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Tekken57's PC mods - Beware of the dog


tekken57

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HFS,Holy fuckin shit!! You used HHH it seems.BTW If you need help with any texturing or with any logo's,i'm your man!

Thanks, I will be in touch if I need help with the attires.

Nice Sabu, didn't know your steam name was RLD!

Actually it's tkn57. I never apply mods to my steam copy as I'm not sure which mods will result in a ban:

 

steam_wwe.jpg

Tekken, any chance Scott Hall gets released before you take your break?

I've restarted Hall 3 times on different bases but can't seem to get him to the standard as Goldberg. Will try again after my break, quite tired now.

Whoah! Sabu! Bad ass. Think you'll do a Bald person to bypass the Hair glitches?

 

hardcore-justice.jpg?w=450

Won't be doing any alt attires for Sabu, quite tired now and just want to get these two mods out. As will all my mods, you are welcome to create more attires and release them here, getting rid of the hair is a simple process.

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That's good to know, it's a pain running two installations of the game.

 

With regards to Sabu, it's the lighting which makes the jaw look more square than it actually is. I'm looking into a way to import the vertex normals into the game from 3dsmax. It could be also be the bones which alter the shape of the mesh. Here's a side by side comparison in 3dsmax of the 2011 model which I've used for reference. The 2011 model is on the left and my mod is on the right:

 

sabu_comparison.jpg

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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.

 

sabu_normals.jpg

 

goldberg_normals.jpg

 

angle_normals.jpg

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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.

 

sabu_normals.jpg

 

goldberg_normals.jpg

 

angle_normals.jpg


Blender allows exporting of normals which is a great asset to people who is use blender like i do.

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The normals which must be exported are the vertex normals, not the surface normals. Check if blender has that option, I had to write a custom script to do this in 3ds max.

Edited by tekken57
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The normals which must be exported are the vertex normals, not the surface normals. Check if blender has that option, I had to write a custom script to do this in 3ds max.

yes it does support the export of vertex normals,

http://blenderartists.org/forum/showthread.php?259554
https://www.youtube.com/watch?feature=player_embedded&v=FrxWAo5isB0

All you need is this python script

https://dl.dropbox.com/u/398143/blender/object_transfervertexnorms.py

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Hey Tekken im not sure if you still look at your xbox thread but i need you to send me both Dudleys so i can finish them

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This is final now (Thanks to RaieE for the textures). Won't be doing alt attires as the attires are simple palette swaps:

 

preview_sabu.jpg

 

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Sabu looks like he was already on the disc and you found a way to unlock him. Truly amazing work and I must have both him and Angle.

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Gorgeous work, though if you're wanting to make the legs sparkle, bump the Fresnel in the shader params and make a very noise roughness map in the normal's alpha channel.

Thanks for the tip. I tried this over the weekend by copying the values and alpha from Natalya's coat but the pants still don't shine. The values I have for the g_fspecfresnel are:

00 00 00 0A 00 18 3F 59 99 9A.  What should I set this to?

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Awesome work with Sabu. I went through the entrances and nothing really seems to match his real life entrance. Best I could see was r - truths one. 

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