The D Posted November 8, 2013 Posted November 8, 2013 So, I'm gonna' start trying some mods but I'm trying to properly understand exactly what is possible. So, I understand that you're replacing textures with other textures and they show on the model of course and I understand that the morphing and that kind of thing is determined by the mesh which we can't edit, correct? However, in terms of hair hacks and things like that, was is possible? Is it possible to make people bald who aren't? Is it possible to make a long beard on a model without a long beard? I noticed that looking at the Daniel Bryan texture scan, his beard texture is to the right hand side, but I assume the beard itself is part of the mesh? Also, why is it that different texture scans have parts of the body in different places and how does that impact the models? Apologies if this is in the wrong place but it's more general questions than help with a specific program or something. If anyone could help clear up some of this general confusion I'd be very grateful! Quote
OverTheEdge Posted November 8, 2013 Posted November 8, 2013 Unfortunately, the models cannot be edited. brinej was working on a tool that would allow that to be done, which sadly never came to fruition. As far as hair stuff goes, it's a separate part of the model that can be switched out, but as you brought up, the placement of things in the texture play a big part in that. Before I get to, you asked about the random placement of parts on textures. While I can't exactly answer why they are the way they are, my theory is that when the models are being created, the textures are applied much more loosely and not in the way that we have to edit them. Take CM Punk for example. His tattoos, while connected between his chest and arms, are split up in the texture. We would have to go through some trial and error in order to make sure things lined up properly if we were to edit that area of him. However, I think when they're originally creating him, the texture they originally apply can be easily placed and shifted wherever they need it, and when the model is exported that's what it spits out as the final texture for it. Like I said, that's just my guess. Back to the hair, anyone with a 3D-modeled hair part can have that hair removed; however, it's much trickier to add hair onto someone who doesn't already have it or switch someone's hair model out with another. You mentioned Daniel Bryan, so let's use him as an example. Say you wanted to switch out his hair model for Chris Jericho's. While you can switch the model with no issues, it wouldn't work in the fact that the texture for the hair part doesn't line up on both of their textures. So whatever is where Jericho's hair would be on Bryan's texture is what's going to show up on the hair model. That could be random bits of skin, attire, etc. So, while the concept itself is possible, it's not usually easy to find matches that would actually work as you'd want them too. Quote
The D Posted November 8, 2013 Author Posted November 8, 2013 Thank you for the in depth reply! That makes a lot more sense now. I was thinking about a Bray Wyatt mod and the beard on Daniel Bryan was the only way I could think of making it work. I guess I would use the Husky Harris WWE '12 model as a base and work on that and I assume DB's beard could be removed/applied since it's 3D? I 'spose it would just be a case of trial and error and seeing if it would sync up properly? Quote
OverTheEdge Posted November 8, 2013 Posted November 8, 2013 Not a problem, dude. Glad to be able to help. All it does is take a quick look at the textures to see if the hair parts line up or not. Unfortunately, in this case, they do not. I was thinking of trying the same, as Wyatt's on the list of guys I plan on at least trying as well. From quickly looking through all of the ones from '12, '13 and 2K14, I'm not sure if there are really any that would line up and be useful for him. I had the same issue last year when I was looking for ones that'd be compatible for a short-haired Edge and Triple H, which just didn't happen, so I just had to go without a 3D hair part. Quote
The D Posted November 9, 2013 Author Posted November 9, 2013 I think I'll start with something easier... Haha. Cheers man! Quote
tekken57 Posted November 10, 2013 Posted November 10, 2013 Hey it's The D. It's been a while, how ya doing man? I think over the edge answered most of your questions. As he said hair hacks are possible, I discovered a way last year. The beards are another issue, you can easily remove the beard as it has an alpha channel but the problem is that the model shape underneath is also elongated to compensate for a long beard. Quote
The D Posted November 10, 2013 Author Posted November 10, 2013 Hey it's The D. It's been a while, how ya doing man? I think over the edge answered most of your questions. As he said hair hacks are possible, I discovered a way last year. The beards are another issue, you can easily remove the beard as it has an alpha channel but the problem is that the model shape underneath is also elongated to compensate for a long beard. Yeah man, a long while! I've been good; I see you've been doing some awesome work. Hah. I figured that may be the case... Too bad there's no way to scale the models otherwise using Daniel Bryan as a base may be feasible for bearded people. The trouble is that the CAW mode beards are utter shite... *Sigh* Quote
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