tekken57 Posted August 12, 2015 Author Posted August 12, 2015 Renders are not possible at this time, haven't figured out how they are referenced. The commentary are stored in sound files, not sure how the game references these either.
Shredy777 Posted August 12, 2015 Posted August 12, 2015 @tekken57Thanks man. Finally:I've been in contact with Pozzum about if there is a Rick Steiner mod out there. He told me he didn't know of any but has a suspicion that you are planning to work on one as you've reserved a string for Rick Steiner? Do you have any info on this? I'm really looking forward on a Rick Steiner mod!Also, I'm using your Scott Steiner and Goldberg mods. They are really great work! Can't praise you enough on them. One thing: In replays, vertices of their bodies are all over the place. Especially on Scott as he even loses his face on the ring. Also, during regular match, when Scott looks down, his face often turns blackish. Is this something we will have to live with, or does it have something to do with my own set-up? Lastly, do you know of anybody creating any Scott Steiner minitrons/walltrons? If not, do you know of any nWo minitrons/walltrons out there? Sorry for all the questions but I'm new to 2k15 modding (coming from Skyrim modding) and like to get myself familiar with what's out there. If I ask a question, be sure that I did some extensive searching on the web already. Some things are hard to find :(.Thanks again!Shredy777
eri619 Posted August 14, 2015 Posted August 14, 2015 Is Vertex Normals importing supported in PS2?Also since bones are same for PS2,could you add the feature to reposition the bones?
eri619 Posted August 14, 2015 Posted August 14, 2015 Renders are not possible at this time, haven't figured out how they are referenced. The commentary are stored in sound files, not sure how the game references these either.The guy who donated towards X-rey at OSR didn't receive the latest 1.6 update.Here is his paypal email kiddyworld@bigpond.com
tekken57 Posted August 14, 2015 Author Posted August 14, 2015 Renders are not possible at this time, haven't figured out how they are referenced. The commentary are stored in sound files, not sure how the game references these either. The guy who donated towards X-rey at OSR didn't receive the latest 1.6 update.Here is his paypal email kiddyworld@bigpond.comEmail sent. Is Vertex Normals importing supported in PS2?Also since bones are same for PS2,could you add the feature to reposition the bones?The ps2 models do not have vertex normals in the file. The bones while indexed in the same way, have completely different values and method of rigging.
eri619 Posted August 14, 2015 Posted August 14, 2015 Renders are not possible at this time, haven't figured out how they are referenced. The commentary are stored in sound files, not sure how the game references these either. The guy who donated towards X-rey at OSR didn't receive the latest 1.6 update.Here is his paypal email kiddyworld@bigpond.comEmail sent. Is Vertex Normals importing supported in PS2?Also since bones are same for PS2,could you add the feature to reposition the bones?The ps2 models do not have vertex normals in the file. The bones while indexed in the same way, have completely different values and method of rigging. ok,here are some valuable suggestions to improve the tool,you can avoid the popup box each time an object is injected.Instead display the message inside the name field so that annoying popups are removed
rvdsabu Posted August 14, 2015 Posted August 14, 2015 Firstly, do you actually use the latest version of X-Packer / X-Rey as I do not see your name on the registered users list? The reason why I ask is because anyone who has utilized these programs will tell you how much time you save and how invaluable these tools are to modding. To call the programs annoying is just flippant.Secondly any gui based application makes use of message boxes / confirm boxes to grab the attention of the user. If there were no message boxes in these tools I would not know when long process are completed, especially when injecting into large pc pac files, injecting large collada objects or injecting into arena's. Your suggestion about displaying messages in the name labels makes no sense. As someone who uses X-Packer / X-Rey extensively, I can tell you that I would not notice this at all.
GameElite™ Posted August 14, 2015 Posted August 14, 2015 Firstly, do you actually use the latest version of X-Packer / X-Rey as I do not see your name on the registered users list? The reason why I ask is because anyone who has utilized these programs will tell you how much time you save and how invaluable these tools are to modding. To call the programs annoying is just flippant.Secondly any gui based application makes use of message boxes / confirm boxes to grab the attention of the user. If there were no message boxes in these tools I would not know when long process are completed, especially when injecting into large pc pac files, injecting large collada objects or injecting into arena's. Your suggestion about displaying messages in the name labels makes no sense. As someone who uses X-Packer / X-Rey extensively, I can tell you that I would not notice this at all. I totally agree with you, how lazy are some people that they cannot just press "ok"
Titavius Posted August 16, 2015 Posted August 16, 2015 (edited) Hey, Tekken.. basically I've been home this weekend, and I've realized that my X-Rey is outdated. in fact, it's version 1.3.. so it's very outdated lol I checked, and you never sent me an update. was it because I had to donate again for the version after 1.3? I remember you sending me 1.3 through pm here, and you activated it for me using my X-Packer activation, or something like that. There was a confusion with my email address.. so maybe that's the problem? Edited August 16, 2015 by Titan83
tekken57 Posted August 17, 2015 Author Posted August 17, 2015 @titan, send me an email and I will send you the latest version. My email address is sf4mods@gmail.com@malikrk Instructions are in the first post of this thread.
Auday Posted August 21, 2015 Posted August 21, 2015 (edited) Just donated for X-Packer and X-Rey. Edit: I donated 27$ by mistake, sent another 10$. XDEdit 2: I was wondering will you look for the renders injection for community dlc in the future? Cheers. Edited August 22, 2015 by Auday Elyafe
tekken57 Posted August 22, 2015 Author Posted August 22, 2015 I'm looking into the renders at the moment but can't make any sense of how the games references and assigns the renders.
Auday Posted August 22, 2015 Posted August 22, 2015 I'm looking into the renders at the moment but can't make any sense of how the games references and assigns the renders.Cool, thanks for the programs man!
Perfectplex Posted August 26, 2015 Posted August 26, 2015 (edited) Excellent tools Tek', If you are considering things for the next update may I suggest looking at how to display the model so it isn't mirror image, Im assuming there is a reason for it being mirrored, would inverting the x scale and flipping normals fix that? If not its a minor niggle.However One thing that is a bother is that to display textures I can only view one at a time by naming it color but this will only work for one texture (or at least I haven't found a way around this), I am assuming as it loads each model piece it looks for color.png/bmp/jpg which means it will apply the texture to every piece, how about the option to right click the filename of each piece (Object0, Object0, etc) and it offers the option to load a texture manually for that piece, this would prove ultra useful for testing textures on the fly and seeing how it will look in game, even better if you can offer the option to apply the normal and ambient occlusion maps too if thats possible.eg: Right Click on FileName, opens up Load Texture, Load Texture_n and Load Texture_ao.With an option to show or hide each texture layer (Texture/Normal/AO)Also an eyeball icon for each object to show or hide each piece, I know double clicking an object will focus on that piece alone and hide all other objects but it may come in useful and I'd imagine shouldn't be too hard to implement.I notice dragging the left mouse around the 3d window doesn't do anything, maybe this could be used to rotate the light and have an icon which switches between full lighting and spotlight which will help check the normal and ao maps.I'll stop with them ideas because I will get carried away with suggestions .If these ideas aren't possible or you don't see the merit then great work anyway.. Edited August 27, 2015 by Perfectplex
tekken57 Posted August 27, 2015 Author Posted August 27, 2015 Thanks for the suggestions. I've had to rely on the Helix toolkit to display the objects. There are a number of limitations with displaying 3d models using this framework. This is the reason why I had to flip the axis on the model. Secondly the framework does not support any other maps except for the diffuse texture.With regards to multiple textures for the model, I can't find anything in the yobj which specifies which texture is allocated to which part of the model. I've spent some time on this without any success. The older game models only utilize one diffuse texture, which is why I've hard coded the color.png value.the actual purpose of the viewport display is just to preview your changes before injecting the model back into your pach. I use my 3d modelling application for the advanced functions you requested ie. Normal and AO maps, multiple maps, etc.
MinchoSheen Posted August 31, 2015 Posted August 31, 2015 A little question...There is no way to open Undertaker's 04 (entrance attire) 000A.pac with Xpacker?
GameElite™ Posted August 31, 2015 Posted August 31, 2015 A little question...There is no way to open Undertaker's 04 (entrance attire) 000A.pac with Xpacker?Did you extract the 000A and decompress file with header with zlib? 1
MinchoSheen Posted August 31, 2015 Posted August 31, 2015 A little question...There is no way to open Undertaker's 04 (entrance attire) 000A.pac with Xpacker?Did you extract the 000A and decompress file with header with zlib?Finally!Thank you man!
Curb Stomp City Posted September 3, 2015 Posted September 3, 2015 (edited) How come I don't have the inject smaller option on my X-Rey? I have 1.6.Never mind, I found it! The name on the button had been shortened compared to the tut I was watching. Great program I am loving it. Edited September 3, 2015 by JAYMEETEE 1
MOHIB Posted September 20, 2015 Posted September 20, 2015 (edited) Is there any way else to get x rey iam a pakistani i have dollars but i cant make a pay pal account Edited September 20, 2015 by MOHIB
tekken57 Posted September 21, 2015 Author Posted September 21, 2015 Is there any way else to get x rey iam a pakistani i have dollars but i cant make a pay pal account I will be buying 2k16 on the pc and ps4. You can donate via a Steam wallet code or ps store gift card if those are available in your country.
Auday Posted September 24, 2015 Posted September 24, 2015 Hey man, just a lil suggestion for you Johnny.. Move eyes to the arrow, make it a lil gap between those. The nose (in circle) also needs to be slightly wider. Then add some width on the cheeks, just like the arrow pointed. Maybe get rid the black shadow on his cheeks. It make him looks skinny and sunken.Can you edit the shadow? I think Tekken did modify the shadow thing in one of his mod before. Anyway, do you need help on Bradshaw or Farooq texture?Hey Tekken, I am not sure where to post this since your inbox is full. I just wanted to ask you a question, is it true that I can get rid of the shadow?
tekken57 Posted September 25, 2015 Author Posted September 25, 2015 There are two things to try:1. Edit the AO map2. Import new vertex normals.
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