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My new name is officially, The Miz


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Posted

Awesome indeed, my friend. Awesome indeed.

I'm not entirely sure what I'm looking at there, though. Obviously, you managed to get his model in there--which is something special in itself--but is that his '12 model in the '13 entrance gear? Or is it just his '13 model? I know the quality of them can look off in these programs. Regardless, the fact that you're making progress with this stuff is really just too good.

Posted

but your not a douche bag BJ? lol. I see what you did there.. nice.. i assume this is what you ment in another thread where you stated you had the ability to edit in game models... hopefully you will share to the unlearnt por favor..

Posted

No, this is just his WWE13 model, but having fun rendering the models.

Modding the models is just a little bit off. I may release a mini-program, that just exports OBJ files from YOBJ files, but I'd rather just finish this all up, and release the whole program at once.

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Posted

No, this is just his WWE13 model, but having fun rendering the models.

Modding the models is just a little bit off. I may release a mini-program, that just exports OBJ files from YOBJ files, but I'd rather just finish this all up, and release the whole program at once.

That is so awesome to hear.

So how's that going to work texture-wise? It's been forever since I've touched any 3D modeling programs and, even still, when I did I've never rendered a texture from something--just imported one in. Like, say we wanted to add the Brood shirt (Gangrel's) to Christian. Would there then be two color.dds's? Or would we just need to render a new texture completely?

Posted

That is so awesome to hear.

So how's that going to work texture-wise? It's been forever since I've touched any 3D modeling programs and, even still, when I did I've never rendered a texture from something--just imported one in. Like, say we wanted to add the Brood shirt (Gangrel's) to Christian. Would there then be two color.dds's? Or would we just need to render a new texture completely?

You re making it more complicated then it is. You import the Collada file (it's Collada now, because obj doesn't support vertex color) into Max, or whatever you use, then make all your changes, which will probably include deleting faces or vertexes, sorry, it will have to be the same number of faces/vertexes or less, and modifying the model how you want, then fix the UV mapping, export the model as a Collada file, then load that into my program, load the yobj file, my program will add the changes, and presto chango, you have a new YOBJ file to use in the game.

  • Like 1
Posted

You re making it more complicated then it is. You import the Collada file (it's Collada now, because obj doesn't support vertex color) into Max, or whatever you use, then make all your changes, which will probably include deleting faces or vertexes, sorry, it will have to be the same number of faces/vertexes or less, and modifying the model how you want, then fix the UV mapping, export the model as a Collada file, then load that into my program, load the yobj file, my program will add the changes, and presto chango, you have a new YOBJ file to use in the game.

Having to read through that a few times in order for words to actually form, that surprisingly doesn't sound too bad. Famous last words, I'm sure.

But by that "which will probably include deleting faces or vertexes, sorry, it will have to be the same number of faces/vertexes or less" part, you mean it'll essentially have to be the same file size, or something to that effect? I.e. it wouldn't be possible to add anything too much more to someone like a robe to Ministry Undertaker (maybe you could get away with this if you did it over his current entrance gear) or a wig and robe to Goldust--at least not without having to dull down their model quite a bit?

Posted

Having to read through that a few times in order for words to actually form, that surprisingly doesn't sound too bad. Famous last words, I'm sure.

But by that "which will probably include deleting faces or vertexes, sorry, it will have to be the same number of faces/vertexes or less" part, you mean it'll essentially have to be the same file size, or something to that effect? I.e. it wouldn't be possible to add anything too much more to someone like a robe to Ministry Undertaker (maybe you could get away with this if you did it over his current entrance gear) or a wig and robe to Goldust--at least not without having to dull down their model quite a bit?

You can add YOBJ files, like the hair model is actually another complete YOBJ file, but YOBJ files contain "mini-models" or objects within them, like up to 16 or so of them, which when assembled make the complete YOBJ file. It's those individual objects I'm talking about. Those have to have the same number of vertexes/faces or less. But as I said, you can always add more YOBj files if needed.

  • Like 1
Posted

You can add YOBJ files, like the hair model is actually another complete YOBJ file, but YOBJ files contain "mini-models" or objects within them, like up to 16 or so of them, which when assembled make the complete YOBJ file. It's those individual objects I'm talking about. Those have to have the same number of vertexes/faces or less. But as I said, you can always add more YOBj files if needed.

Oh, okay. So that doesn't sound like there would be much of a problem trying to add stuff to people then. I can tell already, this is going to be a whole new learning process. Should be worth every bit of it, though. I still can't believe you even managed to make this possible again.

Posted

I'm new to all this but i wonder... is it possible to take these models and modify them through the game caw editor? Somehow switch the default caw face options for the wrestler model faces?

Posted

I'm new to all this but i wonder... is it possible to take these models and modify them through the game caw editor? Somehow switch the default caw face options for the wrestler model faces?

Dont worry Brien, Ive got this one.......................................NO

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