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X-Packer 10.4 /X-Rey 1.6 Official Thread - X-rey 1.6 released


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Posted (edited)

 I Goldberg Fan... Mod X-Packes Money ?? C / ProgamData / Steam / 240.460 Uplaud the Link Please ..............

Edited by Goldberg0007
Posted

 I Goldberg Fan... Mod X-Packes Money ?? C / ProgamData / Steam / 240.460 Uplaud the Link Please ..............

What the fuck did I just read?

Posted

 I Goldberg Fan... Mod X-Packes Money ?? C / ProgamData / Steam / 240.460 Uplaud the Link Please ..............

What the hell is this.......

Posted

Hi Tekken. Is it possible to buy these programs through the Web Money?

 
Posted

Hi Tekken. Is it possible to buy these programs through the Web Money?

 

No thats not possible..........

Only paypal is the only way........

Posted

donated for x-rey, caant wait :D

thanks a lot for the programs :D

Posted

Hey Tekken just got the email, thanks for the quick response!! 

Posted

Just requested a copy myself, can't wait to try it out!

Posted

sounds like I missed a lot of drama while I was away lol.

 

Tekken is your inbox full of messages?

Posted

sounds like I missed a lot of drama while I was away lol.

 

Tekken is your inbox full of messages?

Glad to see you back undertakerWLF

Posted

sounds like I missed a lot of drama while I was away lol.

 

Tekken is your inbox full of messages?

As always

Posted

X-Rey v.1.6 released. New features:

You will need the scripts I have posted here for some of the new functionality: http://smacktalks.org/forums/topic/57378-tekken57s-maxscripts/

- The import function now supports the collada model format. Export your object using the collada option in 3dsmax and import into the yobj model.

- Vertex normals can now be imported with the import function. Import your model into 3dsmax using either brienj's or my import scripts. Select the object in 3dsmax and export using the tekken_export_wavefront script. This will create a wavefront object with normals included. Import this object as you normally do into X-Rey. Note that X-Rey will only import normals if they exist in the wavefront object. This means that if you import any objects after importing the normals and your new object doesn't contain normals, the normals will not be changed again.

- Bones can be positioned and imported. Import your model in 3dsmax  using the import_wwe_tekken_no_weights script. Move your bone to a new position and with the bone selected, export to collada format. Open the model using the bones command in X-Rey and import the bone using the import collada button.

- Weights can be imported. Import your model into 3dsmax using the import_wwe_tekken script. Note that the brienj script doesn't import weights correctly so that script cannot be used. My weight script also does not work for all models, not sure why but it works for most models. Select your object and export using the export_bone_weights_to_file script. Open the model in X-Rey using the yobj new format option and import the weights using the weight button. 

- Facial animations can be disabled using the Remove facial animations command under the utilities menu.

Posted (edited)

X-Rey v.1.6 released. New features:

You will need the scripts I have posted here for some of the new functionality: http://smacktalks.org/forums/topic/57378-tekken57s-maxscripts/

- The import function now supports the collada model format. Export your object using the collada option in 3dsmax and import into the yobj model.

- Vertex normals can now be imported with the import function. Import your model into 3dsmax using either brienj's or my import scripts. Select the object in 3dsmax and export using the tekken_export_wavefront script. This will create a wavefront object with normals included. Import this object as you normally do into X-Rey. Note that X-Rey will only import normals if they exist in the wavefront object. This means that if you import any objects after importing the normals and your new object doesn't contain normals, the normals will not be changed again.

- Bones can be positioned and imported. Import your model in 3dsmax  using the import_wwe_tekken_no_weights script. Move your bone to a new position and with the bone selected, export to collada format. Open the model using the bones command in X-Rey and import the bone using the import collada button.

- Weights can be imported. Import your model into 3dsmax using the import_wwe_tekken script. Note that the brienj script doesn't import weights correctly so that script cannot be used. My weight script also does not work for all models, not sure why but it works for most models. Select your object and export using the export_bone_weights_to_file script. Open the model in X-Rey using the yobj new format option and import the weights using the weight button. 

- Facial animations can be disabled using the Remove facial animations command under the utilities menu.

Fantastic!

Thank you Tekken!

Edited by MinchoSheen
Posted

This is really a huge progress! but I just have one question.

Can all of these be done by 3dsmax only? 

 

Posted

I'm not familiar with Blender. The collada functionality should be supported by any 3dmodelling program. I don't know if blender can export vertex normals.

Posted

kim666  -  not my version , tomorrow ill buy a new one,  thanks 4 help mate .....

Posted

tekken57  i was donate 14$ for your site  , please check ur pay pal account and send me the x packer

Posted

It's been a while since I used X-Packer but I had one problem (which is not serious but I prefer to write it there) : compressing YOBJ files in my ROH entrance pac file sometimes makes the game crash (often imo), the strange thing is that the original YOBJ files are zlib compressed so I don't understand. The game loads the arena fine when I don't compress the edited files.

Posted

Hey there. I still need an activation key, but in the email I got at the bottom, the reply or forward options are not working. Can I just reply on the email with my serial key? That's what I did at least...

Posted

@Shredy777 , if you cannot reply to the email I sent you, send me an email with your serial key to sf4mods@gmail.com

@elbuvor, if you are trying to work with the pc version pac files, you can do a straight inject as the arc files are not required. If you can tell me which files you are having issues compressing into , I'll take a look.

Posted (edited)

@tekken57

Hey, I have a few problems with X-PacKer 10.4.
 
First: I cannot install any new wrestlers. I've tried installing your Goldberg mod. First I copied the ch361.pac file into the ch folder.  I add the extra line to the .def file.
Opened up WWE 2k15 and X-PacKer 10.4. In X-packer, with 2k15 on main menu/play tile: Open--> WWE 2k15 -->PC save file --> Wrestler info --> MAINBODY0000. I inject the Goldberg .poco file into slot 361. I get a confirmation and I see the Wrestler ID popping up. I save it to memory.
I go into the game, make a roster alignment change, save it.... Still no Goldberg on my roster. I've checked all slots but nothing, also not under a different name. If I try to do all these steps again, I notice that in the MAINBODY0000 file, location 361 is 0 again. So it looks like it's not saving my changes to memory. The file is not read-only, so it should work, right? 
 
 
 
 
Second: When I try to edit the 0000.zlib using these instructions: https://www.youtube.com/watch?v=bc6TvMrB09g 
I keep getting this error:
 
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.
 
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at WindowsFormsApplication1.Form1.ReadStringsPac(String FilePath)
   at WindowsFormsApplication1.Form1.ap(Object A_0, EventArgs A_1)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
 
This is  on a clean installation of 2k15, using X-Packer 10.4 x86.  Seems to be working for everybody else.
Am I forgetting something, or doing something wrong? I really don't get what's going on here.
 
Thank you in advance!
 
Edited by Shredy777
Posted

I think I've actually figured out my problem 2. When I  extract the 0000 file from the 4000 file, it's still in ZLIB format. I need to decompress it. If I do that, I can actually open the file! This is quite weird though as in this instructional movie it seems to be decompressed already in the 4000 file: https://www.youtube.com/watch?v=zAkUs5PysMM

Posted

So I've tried it again with a different wrestler, same problem. Seems like the save changes to memory button is not doing anything although I get the correct message. I'm using the x86 version of X-Packer 10.4

Posted

If you wAnt to edit the pc save file, you must use the 64bit version. The x86  verison cannot access the save in memory. 

Posted (edited)

@tekken57

Thank you! Works like a charm now. I actually read this somewhere, can't believe I forgot it!

 

Offtopic: Is there any threat or video that can teach me how in to import menu renders for imported wrestlers? I can see you have a Goldberg render on your page, but nowhere is it mentioned on how to import them. Or is it only possible to replace existing wrestler's renderings?

Offtopic2: Also, in the game, wrestlers have commentary on their past, styles etc by the commentating team. Would it be possible to use the 2k14 commentary files and use them for the imported wrestlers?
Edited by Shredy777
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