eri619 Posted August 23, 2017 Share Posted August 23, 2017 3 hours ago, tekken57 said: Yes the process is as you described. You don't have to export from mudbox to 3dsmax but by sending the sculpt layers to max I can code a script to export all 100+ layers in one go instead of one by one in mudbox. You can create animations for any of the pc models from 2k15 upwards. i have made some headway with the script to export the morph targets, hopefully will have something ready for release soon. It's a very complex script. Thats pretty cool, its sad to see people bitch about paying a few bucks for your tools, but they don't realize the fact that its because of you that modding community exists and that the game is moddable. I really appreciate your work man! Quote Link to comment Share on other sites More sharing options...
tekken57 Posted August 23, 2017 Author Share Posted August 23, 2017 5 hours ago, eri619 said: Thats pretty cool, its sad to see people bitch about paying a few bucks for your tools, but they don't realize the fact that its because of you that modding community exists and that the game is moddable. I really appreciate your work man! Thank you, I appreciate your kind words. I've released X-Rey 2.3 this morning with the bulk export function. Will be releasing the maxscript to export the morph targets and a tutorial before the end of the week. I've been testing the new X-Rey functions on my Steiner mod but felt that the mod wasn't up to same standard of my newer mods, so I decided to create a new Steiner mod. Worked a lot on the sculpting and detailing of the face and body. What do you guys think? 6 2 Quote Link to comment Share on other sites More sharing options...
Refat Posted August 23, 2017 Share Posted August 23, 2017 Looks even better than your old one which was great, specially the body. Can we get more closeup shots of the face? Quote Link to comment Share on other sites More sharing options...
eri619 Posted August 23, 2017 Share Posted August 23, 2017 1 hour ago, tekken57 said: Thank you, I appreciate your kind words. I've released X-Rey 2.3 this morning with the bulk export function. Will be releasing the maxscript to export the morph targets and a tutorial before the end of the week. I've been testing the new X-Rey functions on my Steiner mod but felt that the mod wasn't up to same standard of my newer mods, so I decided to create a new Steiner mod. Worked a lot on the sculpting and detailing of the face and body. What do you guys think? I think the face texture could use some work, other than that its pretty much perfect! Quote Link to comment Share on other sites More sharing options...
steven1977 Posted August 23, 2017 Share Posted August 23, 2017 On 2/26/2017 at 11:57 PM, Thunder72 said: Here's my Hulk Hogan (2002) Red and Yellow porting for WWE 2K17 Preview: https://youtu.be/ddw0lABVE3A **IMPORTANT: READ CAREFULLY!!** - **I'm not responsible for any damage to your files or save corruption so make a backup of the ENTIRE Steam WWE 2K17 game folder and (most important) your save data!** - **Backup your "mot_Patch30.pac" file contained in "pac/ingame/motion" path of your game** - My Hogan Port uses slot 500 (for entrance compatibility issues) and "American Patriot" spot for "Real American" theme song - English is not my mother language so forgive me for any grammar errors - I spent many night hours to create this port and to study every tool and Hex editing . - This is my first port, I am still learning so don't get mad at me if something doesn't work or there's something missing; I'll try to support this port as best as I can. - My port ha some minor flaws: 1) Hogan's hometown announcement is still from Miami Florida and not from "Venice Beach CA", I'll try to fix it soon 2) A few moves are "inverted" , they're executed with the opposite hand instead of the default one, even moves you normally can't invert in the game editor (ex: reverse neckbreaker). I don't consider it a flaw because they look somehow "new" because the animation starts from a different side. Thanks. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - DOWNLOAD LINK (COMPLETE RE-PACK) March 03 - 2017: https://mega.nz/#!P1ACQCYS!eHBoPnIEduo1MsTH6yNRbYw8zXBPvqzMtPdS_Xd8LYA It's a RE-pack that includes all the required files : pofo, moveset, hacked moves and taunts, theme in wem format, models and entrance "fixed", proper files from WWE 2K15, winning animations, etc. and a VERY SIMPLE and complete tutorial (how to use Sound Editor 2k17 and Cheat Engine amongst the others) , so it's a complete package 100% working. UPDATED WITH SOME EVT FIXES - march 03 2017 Im having some major problems with this. Everything worked fine when it was initially released before the patch to fix the goldberg etc entrances but now buying a new PC and installing it in the description word for word. Hulk Hogan's name doesnt appear in the game at all. Ive no idea why as I followed the guide and tried it 5 times now. When I first tried to load it it would crash so I gave the cache.bin and cache2.bin files a blank version which fixed that but nothings showing up. Im even getting this on the main screen also. Dummy smart menu? Quote Link to comment Share on other sites More sharing options...
AznBlusuazn Posted August 23, 2017 Share Posted August 23, 2017 8 minutes ago, steven1977 said: Im having some major problems with this. Everything worked fine when it was initially released before the patch to fix the goldberg etc entrances but now buying a new PC and installing it in the description word for word. Hulk Hogan's name doesnt appear in the game at all. Ive no idea why as I followed the guide and tried it 5 times now. When I first tried to load it it would crash so I gave the cache.bin and cache2.bin files a blank version which fixed that but nothings showing up. Im even getting this on the main screen also. Dummy smart menu? You need to use the latest string.pac. WWE 2k17+ is probably the easiest way to get it. 1 Quote Link to comment Share on other sites More sharing options...
steven1977 Posted August 23, 2017 Share Posted August 23, 2017 (edited) 40 minutes ago, AznBlusuazn said: You need to use the latest string.pac. WWE 2k17+ is probably the easiest way to get it. Actually you can disregard my last post I finally got Hogan showing up. I dont know why but cheat engine didnt work for me so thought heck just try character tools and it worked first time. Maybe we should change this in the text as that was the only way I got this to work. One thing I was wondering and thats if I change the music in game for Hogan will it muck up his entrance animation? I want to give him a different theme for his victory music. With 2K16 it resetted it to a basic one so thought id ask as I dont want to do it then have to restart everything again. Edited August 23, 2017 by steven1977 Quote Link to comment Share on other sites More sharing options...
DFM85 Posted August 23, 2017 Share Posted August 23, 2017 It's perfect Quote Link to comment Share on other sites More sharing options...
tekken57 Posted August 23, 2017 Author Share Posted August 23, 2017 11 hours ago, Refat said: Looks even better than your old one which was great, specially the body. Can we get more closeup shots of the face? As requested: 2 1 Quote Link to comment Share on other sites More sharing options...
dredogg504 Posted August 24, 2017 Share Posted August 24, 2017 WOW AMAZING SCOTT LOOKS ON POINT GREAT JOB TEKKEN YOUR WORK IS MUCH APPRECIATED I THANK YOU 1 Quote Link to comment Share on other sites More sharing options...
Refat Posted August 24, 2017 Share Posted August 24, 2017 (edited) 11 hours ago, tekken57 said: As requested: WOW! Face also looks amazing. Hands down best Steiner mod yet. Edited August 24, 2017 by Refat Quote Link to comment Share on other sites More sharing options...
tekken57 Posted August 24, 2017 Author Share 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 ) ) ) 2 Quote Link to comment Share on other sites More sharing options...
eri619 Posted August 24, 2017 Share Posted August 24, 2017 41 minutes ago, tekken57 said: 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 ) ) ) Once again thank you for your hard work! I'll try this out now! Quote Link to comment Share on other sites More sharing options...
AznBlusuazn Posted August 24, 2017 Share Posted August 24, 2017 Amazing tutorial @tekken57 thank you Quote Link to comment Share on other sites More sharing options...
hovathagod32 Posted August 25, 2017 Share Posted August 25, 2017 @tekken57 is there a way to add the trans shader on things that aren't attire/body related? I'm trying to create a transparent banner, to where only the logo is shown above the ring and not the whole flag. I had the trans shader added, and changed the texture from regular to a dxt5 with the alpha, but the whole object showed up as black in game instead of masking what I didn't want to be shown. Quote Link to comment Share on other sites More sharing options...
tekken57 Posted August 25, 2017 Author Share Posted August 25, 2017 Did the object have a normal map assigned to it which was dxt1? if so, its possible that the shader parameters don't have anything listed for transparency. I've never tried to add transparency to anything besides wrestlers so I'm not sure. You could try copying some of the shader parameters from a wrestler object to your ring object and see what happens. 1 Quote Link to comment Share on other sites More sharing options...
eri619 Posted August 27, 2017 Share Posted August 27, 2017 (edited) When i send the morph targets to 3DS Max, i get this error i'm using Mudbox 2015 and 3DS Max 2015 Here is a video of the problem Edited August 27, 2017 by eri619 Quote Link to comment Share on other sites More sharing options...
tekken57 Posted August 27, 2017 Author Share Posted August 27, 2017 It seems like a problem with your 3dsmax installation. Try opening any simple object without sculpt layers and sending it to 3dsmax. 2 Quote Link to comment Share on other sites More sharing options...
eri619 Posted August 27, 2017 Share Posted August 27, 2017 (edited) 34 minutes ago, tekken57 said: It seems like a problem with your 3dsmax installation. Try opening any simple object without sculpt layers and sending it to 3dsmax. tried it, works fine without sculpt layers! Edit- When i sent morph targets from anim 45-112, it worked. When i do it from 0-112 ,i get that error! Edited August 27, 2017 by eri619 Quote Link to comment Share on other sites More sharing options...
tekken57 Posted August 27, 2017 Author Share Posted August 27, 2017 Maybe there is an issue with the Animations you imported. Turn off all the sculpt layers in mudbox. Then turn one on at a time While you have you modded head on, and check if the model is corrupted. 2 Quote Link to comment Share on other sites More sharing options...
eri619 Posted August 27, 2017 Share Posted August 27, 2017 45 minutes ago, tekken57 said: Maybe there is an issue with the Animations you imported. Turn off all the sculpt layers in mudbox. Then turn one on at a time While you have you modded head on, and check if the model is corrupted. I managed to overcome this by doing the following. 1)Send all morph targets from 1-44 2)Send all morph targets from 45-112 this has solved it for me Quote Link to comment Share on other sites More sharing options...
eri619 Posted August 27, 2017 Share Posted August 27, 2017 (edited) When that part was solved, now i ran across a new hurdle. I finished all animations, all expressions came out perfect for my Owen Hart head. To confirm everything went right, i imported object 0(head) and anim_47 into blender, seems the scaling and position in space of the animated meshes output from mudbox/3ds max came out wrong. Any idea as to what might have gone wrong? EDIT- everything is perfect until morph targets are exported using the script, for some reason, the 3ds max 2015 and the script is exporting the mesh with wrong scale. I corrected the problem by batch scaling all exported animations by a scaling factor 2.540. Tried it in game and works perfectly! @tekken57 Edited August 28, 2017 by eri619 Quote Link to comment Share on other sites More sharing options...
tekken57 Posted August 28, 2017 Author Share Posted August 28, 2017 Just confirm the export settings on 3dsmax and ensure that the scale value is set to one. You could have it set higher. 1 1 Quote Link to comment Share on other sites More sharing options...
tekken57 Posted August 28, 2017 Author Share Posted August 28, 2017 Did that solve your problem @eri619 ? Quote Link to comment Share on other sites More sharing options...
eri619 Posted August 28, 2017 Share Posted August 28, 2017 7 minutes ago, tekken57 said: Did that solve your problem @eri619 ? i checked the export settings and they are fine.i'm able to do the animations, the only issue is i have to do 1-45 in one batch and the others in the next batch, i have to import them in blender, batch scale them by 2.540 and then batch export Quote Link to comment Share on other sites More sharing options...
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