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Tekken57 and Red - Angle Hacked Medal Singlet


tekken57

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angle looks so good, i downloaded and i dont even have a jtag...i'd love to see a variation with hair. when i get a jtag he is going to be the VERY first custom that i add.

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Everytime I take break from modding, I get new ideas for hacks which always end up working.

 

Three hacks on this, one already detailed, two new. Any guesses (the design on the singlet should give you a clue)?

 

angle.jpg

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you can make the 3D clothing on models separate from the actual model, and then use those clothing objects on other models?  

 

Bingo

 

You found a way to import any .obj from one .YOBJ to another?

 

Almost

 

That's one of the two hacks. The other has to do with the bones.

 

The pic is my Angle mod with Swaggers singlet, no deformities and moves correctly.

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so if i understand we could create a yobj with hogan shirt then inject on someone else ?

What about adding more than 1 item to a mod ?

For now we can only replace but what about adding ? I would love to be able to add a caw part without replacing the hair

Edited by bugsyboy
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That's really awesome Tekken57!  Great discovery!  I'm assuming we'd be able to swap Shawn Michaels' WrestleMania 12 boots from Bugsyboy's mod w/ the ones on his WresleMania X model (the O'Neil boots he actually wore)?

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So I guess in that case you'd be able to re-map the bones to any way you want?

 

I don't understand what the values inside the bones mean but you can swap bones from one wrestler to another.

 

so if i understand we could create a yobj with hogan shirt then inject on someone else ?

What about adding more than 1 item to a mod ?

For now we can only replace but what about adding ? I would love to be able to add a caw part without replacing the hair

 

Yes, will explain below.

 

That's really awesome Tekken57!  Great discovery!  I'm assuming we'd be able to swap Shawn Michaels' WrestleMania 12 boots from Bugsyboy's mod w/ the ones on his WresleMania X model (the O'Neil boots he actually wore)?

 yes you can.

 

This is what was done with the singlet mod which will clarify things a bit:

 

I wanted a 3d singlet on my angle but there wasn't a singlet object in the caw objects. So decided to try take the singlet from swagger and inject it into a caw jacket using the inject smaller function in x-Rey.

It worked but as usual the object appeared distorted and moved weirdly. I assumed it was due to the rigging.

I compared the bones that were mapped to the object as referenced by the id's. The caw part also had the same skeleton with bones named the same and with the same id's.

The difference was in the actual data contained in the bone. The caw part also had more bones than swaggers yobj. So I extracted all the bones from swagger and replaced the bones in the caw yobj. I also reduced the value I indicating the number of bones in the header of the caw yobj.

After doing this the singlet moved correctly in game but was still distorted.

So I went back into the caw yobj and changed the header which mapped the bones to match the entries in the swagger pac.

In addition, I took the weights of the singlet from the swagger pac and injected it into the caw yobj. Now the singlet works perfectly in game.

 

 

I used a caw yobj because of the number of vertices in the singlet. It was more than any of the vertices in the wrestler yobj file. It will take substantial recoding in x-Rey but I'm sure I can automate the above by revising the inject smaller function. However substantial means about 3 weeks of full time coding which I don't have the time for right now.

 

What this discovery means though is that you can inject any object from one yobj into another yobj as long as the verts are less. this includes heads.

 

we are still limited to the number of verts in a yobj, this is due to the offsets in the yobj file. For the verts and faces there is an additional header which contains an offset, moving this header causes the game to crash.

 

However moving only the verts and faces without these headers by repointing the offset doesn't crash the game. The problem is that the object doesn't display at all in game. I can't figure out why. If we can figure this out, then we move objects to the end of file, thereby removing the vertices limitation.

 

Anyways I'm tired now so I'm taking a break for a while. Don't have a laptop for the next few weeks and completely exhausted from work and user support on X-Packer/X-Rey, to the extent that I scraped my car against the wall at work yesterday. Taking that as a sign that I need to chill out for a bit. Going to cost me an arm and a leg to get my car fixed as well :(

 

Will be around on the forums but won't be doing mods for a while.

Edited by tekken57
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