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Tekken57 and Red - Angle Hacked Medal Singlet


tekken57

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Basically you can edit a model in 3dsm max and import your changes back into the game. At present I am doing most of this via hex and a calculator. I've started coding a new program as most of the namespaces and classes are breaking things in X-Packer.

 

So I had to start from scratch. To speed things up, I will be taking some functions from X-Packer and also taking some of the user interface elements from X-Packer as most of you are already familiar with how X-Packer works. It's going to take a while before I can release something as there is lots to code. I am also completely new to 3d modelling and having to learn a lot of new concepts. As such I'm still not sure of the extent of what can be done. 

 

I am aiming to create a programme like piecemontee's editor for street fighter 4 on the pc. Basically the programme should do the following:

 

- Import edits to models in 3dsmax to yobj files (partially done already)

 

- Import edited texture coordinates to yobj files

 

- Create a viewer for yobj files in the programme

 

- Convert old models (svr 2011 and below) to the same format as current models (wwe 12 upwards) - I don't know if this is possible as yet so for now consider this very unlikely.

 

Like I said the process at the moment is mostly manual and very hard to do. The programme I will be creating will try to simply this process as much I can, much like X-Packer simplified texture modding.

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Basically you can edit a model in 3dsm max and import your changes back into the game. At present I am doing most of this via hex and a calculator. I've started coding a new program as most of the namespaces and classes are breaking things in X-Packer.

 

So I had to start from scratch. To speed things up, I will be taking some functions from X-Packer and also taking some of the user interface elements from X-Packer as most of you are already familiar with how X-Packer works. It's going to take a while before I can release something as there is lots to code. I am also completely new to 3d modelling and having to learn a lot of new concepts. As such I'm still not sure of the extent of what can be done. 

 

I am aiming to create a programme like piecemontee's editor for street fighter 4 on the pc. Basically the programme should do the following:

 

- Import edits to models in 3dsmax to yobj files (partially done already)

 

- Import edited texture coordinates to yobj files

 

- Create a viewer for yobj files in the programme

 

- Convert old models (svr 2011 and below) to the same format as current models (wwe 12 upwards) - I don't know if this is possible as yet so for now consider this very unlikely.

 

Like I said the process at the moment is mostly manual and very hard to do. The programme I will be creating will try to simply this process as much I can, much like X-Packer simplified texture modding.

GIF-JAWDROP.gif&size=400x1000

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Basically you can edit a model in 3dsm max and import your changes back into the game. At present I am doing most of this via hex and a calculator. I've started coding a new program as most of the namespaces and classes are breaking things in X-Packer.

 

So I had to start from scratch. To speed things up, I will be taking some functions from X-Packer and also taking some of the user interface elements from X-Packer as most of you are already familiar with how X-Packer works. It's going to take a while before I can release something as there is lots to code. I am also completely new to 3d modelling and having to learn a lot of new concepts. As such I'm still not sure of the extent of what can be done. 

 

I am aiming to create a programme like piecemontee's editor for street fighter 4 on the pc. Basically the programme should do the following:

 

- Import edits to models in 3dsmax to yobj files (partially done already)

 

- Import edited texture coordinates to yobj files

 

- Create a viewer for yobj files in the programme

 

- Convert old models (svr 2011 and below) to the same format as current models (wwe 12 upwards) - I don't know if this is possible as yet so for now consider this very unlikely.

 

Like I said the process at the moment is mostly manual and very hard to do. The programme I will be creating will try to simply this process as much I can, much like X-Packer simplified texture modding.

 

288pmhf.gif

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Awesome stuff you're working on there Tekken.

My hope is that at some point earlier models are able to be used, if that is figured out, there should only be a small handfull of wrestlers that will need to be custom made.

But if not a model editor is definately the next best thing.

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One quick question.If its is possible toshange the shape of the superstars it will also be possible to edit the shape of the arenas and the weapons?

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Basically you can edit a model in 3dsm max and import your changes back into the game. At present I am doing most of this via hex and a calculator. I've started coding a new program as most of the namespaces and classes are breaking things in X-Packer.

 

So I had to start from scratch. To speed things up, I will be taking some functions from X-Packer and also taking some of the user interface elements from X-Packer as most of you are already familiar with how X-Packer works. It's going to take a while before I can release something as there is lots to code. I am also completely new to 3d modelling and having to learn a lot of new concepts. As such I'm still not sure of the extent of what can be done. 

 

I am aiming to create a programme like piecemontee's editor for street fighter 4 on the pc. Basically the programme should do the following:

 

- Import edits to models in 3dsmax to yobj files (partially done already)

 

- Import edited texture coordinates to yobj files

 

- Create a viewer for yobj files in the programme

 

- Convert old models (svr 2011 and below) to the same format as current models (wwe 12 upwards) - I don't know if this is possible as yet so for now consider this very unlikely.

 

Like I said the process at the moment is mostly manual and very hard to do. The programme I will be creating will try to simply this process as much I can, much like X-Packer simplified texture modding.

 

288pmhf.gif

 

will they work for ps3 :p

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WOW! Something like that is what I was hoping. If we finally can convert the models from old games....

But If you can edit a model in 3DS and get back to the game, maybe there´s a way to get an old model and export it over a current model. I don´t know.

 

Last two days I was learning thing with 3DS and was creating a current mapping for an 2007 model.

 

That means things like edit hairs, readjusting the texture for hairs in the texture map... (Daniel Bryan long hair for example)

 

 

One quick question.If its is possible toshange the shape of the superstars it will also be possible to edit the shape of the arenas and the weapons?

 

I think that you can open yet the arenas in 3DS MAX, IamCrazy. So maybe... That´s would be cool too to create new arenas modeling it in 3ds.

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At which point - if this works out the way you want it to Tek, we will never need to buy another game. We'll have everyone we need and can create anyone else that we wanted to.

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At which point - if this works out the way you want it to Tek, we will never need to buy another game. We'll have everyone we need and can create anyone else that we wanted to.

 

Even if the game comes with new additions like new OMG moments. New Moves or better gameplay probably you wish to get the new one and port the superstars to the new game. But at this point probably not in this gen.

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I hope this doesn't sound like a stupid question, But does this mean we might be able to get rid of things that are part of the model? Like those annoying ass tassles on my Tanahashi mod? 

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I hope this doesn't sound like a stupid question, But does this mean we might be able to get rid of things that are part of the model? Like those annoying ass tassles on my Tanahashi mod? 

Yes.

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Great work Tekken. I dream of being able to put Wrestle Kingdom guys into WWE games. One day, dammit! 

 

This! I would LOVE LOVE LOVE if Mutoh could get in since I have all the logos drawn up!

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Lets not get ahead of ourselves here guys. I don't like making promises I cannot keep.

 

The model format is very complicated. There a tons of hardcoded offsets and counters which I do not understand. At present I would say that I understand about 40% of the format which allows for editing the vertices (shape of the model). Couple that with the fact that I am completely new to 3d modelling and you will understand what a daunting task it is for me to create a program which allows for simple edits of the models.

 

Actually creating a converter for older models is something which is immensely difficult and I'm not sure if this is even possible.

 

Converting from another game with completely different model formats altogether is beyond me at this point.

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Haha so i was right when i said that Goldberg morph wasnt the one in the game or that we could edit model in 3dmax , nice really nice.

Who really cares about importing models if we can create our own.

I guess that put a stop to my Legends DLC since i will wait to be abel to fix the models a little bit 

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Hello guys and sorry tekken that i write in your thread but you cannot get messages.. I need some help with the Cena cappy to inject in the evtjob.pac without that the file size gets bigger. Its a problem only on Ps3 and i dont know how to reduce the filesize... So i have found the cena cappys for the first attire its in 2720 and 2721 in the evtjob.pac. So please when someone can help me than send me a pm. thanks guys

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Well, I think Tekken just went and changed the world a little bit there. If you did, hypothetically speaking of course, ever figure out the model converting, I'm officially buying a JTAG. The possibilities would just be too endless.

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