tekken57

Tekken57's 2k19 mods - Sabu 2011 port, Jarrett Tna port, Benoit 2007 released

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tekken57
On 1/4/2020 at 11:39 AM, straight edge subhasis said:

hey sir , I am fan of all of your mods and want to say thanks . 
request - 
1/ RVD with more attires (already got your 4 attires all are great hoping to see more variations)
2/ Hollywood Hulk Hogan yellow red tights (fav colour) . olz upload it on mega link if you are intrested on this . 
Again big thank you 

I don't have time to take requests as I have quite a few more mods I am working on. I would really encourage you to try modding the game yourself. There were already 10 attire RVD packs and Red and Yellow Hogans released in previous years. Look into porting these, it's a lot of fun. 

So Sabu is almost ready for release and he's brought some backup just in case:

20200108151337-1.jpg

 

20200108150924-1.jpg

 

A couple more things I've learnt creating this mod:

 

1. I'm still using the method I detailed in custom mesh tutorial 3, however I've managed to get the model down to one yobj instead of two. 

2. In the main yobj file you can replace the head and leg meshes with custom heads and legs without issue. Replacing the torso and arms always causes a crash. 

3. I like to use an entrance model and pac file, this seems to have less restrictions compared to in ring pac files. Also the entrance yobj files usually have high poly entrance gear e.g. shirts, jackets, etc. 

4. You can replace any of the gear objects in the main yobj with body parts or attire parts of your choosing, just make sure that the weight count is correct before injecting into this object. e.g. body parts usually require 7 weights per vertex, some attire parts with a lot of movement are the same. Look at the weight count of other models for reference to determine how many weights you need. 

5. If the object you are injecting into has a higher vert and poly count than the original body parts, you can inject body parts of a higher vert and face count  than the standard models without issue. e.g if the original torso object has 3000 verts and a jacket object has 5000 verts, you can inject a custom torso object into the jacket mesh and have higher than 3000 verts. 

6. I always delete the 25E4 file and the 00E6 (beard controller) when creating a pach file. I also always don't render any facial hair objects i.e move the facial hair to the bottom of your object list and reduce the number of objects. The beard objects almost always cause a crash when I inject a custom mesh. 

7. I always inject a custom torso and arms over attire meshes in the yobj. To make these look the same as the head I copy the shader and shader offset settings from the original torso /arm objects onto the custom objects, then I copy the shader and shader offset values from the gear objects I have replaced to the torso and arm objects. 

e.g. 

Before:

Object 1 (torso)

Shader: cs_skin

Param count: 84

Param offset: 123

Object 25 (jacket replaced with a custom torso mesh)

Shader: cs_gear

Param count: 9

Param offset: 456

 

After:

Object 1 (torso)

Shader: cs_gear

Param count: 9

Param offset: 456

Object 25 (jacket replaced with a custom torso mesh)

Shader: cs_skin

Param count: 84

Param offset: 123

 

This makes your custom mesh body parts look like skin and also makes the original torso object invisible when set to cs_gear. 

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tekken57

Sabu 2011 mesh port released first post:

 

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Tarnathos

simply amazing. Great work Tekken

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primetime024

Very impressive work Tekken!

 

Can’t wait for Sabu’s backup (Sandman, Dreamer, Tazz) if those are in the work to be release one day as they look awesome as well!

Edited by primetime024
Typo
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