zhigge Posted August 5, 2017 Posted August 5, 2017 thanks for all your help tekken. i'm just so annoyed they went out of their way to prevent modifications... argh.. Quote
tekken57 Posted August 10, 2017 Author Posted August 10, 2017 I created another two video tutorials which I'm posting in the X-Packer thread as well. These tutorials took me about a week to create and even longer to upload. Take the time to say thank you if you view the tutorials. Tutorial on Editing Shaders / Shader Params and toggling objects on / off in X-rey Tutorial on Sculpting using 3dsmax / Mudbox / X-Rey (intermediate / advanced) It covers the following topics: - Importing a reference model - Sculpting in 3dsmax and mudbox - Retopology using wrapit - Creation of AO maps - Creation of face detail textures - Exporting vertex normals - Creating PBR textures from diffuse textures - Importing the model back into yobj format using X-Rey Quote
zhigge Posted August 10, 2017 Posted August 10, 2017 (edited) thanks forthe hard work, even tho i don't use XREY.. but thanks for continuing to support the modding community. Edited August 10, 2017 by zhigge Quote
tekken57 Posted August 11, 2017 Author Posted August 11, 2017 13 hours ago, zhigge said: thanks forthe hard work, even tho i don't use XREY.. but thanks for continuing to support the modding community. You're welcome. The tutorials can be applied to the xbox and ps3 versions of the game as well. Quote
JE2601 Posted August 16, 2017 Posted August 16, 2017 With X-Packer, can I replace the Referee with Shane McMahon? If yes, how? I tried to extract slot no 152 (according to a list i've found that's Shane) and replaced no 255 (referee) with it. But it didn't change anything Quote
tekken57 Posted August 23, 2017 Author Posted August 23, 2017 On 8/17/2017 at 0:04 AM, JE2601 said: With X-Packer, can I replace the Referee with Shane McMahon? If yes, how? I tried to extract slot no 152 (according to a list i've found that's Shane) and replaced no 255 (referee) with it. But it didn't change anything Yes you can. you need to replace the pac files with the Shane pac. It may cause your game to freeze though, not sure. X-rey 2.3 released and has been emailed: v. 2.3 - Added a bulk export function for objects and animations 1 Quote
tekken57 Posted August 24, 2017 Author Posted August 24, 2017 Finally finished the script to export all the morph targets. Tutorial below: You will need two scripts for this tutorial: 1. Batch import / export script: http://josbalcaen.com/scripts/max/batch-exportimport/ 2. Export morph targets script coded by me:https://mega.nz/#!JkdHSZYK!zCZAFBvXTTTTcrw7nVKsbxwXZ1_dJJgNVxMIWIdPZ7Q Plain text version of my script above should the link expire: -- Coded by tekken57 global counter = 2 global morpherName global mainSelection = $ global morphes = #() global arraySize = 0 global i global j global t global morphercount = 0 saveDir = getSavePath caption:"Select path to export animations to" out_name = saveDir --+ @"\" + objName --print out_name global out_file global UVFormat = "vt % % 0\n" fn PrintPoint pt = ( format "v % % %\n" pt.x (pt.z ) (pt.y * -1) to:out_file ) fn PrintPointNormal pt = ( format "vn % % %\n" (pt.x * -1) (pt.z) pt.y to:out_file ) fn PrintPointUV pt = ( format "vt % % 0\n" pt.x pt.y to:out_file ) fn PrintPointInt pt = ( x = (int(pt.x) - 1) + 1 y = (int(pt.y) - 1) + 1 z = (int(pt.z) - 1) + 1 format "f %/% %/% %/% \n" x x y y z z to:out_file ) function ExtractUvs obj whereto = ( n = obj.numTVerts for i = 1 to n do ( v = GetTVert obj i append whereto v ) ) function DumpUvs src = ( --Format "\"uvs\": [[" to:out_file num = src.count if num > 0 then ( for i = 1 to num do ( uvw = src[i] u = uvw.x v = uvw.y Format UVFormat u v to:out_file ) ) ) function ExtractColors obj whereto = ( nColors = GetNumCPVVerts obj if nColors > 0 then ( for i = 1 to nColors do ( c = GetVertColor obj i append whereto c ) ) ) function DumpColors src useColors = ( num = src.count if num > 0 and useColors then ( for i = 1 to num do ( col = src[i] --format "vs % \n" col.x to:out_file r = col.r as Float g = col.g as float b = col.b as float --r = r/255 --g = g/255 --b= b/255 hexNum = ( bit.shift r 16 ) + ( bit.shift g 8 ) + b --hexColor = formattedPrint hexNum format:"#x" -- Format "%" hexColor to:ostream --decColor = formattedPrint hexNum format:"#d" --Format "% \n" decColor to:out_file --Format "vs % % %\n" r g b to:out_file Format "vs % \n" hexNum to:out_file ) ) ) fn exportMeshTekken out_name2 = ( out_file = createfile out_name2 for j in selection do ( local sel = convertToMesh j --print (sel) case classOf sel of ( editable_poly: polyOp.setFaceMatID sel (polyOp.getFaceSelection sel) counter Editable_Mesh: ( local face_selection = #{} local base_obj = sel local num_faces = getNumFaces base_obj f num_verts = j.numverts -- Vertex Positions for i = 1 to num_verts do ( vert = getVert j i PrintPoint vert ) --normals for i = 1 to num_verts do ( vert = getNormal j i PrintPointNormal vert ) -- Vertex Texture Coordinates /* for i = 1 to num_faces do ( -- Iterate over faces tvface = getTVFace j i for k = 1 to 3 do ( --if (k > 1) then format ", " to:out_file -- Get a specific texture vertex tvert = getTVert j tvface[k] PrintPointUV tvert ) ) */ mergedUvs = #() ExtractUvs j mergedUvs DumpUvs mergedUvs -- get vertex colors /* if getNumCPVVerts j > 0 then ( mergedColors = #() ExtractColors j mergedColors DumpColors mergedColors true ) */ --get faces format "g Object0 \n" to:out_file format "s 1 \n" to:out_file --format " \"indices\" : [" to:out_file for i = 1 to num_faces do ( --if (i > 1) then format ", " to:out_file face = getFace j i PrintPointInt face ) --format "]\n" to:out_file ) ) counter = counter + 1 --print (counter) --print (classOf sel) ) close out_file ) for t = 1 to 150 do ( morpherName = WM3_MC_GetName $.Morpher t if morpherName != "- empty -" then morphercount = morphercount + 1 if toLower morpherName != "object0" then ( WM3_MC_SetValue $.Morpher t 0.00 ) else ( WM3_MC_SetValue $.Morpher t 100.00 ) --print morpherName ) for i = 1 to morphercount do ( select mainSelection morpherName = WM3_MC_GetName $.Morpher i print morpherName --If morph name is not empty clone and set morph to 100.00 if morpherName != "- empty -" and trimLeft (trimRight morpherName) != "" then ( WM3_MC_SetValue $.Morpher i 100.00 if toLower morpherName != "object0" then ( out_name = saveDir + @"\" + morpherName + ".obj" --print out_name ) else ( out_name = saveDir + @"\" + "Anim_0.obj" --print out_name ) --exportMeshTekken out_name if selection.count != 0 do ( theClasses = exporterPlugin.classes _objIdx = findItem theClasses ObjExp -- with *.OBJ export dialog --exportFile (GetDir #scene + "/exportTest" ) selectedOnly:on using:theClasses[_objIdx] -- without *.OBJ export dialog exportFile (out_name) #noprompt selectedOnly:on using:theClasses[_objIdx] ) if toLower morpherName != "object0" then ( WM3_MC_SetValue $.Morpher i 0.00 ) ) ) 1 Quote
Tarnathos Posted August 26, 2017 Posted August 26, 2017 Thanks for this tutorial. This may be a totaly noob question but how can I access the animations of the original model? I just received the new X-Rey, overwrote the old X-Rey by copy & paste and opened a 000.yobj file and can not see the animations list as well as the button inject animations in the menu bar. Do I have to open a Object0.obj? But doing this just opens the .obj file without any editing option. never mind...found it. But won't it be possible to use the anim files of one orignal .yobj as base for all? Is it required to use the .yobj from what the mod has been created? Quote
tekken57 Posted August 26, 2017 Author Posted August 26, 2017 You have to use the base model from which the mod was created as the number of faces is not the same on all models even though the verts are the same. You'll find that the animations will get corrupted if you use a different model to create the animations from. Quote
Deka_Night Posted August 26, 2017 Posted August 26, 2017 i think i have reverted back to noob status but i've been trying to figure out why the texture wont go back in its saying it needs to be the same size and i cant for the lifeof me figure out what the hell to do lol if anyone can help me out that would be very much so appreciated Quote
Tarnathos Posted August 27, 2017 Posted August 27, 2017 23 hours ago, tekken57 said: You have to use the base model from which the mod was created as the number of faces is not the same on all models even though the verts are the same. You'll find that the animations will get corrupted if you use a different model to create the animations from. downloaded the scripts but currently struggeling to add the .mzp script to 3ds max. Copied it to the userscripts directory but can not see it in the toolbar to create a button..and everytime if I want to run it manually by choosing the file, it runs the installer again.. Any advice would be appreciated Quote
tekken57 Posted August 27, 2017 Author Posted August 27, 2017 23 hours ago, Deka_Night said: i think i have reverted back to noob status but i've been trying to figure out why the texture wont go back in its saying it needs to be the same size and i cant for the lifeof me figure out what the hell to do lol if anyone can help me out that would be very much so appreciated Make sure you save the diffuse textures as dxt with 4mipmaps, normal as dxt5 4 mip maps 26 minutes ago, Tarnathos said: downloaded the scripts but currently struggeling to add the .mzp script to 3ds max. Copied it to the userscripts directory but can not see it in the toolbar to create a button..and everytime if I want to run it manually by choosing the file, it runs the installer again.. Any advice would be appreciated After you install it, you need to add a button to one of your toolbars to call the script. Do this via the customize menu option in 3dsmax. 1 Quote
Tarnathos Posted August 27, 2017 Posted August 27, 2017 was able to do it and when checking the 000.yobj file of the mod after injecting the animations I can see all animations correctly. However, when reinjecting into the .shdc and in the pac and checking in game the model remains withouth expressions. Kind of weird.. Quote
AznBlusuazn Posted August 27, 2017 Posted August 27, 2017 3 minutes ago, Tarnathos said: was able to do it and when checking the 000.yobj file of the mod after injecting the animations I can see all animations correctly. However, when reinjecting into the .shdc and in the pac and checking in game the model remains withouth expressions. Kind of weird.. Is this a mod you made from scratch or one that you are converting from no animations to animations? Quote
AznBlusuazn Posted August 27, 2017 Posted August 27, 2017 1 hour ago, Tarnathos said: converting from none to animations You have to hex edit the yobj and re add the animation references from the base yobj to the modified one. I don't have them in front of me but it's toward the end where all the texture names are listed. If you compare the original base yobj to the mod yobj, you will probably see a long list of file names and a section of blank. Copy from the original base to the modded one to re add the animation references. Quote
AznBlusuazn Posted August 27, 2017 Posted August 27, 2017 (edited) Here is a screenshot of what I mean: Also, I want to add: In addition to doing the Object0 (head), you want to animate Objects 12 (eyelids), 13 (mouth), and 16 (inner eyes). Also, want to make sure that 12, 13, 14 (teeth), 15 (tongue), and 16 are all aligned correctly with the modded head. I've found in the several that I've converted that most modders do not alter some or all of these items when making their mods because they have no intention of making animations. I am considering making a tutorial going over all of these items. I'm going through all the ends and outs of conversing a non-animated mod to an animated one as it has more steps than making a mod from an animated base. Edited August 27, 2017 by AznBlusuazn Quote
tekken57 Posted August 28, 2017 Author Posted August 28, 2017 16 hours ago, AznBlusuazn said: Here is a screenshot of what I mean: Also, I want to add: In addition to doing the Object0 (head), you want to animate Objects 12 (eyelids), 13 (mouth), and 16 (inner eyes). Also, want to make sure that 12, 13, 14 (teeth), 15 (tongue), and 16 are all aligned correctly with the modded head. I've found in the several that I've converted that most modders do not alter some or all of these items when making their mods because they have no intention of making animations. I am considering making a tutorial going over all of these items. I'm going through all the ends and outs of conversing a non-animated mod to an animated one as it has more steps than making a mod from an animated base. A tutorial would really help others, looking forward to it. I'm coding an update to X-Rey at the moment which doesn't require you to move the objects to position 0 when editing the animations. Will send out the update soon. 1 Quote
AznBlusuazn Posted August 28, 2017 Posted August 28, 2017 1 hour ago, tekken57 said: A tutorial would really help others, looking forward to it. I'm coding an update to X-Rey at the moment which doesn't require you to move the objects to position 0 when editing the animations. Will send out the update soon. Awesome feature! Looking forward to that one as well. I just finished recording the tutorial. I have to edit and clean it up. Hope to have it up in the next couple of days. THANK YOU so much for your tools and scripts @tekken57. I've brought a ton of mods to life with animations! Thanks again! 1 Quote
jakeypearce Posted August 29, 2017 Posted August 29, 2017 I've noticed an issue with some of the SDHCs not opening in X-Packer or PacEditor. An example is 06344.pac (The Rock '01's winning entrance) in pac\evt. This is the message I get: Here are the details. Quote 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.Read2k17Pac(String FilePath) at WindowsFormsApplication1.Form1.xbox360Ps3SDHCPACToolStripMenuItem_Click(Object sender, EventArgs e) 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.ProcessDialogKey(Keys keyData) at System.Windows.Forms.ToolStrip.ProcessDialogKey(Keys keyData) at System.Windows.Forms.Control.PreProcessMessage(Message& msg) at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg) at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.7.2102.0 built by: NET47REL1LAST CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- X-PacKer Assembly Version: 2017.5.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///D:/Downloads/x-packer%202017.5/64%20bit/X-PacKer.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.7.2104.0 built by: NET47REL1LAST CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.7.2103.2 built by: NET47REL1LAST CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.7.2102.0 built by: NET47REL1LAST CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.7.2102.0 built by: NET47REL1LAST CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Management Assembly Version: 4.0.0.0 Win32 Version: 4.7.2102.0 built by: NET47REL1LAST CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Management/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Management.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.7.2102.0 built by: NET47REL1LAST CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Numerics Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. The file itself isn't very large when uncompressed (596KB). Perhaps something's changed in some of the SDHCs to cause the error? Quote
tekken57 Posted August 31, 2017 Author Posted August 31, 2017 I'll look into it. New Versions of x-packer and x-rey have been released which make the creation of animations and compressed PAC files much easier. 2 Quote
Dennis-Bieser Posted September 28, 2017 Posted September 28, 2017 I have a request for the next x-rey update. Is it possible to copy animations from last gen games like 2K14? Quote
Twistedmisery666™ Posted September 30, 2017 Posted September 30, 2017 Hopefully same stuff will work on xpacker and X-ray when 2k18 comes out on pc. Quote
AlcLegacy Posted September 30, 2017 Posted September 30, 2017 Is it possible to release the next versions of Xpacker and Xrey for free, so that we as a community can GROW and not be held back by paid tools? Would really be the best thing going forward. 3 1 Quote
kaa992 Posted September 30, 2017 Posted September 30, 2017 4 minutes ago, AlcLegacy said: Is it possible to release the next versions of Xpacker and Xrey for free, so that we as a community can GROW and not be held back by paid tools? Would really be the best thing going forward. I agree with this Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.