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Posted

 

And just when I freaking retired! DAMN YOU TEKKEN!!! :p

Can't wait for release mate!

 

 

 

 

 

Fixed it.

 

And just when I freaking retired! DAMN YOU TEKKEN!!! :p

Can't wait for release mate!

 

 

:lol Haha!! I still don't know if I'll be back though, lol.

Posted

I also see you edited the size of Benoit's boots. :) Or maybe this is old news. The door is starting to crack open. Way to go Tekken.

Posted

This is the beginning of the future model exporter !!!!!! yeahhhh!!!!!

Posted

i love the idea i'm happy with removing certain polys and fixing the damn lighting on the wwe 12 guys lol 

Unfortunately, you won't be able to get rid of the WWE12 light bug since it;s shader related.

For the same reason, even if we could import models from older games, they might just glitch because, till WWE12, the game engine used a totally different renderer/light post process. 

Posted

Just to be abel to modified the model is way enough for me . If you look at Tekken's Benoit it doesn't need much to look like the real thing

Posted

 

i love the idea i'm happy with removing certain polys and fixing the damn lighting on the wwe 12 guys lol 

Unfortunately, you won't be able to get rid of the WWE12 light bug since it;s shader related.

For the same reason, even if we could import models from older games, they might just glitch because, till WWE12, the game engine used a totally different renderer/light post process. 

 

You can´t edit that in 3DS Max? maybe it´s a stupid question, but I´m a noob in 3D.

Posted

Just to be abel to modified the model is way enough for me . If you look at Tekken's Benoit it doesn't need much to look like the real thing

Agree :)

 

 

 

 

i love the idea i'm happy with removing certain polys and fixing the damn lighting on the wwe 12 guys lol 

Unfortunately, you won't be able to get rid of the WWE12 light bug since it;s shader related.

For the same reason, even if we could import models from older games, they might just glitch because, till WWE12, the game engine used a totally different renderer/light post process. 

 

You can´t edit that in 3DS Max? maybe it´s a stupid question, but I´m a noob in 3D.

 

No you can't

Posted (edited)

If there was a way to import older models, and use the info to create an identically shaped one using a 14 model, that would be just as good, but there would just have to be some way of saving/coping coordinates from one model and using it on another.

Edited by coroner
Posted

Needed to take a break from all the complicated maths converting vectors in the models, so I downloaded a trial of photoshop and working a bit on Goldberg.

 

The face detailing is Tich's, I redid the goatee (reshaped the object and edited the goatee texture). Also tweaked the morphing of the chin to make it slightly longer.  I'm not the greatest at 3d modelling but the tights look decent in game, some minor clipping issues but the in game models have the same issues. Still need to fix a few loose vertices here and there and do the normals.

 

32sh.jpg

 

@coroner, it's not just a simple matter of getting the vertices from older models. Each mesh has vertices, faces, weights, normals and uv's. Then there's also bones. Like I said also, there a lot of hardcoded offsets and counters so you cannot inject something with more or less vertices or faces without having to change all the offset and counter values. 

 

@swipergod, yup changed it a while ago but everyone got caught up in the excitement and didnt notice.

Posted

Nice :)

 

Looking alot like Goldberg :) and not the WWE2K14 Gillberg  :p

Posted

Thanks man. I'm suprised how little effort yukes put into the textures and models. All that was required was some minor tweaks and they look much better.

Posted

Now thats Goldberg! Looking good so far, great work.

Posted (edited)

it's not just a simple matter of getting the vertices from older models. Each mesh has vertices, faces, weights, normals and uv's. Then there's also bones. Like I said also, there a lot of hardcoded offsets and counters so you cannot inject something with more or less vertices or faces without having to change all the offset and counter values.

After I thought about it for a little bit, I figured it wouldn't be quite that simple. I remember brienj had come up with some sort of a model editor for prior models in 3DS, in which you had to end up with the same number of vertices:

 

http://www.youtube.com/watch?v=T2E8gsExKoI

BTW, I know you made Goldberg's torso "thinner" but since you have to use the same # of vertices, is it much more difficult to make Benoit's arms shorter?

Edited by coroner
Posted

That Goldberg is looking great.

 

That Goldberg have less or more vertices than the original cause you had to remove the knee brace and put the kneepad?

Posted

@coroner, yes this program will work the same as brienjs programme for now. Editing the model in 3dsm is the easiest for now. It's not hard to edit the length of Benoits hands, it's just takes some time to do as you will manually need to scale and shape individual vertices.

@mathayus. It has the same number, I just made the parts of the knee guard that I didn't need very small and hid it inside the model. I didn't add a knee pas I just used the inner two parts of the knee brace and drew the missing part on the knee on the texture.

It looks really good in game.

Posted

I openned the Goldberg model yesterday to be practicing and erased all the knee brace and details in the leg and using the symetry moddifier to clone and invert the knee pad, but never put attention on vertices number. Better would be to invert the entire leg to get out the vertices in the knee.

 

Well, I´ll need to learn a lot if I want to do good mods with 3DS Max.

Posted (edited)

That won't work either. You cannot inject another model even if it has the same number of vertices.

You can only edit the same model and shape it to what you need. Eg I could not inject a knee pad over the brace, I had to shape the brace to what I needed it to look like. Like I said the object also has faces and weights, etc associated with it, that's why this limitation exists.

I'll post a tutorial once this process is finalized and I have a working version of the program. Don't worry things will be clearer then.

Edited by tekken57
Posted (edited)

3D modeling is not that easy, I do that 8 hours a day :)

As far as Tekken57 tool goes, it's as good as it can be. Editing vertices without adding or deleting them and hidding part of the model we don't want (kneebrace) inside the mesh.

Great job Tekken57!!!

Edited by nsieniski
Posted

3D modeling is not that easy, I do that 8 hours a day :)

As far as Tekken57 tool goes, it's as good as it can be. Editing vertices without adding or deleting them and hidding part of the model we don't want (kneebrace) inside the mesh.

Great job Tekken57!!!

So, we can expect some awesome mods from you? :D

Posted

Then, it´s going to be harder that I thought in the beginning.

Posted

3dsmx has a steep learning curve but it's not that bad once you get the hang of it. I'm still a beginner at using it as well but it's fun learning. 

Posted

3dsmx has a steep learning curve but it's not that bad once you get the hang of it. I'm still a beginner at using it as well but it's fun learning.

Yep, it's not that hard tweaking a model in MAX :)

I'm sure a lot of people will end up uploading great mods! :)

Posted

It'll be interesting to see what some people come up with.

Hope I can get the hang of it, I'd like to contribute something.

Posted

Practice shaping the models from now. When the tool is released, at least then you should be able to do some model edits.

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