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Basic model editing tutorial for PC version


tekken57

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Tekken takes the time and effort to code tools, write up tutorials and code maxscripts, yet you guys don't even bother to read the information provided on this very forum.

I've been using tekken's maxscripts instead of breinj's plugin on 3dsmax 2015 for sometime now.

Try searching next time, and thank him for his tireless work :

Edited by rvdsabu
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i want to buy xrey but i have some questions

i run a mac with Windows 10 bootcamp

Windows is shit: viruses, system instability, but necessary 90% of programs are widows

if i install xrey and a need to format , reinstall, change partiton dimention, to shitty win10  the activation code still works? idon't need to make other donations right?

second i will use it primary for wwe2k15 but if for example next year 2k17 will be fantastic, is the update supported or i have to make another donation again?

thanks  

 

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With upcoming release of Xrey 1.5, I thought I'd post a tutorial on the process for those who want to start practicing using 3ds max to edit.

Basic controls for the program:

- Double click an object in the grid to display a preview
- Click the viewport to control the object. Zoom in and out using the mouse scroll button.
- Hold down the right mouse button and move the mouse to rotate the object.
- Some objects render off the screen for some reason so zoom out to view these.
- Some faces don't render correct in the preview viewport, not sure why as yet. You can still edit these objects as the program does not interfere with the faces.

Basic tutorial on how to do model edits

I am assuming that you already know how to extract your yobj file from the pac, have 3dsm 2011 installed and have brienj's import plugin.If you don't have brienj's import plugin, you will need to obtain it from Xentax.

The program also loads a texture as long as it is named color in the same directory of the yobj. The color texture can be in png, jpg or bmp formats in that order of preference. If there is no color texture the mesh will load without one.

1. If you uncompressed the yobj file using the x-packer, it will be named 0000.zlib.uncompressed. Rename this to 0000.yobj. Your hair yobj file is the 2715 file.

 

Import your yobj into 3dsm using the import menu item.

 

 

When the object has finished loading, select editable mesh on your right menu and select vertex under this option. Your object will now display all the vertices.


kx88.jpg

2. Select a few vertices and move them. Do something simple for your first try, just to understand the process. Make sure you do not delete or add any new veritices. The number of vertices must remain the same.

e04u.jpg


3. Select all the vertices for that object by pressing ctrl+a. Take a note of the number of vertices under the selection menu on the right you will need to know this number later on. In this example the number of vertices is 570. Also take a note of the name at the top, in this case the name of the object is 0_27.

9pkl.jpg

4. With the object still selected, select Export - Export selected from the main menu. Make sure you have selected "Export selected" as the import wont work otherwise.

Give your object any name you want, the name of object after the "_" corresponds to the object number in X-rey. In this case the object is called "0_27" in 3ds max, hence the name in X-Rey will be Object27.

For the export options, make sure you set all the options as follows:

3ds_max_export_settings.jpg

Please double check these options as the object will import incorrectly or wont import at all if these are incorrect. Note that the precision value for the pc version is 12. This is different from the xbox 360 and ps3 models which has a precision value of 6.

 

Click the export button when you are sure and the object will be exported to obj format. Double check the number of vertices is correct on the status box which appears after the import. In this case the number of vertices on the export status box is still 570 so it's correct.

5. Option your yobj in X-rey using the "Yobj new format" option. Look in the grid for object 27 and confirm that it has the same number of vertices. In this case 570 vertices.

gxut.jpg

Double click the object to preview it. In this case Hogan's belt is off the screen so I needed to zoom out with the mouse wheel to see it.

6. Click the import button and select the object you want to import. In this example, belt_570.obj. If you have done everything correctly, the object will be imported and the viewport will display the new edited object.

m992.jpg

7. Inject your edited yobj back into your pach file using the compress and inject function in x-packer. Then inject pach into pac as normal

That's it, the edited yobj should load in game displaying your changes.

Please note that the face object is rigged to a number of bones. This means that very minor edits on the face should be ok, but major edits will cause corruption on the face. Test your edits out as you making them to avoid spending a lot of time only to have corrupted objects in game.

please reupload the pics.

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