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


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Posted

Also purchased, while we're chiming in.  Would also be more than happy to help with debugging betas.

Posted

Hey Tekken I have question you said you opened the models up in X-ray right ?.. is it different from the 360 models like how we can edit the ingame guys and update them on next gen. Like etc Seth's back tattoos is there when you remove the shirt.are we gonna be able to edit the clothes from the model to update it and it makes a new .dds texture file to inject. Sorry for my bad explaining skills.

Posted (edited)

Thanks for the donations and support guys. I've practically had to recode most of functions in X-Packer again.

 

I'm stuck at the arc updating at the moment, I can't figure out how they reference the size and offset values there. It's completely different from all the other games. I have a workaround for injecting textures and models but without figuring the arc out, we can't add attires or new wrestlers. Working on this before moving onto anything else.

 

I also haven't started with the save file editing as yet. Once I'm done with the arc and save functions, I'll release a beta to test.

 

@twisted, yes the process to inject textures and models is the same. At the moment I have to resize one of the textures in the texture archive as it cannot compress enough when injecting using the "compress and inject functions" in X-Packer. This issue will be resolved when I can update the arcs.

 

The models themselves have separate textures for each part which can be edited. The models contain an entire body and the clothes onto e.g. the model will have both feet and shoes. Ive edited the textures on Hogan's face and body without any issues, haven't tried editing the clothes textures as yet.

Edited by tekken57
Posted

Tekken I'm sure it's way too soon to answer this question but is it possible to replace wrestler's clothing in the pach file with CAW clothes in the game? 

Posted

Will be supporting X-Packer 10 when I'm home (In addition to X-Rey again due to a new PC). Great to see the X-Packer 9 features are still included :D

Posted

@bravebird, I haven't tried caw parts as yet, barely had the time to work on the modelling side of things. I have tried the inject smaller function to extract and inject Hogan's bandanna into Undertaker. Seems to work fine, but can't test in game without being able to update the arcs.

 

I don't know if you'll even need to add caws to the models. The game allows you to edit the entire attires on the wrestlers in game. You could give them any attire you want using the games creation suite.

 

@jcsix, thanks man. Appreciate the support.

Posted

 

I don't know if you'll even need to add caws to the models. The game allows you to edit the entire attires on the wrestlers in game. You could give them any attire you want using the games creation suite.

 

I think the main downside to using the creation suite is that saving that alt attire will take up one of the CAW slots, unless that separate issue is also resolved.

Posted

The head has been the big thing for my own CAWs, so that's good news.

 

I did notice in the WIP photo that the texture of hair is still there; I assume once things are more robust, that can be smoothed out with vertex editing.

 

Great work so far! 

Posted

Adding alternate attires as opposed to the official ones taking up CAW slots would be game-changing. Hopefully that becomes possible once the coding is complete.

Posted

Just supported X-Packer 10 and a new license for X-Rey. Tremendous work as usual!

Posted

Just sent a donation for both programs.

hizkijahjoyce@live.com

Posted (edited)

@bravebird, I haven't tried caw parts as yet, barely had the time to work on the modelling side of things. I have tried the inject smaller function to extract and inject Hogan's bandanna into Undertaker. Seems to work fine, but can't test in game without being able to update the arcs.

 

I don't know if you'll even need to add caws to the models. The game allows you to edit the entire attires on the wrestlers in game. You could give them any attire you want using the games creation suite.

 

@jcsix, thanks man. Appreciate the support.

i think it would be a good thing because if you try to make someone who isn't in the game you may need something to add from caw mode to the base model. and also because when you edit someone in caw mode the textures have a stretch problem so it would be easier to make alt attires as a mod instead of adding them as a caw.

Edited by _HiBye_
Posted (edited)

Thanks a lot for the support guys. I haven't taken a look at alt attires as yet. Like I said, the arc is the key for now. I took a quick gander at the misc file and the format seems similar.

 

Worked out some of the kinks with editing the models in X-Rey. Model edits are now possible but require slightly different settings in 3dsmax.

 

I also did a head replacement experiment in Hex which turned out quite well. Not sure if I'll have the time to code a function for this in the upcoming version of X-Rey. If not, then in the next version.

 

I present to you Hollywood Hulk Hunter!!!

 

x_rey_heads.jpg

Edited by tekken57
Posted (edited)

I'm not a modder but I really like what molders are capable of. Would it eventually be possible to edit or change the model's hair itself (PC version)? Meaning the actual 3d model of the hair itself and not just the texture.

Edited by Alexelezer
Posted

I'm not a modder but I really like what molders are capable of. Would it eventually be possible to edit or change the model's hair itself (PC version)? Meaning the actual 3d model of the hair itself and not just the texture.

The picture in the post 2 above yours should answer that question 

Posted

Funny thing is that either way its HHH

Posted

From primary analysis, I've found that during this engine switch they've opt'd to using latest generation technology lighting which is common in most game engines now, it's known as PBR (Physically-Based Rendering); so if you're looking to make texture mods in the future, research up on how to make maps for PBR.

There is a very simple way to convert previous textures to PBR which can be found here. The basic concept of PBR is take the lighting data out of your maps and allow the engine to do the hard work. The translation is less work for better results.

Good to know, thanks.

Posted

@Bannockburn, thanks for sharing, very informative read.

Mods can you like this article to the tutorial index.

Posted

wait so there is an xpacker 10.1? where might one purchase this as i see no email update stating this exist?

Posted (edited)

10.1 is for the ps3 guys as the only difference is the ps3 save support. You should have received a link in your email months ago if you have donated towards x-packer 10.

Edited by tekken57
Posted (edited)

that i have, and i did not get it..last thing i got was december 12 announcing the new x-packer 10..

Edited by zhigge
Posted

The next version of X-Packer will be releasing soon. You will be emailed a link as soon as it is released.

Posted

Brilliant news. Can't wait to get started.

Posted

X-Packer 10.2 released. An email has been sent to all who have donated already.

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