N'Jadaka Posted June 27, 2015 Posted June 27, 2015 Tekken, have you or do you plan on adding caw/caa save editing for ps3 on 2k14 & 2k15? Is there some roadblock on the ps3 thats keeping this feature from being possible?
tekken57 Posted June 28, 2015 Author Posted June 28, 2015 Just never had the time to do it and there wasn't any demand for it. Busy looking into the model format at the moment, so I won't be coding anything for X-Packer for a while.
N'Jadaka Posted June 28, 2015 Posted June 28, 2015 I understand man, but if you do get back to x-packer can you please implement it. 2k14's website will probably be down in a few months when 2k16 comes out & that functionality would be priceless at the moment.
tekken57 Posted June 29, 2015 Author Posted June 29, 2015 If I get some time, I'll look into it. Not promising anything though as I have a lot of work that I want to do on X-Rey first.
tekken57 Posted June 29, 2015 Author Posted June 29, 2015 Some big news. I've been looking at the model format again and discovered the vertex normals. Since there was no format which 3dsmax exports these values to, I had to code a script to export the values. Importing the vertex normals makes a big difference and I think it answers the age old question why mods don't always look close their 3dsmax counterparts. It is going to take a lot of work to finish coding the maxscripts and then code the functions into X-Rey.The vertex normals also exist in the xbox 360 models, so the scripts should be backwardly compatible.Here are some comparisons with the new normal values imported, tell me what you guys think.
tekken57 Posted July 1, 2015 Author Posted July 1, 2015 Good morning, thank you for the support. You should have received the X-Packer email a short while ago.
xWeasel Posted July 1, 2015 Posted July 1, 2015 Good morning, thank you for the support. You should have received the X-Packer email a short while ago.thanks a lot keep up the great work ^^
Banshee Posted July 2, 2015 Posted July 2, 2015 Sorry for all the misunderstood, I was just email hacked then that some mtf-er logged into my SmackTalks account & talked trash ...
beastedot9 Posted July 2, 2015 Posted July 2, 2015 (edited) Sorry for all the misunderstood, I was just email hacked then that some mtf-er logged into my SmackTalks account & talked trash ... Lol man you could've just apologised. You telling me the hacker hacked your email and the thing they wanted the most was your Smacktalks account? Edited July 2, 2015 by beastedot9
Banshee Posted July 2, 2015 Posted July 2, 2015 Now the thing is that he hacked my email throught my Smacktalks account. I mean he hacked my Smacktalks account and then my email (I use the same passwrod everywhere)
Red Rooster Posted July 5, 2015 Posted July 5, 2015 AlexNiko210 admitted to what he did so I removed my posts from his thread but i'll leave the PMs here for all to see.
tekken57 Posted July 6, 2015 Author Posted July 6, 2015 All that drama. Like sands through the hourglass...... 2
tekken57 Posted July 6, 2015 Author Posted July 6, 2015 Created a thread with some handy MaxScripts, some of which will be utilized in the next version of X-Rey: http://smacktalks.org/forums/topic/57378-tekken57s-maxscripts/ 1
eri619 Posted July 8, 2015 Posted July 8, 2015 Here are some new features that you could incorporate into the newer version of x-rey.1)Macro Processing(Import all the objects in a folder at once)2)Recycle PS2 Model Code to support PSP Models.(There is a big PSP Modding community itching for this to happen,you could earn some serious coin if you do this),main reason being,PSP Models have a different header,the PS2 Blender script opens only the bones from PSP Models,so its not possible to export the objects of PSP models,so an export option would be needed(if you are ever gonna add this feature that is)
eri619 Posted July 9, 2015 Posted July 9, 2015 This is the communityhttps://www.facebook.com/groups/1457292171230948/1480861922207306/?notif_t=group_activity
tekken57 Posted July 9, 2015 Author Posted July 9, 2015 Here are some new features that you could incorporate into the newer version of x-rey.1)Macro Processing(Import all the objects in a folder at once)2)Recycle PS2 Model Code to support PSP Models.(There is a big PSP Modding community itching for this to happen,you could earn some serious coin if you do this),main reason being,PSP Models have a different header,the PS2 Blender script opens only the bones from PSP Models,so its not possible to export the objects of PSP models,so an export option would be needed(if you are ever gonna add this feature that is)Thanks for the suggestions. The first won't be possible, there are number of checks which must be performed before the object can be imported. I have no interest in supporting any other formats which are dead, invested a lot of time adding ps2 support with only one donation. Not worth my time to code not to mention the countless hours spent on user support.
John Step Posted July 15, 2015 Posted July 15, 2015 I replied to your email previously regarding the X-Packer activation code, just wanna make sure you see it
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