tekken57 Posted February 7, 2014 Posted February 7, 2014 (edited) With upcoming release of Xrey, I thought I'd post a tutorial on the process for those who want to start practicing using 3ds max to edit. Basic controls for the program: - Double click an object in the grid to display a preview - Click the viewport to control the object. Zoom in and out using the mouse scroll button. - Hold down the right mouse button and move the mouse to rotate the object. - Some objects render off the screen for some reason so zoom out to view these. - Some faces don't render correct in the preview viewport, not sure why as yet. You can still edit these objects as the program does not interfere with the faces. Basic tutorial on how to do model edits I am assuming that you already know how to extract your yobj file from the pac, have 3dsm installed and have brienj's import plugin. The program also loads a texture as long as it is named color in the same directory of the yobj. The color texture can be in png, jpg or bmp formats in that order of preference. If there is no color texture the mesh will load without one. 1. Import your yobj into 3dsm. Click on any object and select Conversion - Turn to Mesh. In this example I am working with Hogans belt. this will convert your object into an editable mesh. On your right menu, select editable mesh and select vertex under this option. Your object will now display all the vertices. 2. Select a few vertices and move them. Do something simple for your first try, just to understand the process. Make sure you do not delete or add any new veritices. The number of vertices must remain the same. 3. Select all the vertices for that object by pressing ctrl+a. Take a note of the number of vertices under the selection menu on the right you will need to know this number later on. In this example the number of vertices is 570. 4. With the object still selected, select Export - Export selected from the main menu. Make sure you have selected "Export selected" as the import wont work otherwise. Give your object any name you want, I'm calling mine belt_570.obj (so that I'll remember that it has 570 vertices later on). In the save as type dialog select "gw: Obj-Exporter (*.Obj)" For the export options, make sure you set all the options as follows: Please double check these options as the object will import incorrectly or wont import at all if these are incorrect. Click the export button when you are sure and the object will be exported to obj format. Double check the number of vertices is correct on the status box which appears after the import. In this case the number of vertices on the export status box is still 570 so it's correct. 5. Option your yobj in X-rey using the "Yobj new format" option. Look in the grid for an object which has the same number of vertices. In this case 570 vertices. Double click the object to preview it. In this case Hogan's belt is off the screen so I needed to zoom out with the mouse wheel to see it. 6. Click the import button and select the object you want to import. In this example, belt_570.obj. If you have done everything correctly, the object will be imported and the viewport will display the new edited object. 7. Inject your edited yobj back into your pach file using the compress and inject function in x-packer. Then inject pach into pac as normal That's it, the edited yobj should load in game displaying your changes. Things i haven't tested: - I coded functionality to change texture coordinates but don't know how to do unwrapping so I couldn't test this. Edited February 7, 2014 by tekken57 Quote
Miztah Raza Posted February 7, 2014 Posted February 7, 2014 Awesome! This is going to rule, Tekken! Good work! Quote
coroner Posted February 7, 2014 Posted February 7, 2014 (edited) Once you said your program will be similar to brienj's, I actually started doing this exact type of thing...practicing using the brienj tutorial on Youtube. I've also tried editing the vertices with a texture on it, but a problem I've been having is my lighting is too dark in max, I've tried all kinds of settings and can't get it to where it doesn't look like it's in a dark shadow once I put the texture on it. Good, easy to understand tutorial btw. Edited February 7, 2014 by coroner Quote
Petchy Posted February 7, 2014 Posted February 7, 2014 Once you said your program will be similar to brienj's, I actually started doing this exact type of thing...practicing using the brienj tutorial on Youtube. I've also tried editing the vertices with a texture on it, but a problem I've been having is my lighting is too dark in max, I've tried all kinds of settings and can't get it back to default or where it doesn't look like it's in a shadow once I put the texture on it. Good, easy to understand tutorial btw. Try using a different shader - the Xoluili(sp?) one is really good. Quote
coroner Posted February 7, 2014 Posted February 7, 2014 Thanks Petchy, I'll give that one a try. Quote
Judders Posted February 7, 2014 Posted February 7, 2014 If you were editing it to "get rid" of it, could you not just delete the object and create a new one with the same vertices, that are clustered together and easier to move inside the model? Did I make sense there lol? Quote
dyn0myteCAW Posted February 8, 2014 Posted February 8, 2014 So ... this basically means that assuming we start off with the right base models, there's almost no limit to what we can do. Quote
OverTheEdge Posted February 8, 2014 Posted February 8, 2014 Awesome to see this. Can't wait to get started on everything. Thanks for taking the time to type this up for all of us looking to get a head start. Quote
nsieniski Posted February 8, 2014 Posted February 8, 2014 Once you said your program will be similar to brienj's, I actually started doing this exact type of thing...practicing using the brienj tutorial on Youtube. I've also tried editing the vertices with a texture on it, but a problem I've been having is my lighting is too dark in max, I've tried all kinds of settings and can't get it back to default or where it doesn't look like it's in a shadow once I put the texture on it. Good, easy to understand tutorial btw. Try using a different shader - the Xoluili(sp?) one is really good. yes, that plugin works really well. If using it sometimes your model becomes black, turn a light on on the menu (it sometimes turn off itself for no reasons but it's pretty rare) I have a link to download it in my first post Quote
OverTheEdge Posted February 8, 2014 Posted February 8, 2014 If you were editing it to "get rid" of it, could you not just delete the object and create a new one with the same vertices, that are clustered together and easier to move inside the model? Did I make sense there lol? I was thinking of doing the same when it came to wanting to remove a part--to just shrink it down and move it inside of the base model to get rid of it without actually getting rid of it. It should be simple enough to just scale it down enough. Oh, and, tekken, while I'm doubting it will be the case, will we be able to change the material (as far as how it appears in-game, i.e. the difference between cloth, skin, wrist tape, etc.) that the .yobj is? Quote
Twistedmisery666™ Posted February 8, 2014 Posted February 8, 2014 wow model editing so this means we could remove the gloves from dean ambroses hands and put his right tape on it right? just one thing how much will this be or is gonna be free i cant wait . Quote
OverTheEdge Posted February 8, 2014 Posted February 8, 2014 wow model editing so this means we could remove the gloves from dean ambroses hands and put his right tape on it right? just one thing how much will this be or is gonna be free i cant wait . Well, there isn't a hand under the glove, so it wouldn't be that easy. I don't know if we're able to bring parts from other models over or not either--though, I believe I read that won't be the case, but I could be wrong. Quote
Mathayus Posted February 8, 2014 Posted February 8, 2014 wow model editing so this means we could remove the gloves from dean ambroses hands and put his right tape on it right? just one thing how much will this be or is gonna be free i cant wait . Well, there isn't a hand under the glove, so it wouldn't be that easy. I don't know if we're able to bring parts from other models over or not either--though, I believe I read that won't be the case, but I could be wrong. I asked for it, and the answer was: No. Cause other model parts have not the same vertices, etc... But I was thinking about a model that have the same part, for example, Booker T model from 13 and 12 probably have the same head with the same vertices, So getting the 13 head over the 12 model to get out the elbow pads would works??? Quote
Twistedmisery666™ Posted February 8, 2014 Posted February 8, 2014 cant wait and see how this model editor turns out for us modders Quote
bugsyboy Posted February 8, 2014 Posted February 8, 2014 wow model editing so this means we could remove the gloves from dean ambroses hands and put his right tape on it right? just one thing how much will this be or is gonna be free i cant wait . Well, there isn't a hand under the glove, so it wouldn't be that easy. I don't know if we're able to bring parts from other models over or not either--though, I believe I read that won't be the case, but I could be wrong. I asked for it, and the answer was: No. Cause other model parts have not the same vertices, etc... But I was thinking about a model that have the same part, for example, Booker T model from 13 and 12 probably have the same head with the same vertices, So getting the 13 head over the 12 model to get out the elbow pads would works??? But i think its possible to replace with a item that as the same amount of vertices , that mean maybe you can add or delete to end up with the same number , but im not sure we have to try or ask Tekken , now that you make me think about Booker -t you are gonna be abel to do the short dreads version , niiiiiicce Quote
nsieniski Posted February 8, 2014 Posted February 8, 2014 You can't replace any part of any model because their vertices are rigged to bones. Quote
tekken57 Posted February 8, 2014 Author Posted February 8, 2014 Like nsienski said, also just because the object has the same number of vertices doesn't mean that it has the same number of faces. If you import another object with a different number of faces, it will be a jumbled mess. To hide a part of an object is fairly easy, just scale it down an put it inside the model, close to where the object was originally. If you hide it in a different place in the model, it will ramdomly appear because of the rigging to the bones. e.g. Hide a knee guard inside the knee of the model. Quote
bugsyboy Posted February 8, 2014 Posted February 8, 2014 So basically you cant really remove the glove from Booker-t's model, ok thanks Quote
tekken57 Posted February 8, 2014 Author Posted February 8, 2014 No, you will have to reshape it to look like what you want it to. Quote
El Guapo Posted February 8, 2014 Posted February 8, 2014 Really looking forward to see the mods that come out thanks to this awesome tool Quote
Mathayus Posted February 8, 2014 Posted February 8, 2014 Like nsienski said, also just because the object has the same number of vertices doesn't mean that it has the same number of faces. If you import another object with a different number of faces, it will be a jumbled mess. To hide a part of an object is fairly easy, just scale it down an put it inside the model, close to where the object was originally. If you hide it in a different place in the model, it will ramdomly appear because of the rigging to the bones. e.g. Hide a knee guard inside the knee of the model. I didn´t know that, so I´ll have to give another try with Hollywood Hogan cause I was hidding the knees into the body with the belt. Quote
tekken57 Posted February 8, 2014 Author Posted February 8, 2014 Wait for me to inject it for you and you can test it out. Sometimes it doesn't do that. Quote
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