BamBams Universe Danke schรถn!! ๐Ÿป ๐Ÿ™Œ๐Ÿฟ [Side note: Requests and other wips (Jeff Hardy, Diesel(s), Edge, Goldust etc..) are temporarily on the back burner. However, lots of ace stuff commissioned by our awesome community coming soon! Stay tuned mates! ] ๐Ÿ˜€
    2 points
  3. A few more things I've been working on, I'm never happy with the quality of my mods and always want to constantly improve them: 1. Scott Steiner I've lost track of the number of Steiners I've created over the years, but this is the most recent incarnation. I wasn't happy with the TNA body mesh so I used the TNA head and sculpted a new body. I also added a 3d beard which was quite a challenge to animate and get seperation between the black and yellow parts. Any interest in this? 2. Benoit I had three remaining attire slots available on my previous Benoit release which I reserved for his retro attires. However the face sculpt of the 2008 model looked too old. Decided to create a newer sculpt using the 2006 Benoit model. This what it looks like: 3. Great Muta I imported the head mesh from Yakuza Kiwami and spliced this to my previous mod. It was quite challenging to blend the neck area but I think the face is much more accurate now. I also added a 3d beard to the unmasked version and created one additional attire which is his "crab" mask from his match against Tajiri:
    2 points
  4. Guess whose back. Back again. Ghost Rider added to OP!. STAR-LORD:
    2 points
  5. To use my pofo and moveset please download my super String: http://www.mediafire.com/file/0yrmoeaqxyick0c/string_win.pac/file (In case you use the CCT one you have to replace it in the CCT Superstring Folder) and you will need the entrance and moveset ports from @squaredcirclefan >LIST AND DOWNLOAD<
    1 point
  6. @Curb Stomp City Welcome back ^^ awesome stuff here, I can't wait to try those this evening Ben @straight edge subhasis I have a lot of mods installed in my game, wrestlers, arenas, trons, or belts too. After the first installation of the mods, renders and others. The launch of the game can take 5min, it's normal. Next time it will be better. Ben
    1 point
  7. youre right, its 5. Shingo is still being worked on, and Goto is one of the planned ones but i havent started anything yet. im slowly getting back in the biz as the kool katz would say.
    1 point
  8. Thank you for the compliment. It just seemed to be a misunderstanding between admins. Just glad to be back
    1 point
  9. Tommy Dreamer released first post:
    1 point
  10. Tazz released in the first post:
    1 point
  11. Let me know if you find one. I just have her set as AJ Styles haha. Thanks bro! MAybe I should take a break? Send me links when you done some. I'd love some for X-Men. Haha thanks, I usually just ignore them. NIGHTWING ADDED TO OP! "SAY MY NAME!"
    1 point
  12. Thanks:) Figured out MR textures so my mods will look better now. Anyway, Captain Marvel in OP. NIGHTWING from Injustice 2. Blue variant included for Dick Lovers.
    1 point
  13. 1 point
  14. Fixed the neck rigging issues on Dreamer. Just have a few more facial animations to create before I can release. Hopefully before the end of the week:
    1 point
  15. Sandman SVR 2007 mesh import released in the first post:
    1 point
  16. Sabu 2011 mesh port released first post:
    1 point
  17. Rock!Adam was actually on my wish-list. Here's a WIP Preview. Release?
    1 point
  18. I don't have time to take requests as I have quite a few more mods I am working on. I would really encourage you to try modding the game yourself. There were already 10 attire RVD packs and Red and Yellow Hogans released in previous years. Look into porting these, it's a lot of fun. So Sabu is almost ready for release and he's brought some backup just in case: A couple more things I've learnt creating this mod: 1. I'm still using the method I detailed in custom mesh tutorial 3, however I've managed to get the model down to one yobj instead of two. 2. In the main yobj file you can replace the head and leg meshes with custom heads and legs without issue. Replacing the torso and arms always causes a crash. 3. I like to use an entrance model and pac file, this seems to have less restrictions compared to in ring pac files. Also the entrance yobj files usually have high poly entrance gear e.g. shirts, jackets, etc. 4. You can replace any of the gear objects in the main yobj with body parts or attire parts of your choosing, just make sure that the weight count is correct before injecting into this object. e.g. body parts usually require 7 weights per vertex, some attire parts with a lot of movement are the same. Look at the weight count of other models for reference to determine how many weights you need. 5. If the object you are injecting into has a higher vert and poly count than the original body parts, you can inject body parts of a higher vert and face count than the standard models without issue. e.g if the original torso object has 3000 verts and a jacket object has 5000 verts, you can inject a custom torso object into the jacket mesh and have higher than 3000 verts. 6. I always delete the 25E4 file and the 00E6 (beard controller) when creating a pach file. I also always don't render any facial hair objects i.e move the facial hair to the bottom of your object list and reduce the number of objects. The beard objects almost always cause a crash when I inject a custom mesh. 7. I always inject a custom torso and arms over attire meshes in the yobj. To make these look the same as the head I copy the shader and shader offset settings from the original torso /arm objects onto the custom objects, then I copy the shader and shader offset values from the gear objects I have replaced to the torso and arm objects. e.g. Before: Object 1 (torso) Shader: cs_skin Param count: 84 Param offset: 123 Object 25 (jacket replaced with a custom torso mesh) Shader: cs_gear Param count: 9 Param offset: 456 After: Object 1 (torso) Shader: cs_gear Param count: 9 Param offset: 456 Object 25 (jacket replaced with a custom torso mesh) Shader: cs_skin Param count: 84 Param offset: 123 This makes your custom mesh body parts look like skin and also makes the original torso object invisible when set to cs_gear.
    1 point
  19. Into the Steiner pac files I originally posted, not the TNA mesh import. Coming January 2020:
    1 point
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