Twistedmisery666™ Posted June 8, 2015 Posted June 8, 2015 just curious when does the next xpacker come out?
tekken57 Posted June 8, 2015 Author Posted June 8, 2015 It's still going to be a while. I've had to recode all the save functions as the offsets have changed with the new dlc for pc. I also started working on a function which I like to call "direct injection". What this allows you to do is to inject files directly into your pac without having to extract and inject into the pach first. The process flow will be: Open Pac Double click on pach (note that the rename pach functionality has been moved to the mouse right click button) Inject file of same size or Double click texture archive Inject Texture All done, no need to inject pach back into pac The only limitation is that the file must be the same size. If you need to inject bigger files, you can still use the old method. This new interface is meant for people who make multiple changes to textures / models and wish to preview the changes quickly:
TheBleedingRed21 Posted June 8, 2015 Posted June 8, 2015 (edited) Awesome icons man, been wanting this. Tekken, two things man. 1) not sure if yours works but my uncompress all creates a batch file which doesn't work. I have to edit it in notepad and add the "" in front of the first text that declares the location of the decompress thing. 2) is there a way for me to edit the shortcut keys? Like where I can assign one to pac with directories? Thanks bud.Make sure Xpacker is in a path with no spaces in it, then it will work. Eg : "C:/Xpacker 10" wont work "C:/Xpacker10" will work fine. Ah, that's my issue Tekken. Thanks man for the reply rooster. I kept manually fixing it. This will save me some time. Also you are doing awesome work for next release. Really appreciate it. Edited June 8, 2015 by TheBleedingRed21
Prinsto Posted June 9, 2015 Posted June 9, 2015 (edited) Hey tekken57, thanks for the feedback for my Paige mod! I hope you can help me again: 1. Basically I have the same error as before, because I am now at a point where I want to have custom UV mappings. As you know I work with Blender and with my export settings I just didn't include UVs, but now I want to do that. As stated when I change the texture coordinates, export the object as OBJ and import it back into Blender everything works fine. But when I import the object with X-Rey, export it again and then import it into Blender the UVs are destroyed (the vertices seem to have the right location but the faces not). I even tried to do the following: Import edited OBJ into 3DS, export the UV map, New project, Import original OBJ, import custom UV map → same result after importing with X-Rey When I change the UVs completely with 3DS everything works fine. Obviously I could switch to 3DS for this whole progress, but I am much more familiar with Blender and it would be great to not rely on expensive software. I also check in with Channel Info in 3DS but I don't know how this could help Maybe you have some kind of suggestion after I've tried almost every in- and export setting in Blender. 2. What would you say is the best approach to recreate the attire and especially the top of Paige? Her Last Gen model for her top is connected with her knee pads which causes rigging errors in the game (vertices are flying around) after importing. Best I could come up with was to deform Bellas top except for the crossed stripes of Paige and then add the stripes by painting them on her skin texture. Or maybe creating a mesh without holes and using transparent parts in the texture? 3. How exactly do I load textures into X-Rey for previews? Hope you have some advice =) Edited June 9, 2015 by Prinsto
tekken57 Posted June 9, 2015 Author Posted June 9, 2015 I need four experienced modders to help me test the next version of X-Packer before release. You need to have experience in adding wrestlers to the game as this is the functionality which needs testing. If you are interested post in this thread and the first four will have access to the beta version. @prinsto, Can you please do the following: - Export an object from x-rey - Import the same object into blender and then export it without changing anything. - Send me the original file exported from x-rey and also the file exported from blender. I'll be looking into the model format after I finalise the next release of x-packer and I will see what the issues are with the blender imports. With regards to the top, it will be difficult to retopologise it to look the way you want. The gear shader doesn't really support transparency in that way. The easiest would be to import the top object using the latest hack Bannockburn discovered i.e. importing older models into the game. With regards to texture previews in X-Rey, save your texture as color.png and it will preview. Hope that helps you.
Prinsto Posted June 9, 2015 Posted June 9, 2015 Thanks for the very helpful tips! 1. Hope this helps you: https://drive.google.com/file/d/0B8gn_mM9BHJKem1IQ2x6UHByLTA/view?usp=sharing 2. Very well, I will look into this procedure. 3. Does the object need a specific material or is it enough to put the png texture in the same folder? Because the second thing doesn't work for me
tekken57 Posted June 9, 2015 Author Posted June 9, 2015 As long as the texture is called color it will render.
Prinsto Posted June 9, 2015 Posted June 9, 2015 (edited) That was is xD Thanks! So the hack worked for injecting the complete attire which is a huge help. Just need to relocate the objects. Thanks to your yobj information I was also succesful modifying the YOBJ header of Bella, so that her attire won't load. I tried to reorder the yobj of Paige's last gen model but failed (X-Rey couldn't read the file properly). I reordered all the headers, put them together and after that I put the reordered mesh data and replaced the corresponding parts in the original YOBJ. Did I miss something? For now I've just hid the unnecessary parts inside the model. So the last thing for a working mod would be to disable facial animations to get rid of that messy face. I know that you said that it's quite complicated, but can you maybe give some more pointers on how to do that or is the next X-Rey version with that feature coming really soon so that I shouldn't bother with this at all? Edited June 9, 2015 by Prinsto
wtferrell Posted June 9, 2015 Posted June 9, 2015 Hahahahha... That's hilarious, but still awesome. Great job Prinsto. The facial animation bit is hilarious though.
tekken57 Posted June 11, 2015 Author Posted June 11, 2015 X-Packer 10.4 was just released and emailed to everyone who has contributed. If you haven't received the email please check your spam folder. If the email is still not there, please send me an email and I will email you the link.
tekken57 Posted June 11, 2015 Author Posted June 11, 2015 @prinsto, I took a look at both the obj files you sent me and the values are completely different for the uv's. The values for the verts and faces are the same. I'm not familiar with blender, is there a different way to compute and export the uv's? The values are as follows: X-Rey/ 3ds max: vt 0.927292 -0.131931 0 vt 0.926441 -0.148256 0 vt 0.913109 -0.1459 0 vt 0.914492 -0.1252 0 Blender: vt 0.549110 -0.023062 vt 0.554028 -0.004809 vt 0.549110 -0.005337 vt 0.555709 -0.019490
TheBleedingRed21 Posted June 11, 2015 Posted June 11, 2015 Damn, gotta work this morning but thanks for this man, can't wait to try the new features!! 1
MinchoSheen Posted June 11, 2015 Posted June 11, 2015 (edited) X-Rey's Serial key sent @tekken57 Edited June 11, 2015 by MinchoSheen
MinchoSheen Posted June 11, 2015 Posted June 11, 2015 EDIT: The "destruction" happens after the import of the obj with X-Rey. When I open the the just exported obj in Blender the UV maps are fine, but when I import the obj into X-Rey and then export it back and open it into the blender the UVs are messed up. EDIT 2: Nevermind, I found working export settings: Dude what about "Include UVs" option?
Prinsto Posted June 12, 2015 Posted June 12, 2015 EDIT: The "destruction" happens after the import of the obj with X-Rey. When I open the the just exported obj in Blender the UV maps are fine, but when I import the obj into X-Rey and then export it back and open it into the blender the UVs are messed up. EDIT 2: Nevermind, I found working export settings: Dude what about "Include UVs" option? This causes the error I detailed on the last page. @tekken57 I don't really know. I've looked a bit around in the options but couldn't find any matching options for the computing of UVs.
tekken57 Posted June 12, 2015 Author Posted June 12, 2015 I've checked the import of the files from blender and the verts import correctly. It's the new uv values from blender which is causing the issues as these values are being imported and the uv's are being changed.
TheBirdSolution Posted June 12, 2015 Posted June 12, 2015 The update is sweet Tek. Glad I made the investment, it makes things so much simpler. Any news on if the misc.pac editor will be fixed in the next version, considering the fact it resets everything to RAW. Or is that unfixable?
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