[Closed] HCTP & SYM Model Workshop

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ryokudou

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good work dadydodo, added to the first post! :)
masked kane (fixed texture) uploaded at first post!
sorry for became slowly, i'm not felling good today :(
 

omar punk 2

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HARDX36 said:
<blockquote class='quote\\_blockquote'><dl><dt>omar punk 2</dt><dd>Jul 26 2014, 07:36:12 PM</dd></dl><div>hey can't svr models be converted using the same way to hctp??

hope someday this will happen
i think that the real problem with the svr models on hctp are not the bones but the yobj itself cause it is way more bigger and with higher resolution than hctp models so there is big chance that the game runs out of memory to process those bigger models[/quote]U KNOW hardx

we used to say that sym-hctp-05 models is impossible to work with newer games

but today it's officially possible to get them work

i BOlieve that someday we will be able to play with svr models in hctp
 

ryokudou

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we could replace same part like l_momo,r_momo, & etc and replace news part like r_momo_x, l_momo_x with dummy
i think it could work :)
we could replace same part like l_momo,r_momo, & etc and replace news part like r_momo_x, l_momo_x with dummy
i think it could work :)
 

ERI619

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<blockquote class='quote\\_blockquote'><dl><dt>omar punk 2</dt><dd>Jul 27 2014, 01:35:46 AM</dd></dl><div>
HARDX36 said:
Quoting limited to 2 levels deep
U KNOW hardx

we used to say that sym-hctp-05 models is impossible to work with newer games

but today it's officially possible to get them work

i BOlieve that someday we will be able to play with svr models in hctp[/quote]No i'm afraid i will have to disagree on that.I share the same view as Hardx36,the game will run out of memory.About a year back,i fixed the bones of Dolph Ziggler and imported him into hctp,it worked perfectly till the matchup screen,but it crashed during the entrance.

But a few SVR05 Models are compatible with HCTP,has been tested by me.They too need their bones fixed.
 

ryokudou

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maybe we should more focus mod on svr 06 since it comptible all of svr plus comptible with sym & hctp (with fixed bones),more move and better gameplay IMO
 

ryokudou

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then it will be okay i release v.1 wrestle, isn't it?
 

Hasa

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does anyone tried this mods in real ps2.because i import kevin nash in svr 2010 and the game freeze in the 1st loading...i'll give it a secend try maybe it will work


and good job guys ;)

about bloods.i thought it will work if you inject 08.pac from svr into 08.pac in hctp wrestler ?thought :)
 

ERI619

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Its not like you guys think,HCTP And SYM have different programming on blood,so there are less chances that we might have blood
ryokudou said:
then it will be okay i release v.1 wrestle, isn't it?
Yeah,i will tell you after i test one in SVR 06


<big>Now i would like to make some explanations about weight classes

1)Super Heavyweight(Batista,Ezekial Jackson,Kane,Undertaker,The Great Khali,Big Show are Examples)
2)Heavy Weight(HHH,Steve Austin,Randy Orton,John Cena Are Examples)
3)Cruserweight(Rey Mysterio,Chavo Guerrero)
4)Feather Weight(Divas)
To Extract the mesh:-
1)open up the YOBJ File in a Hex Editor.
2)Select all the data beginning from the header upto the word root(word root is excluded),Goto>File>New File,then paste the copied data.
3)Save it as mesh.yobj
4)Open up RRObjExporter and select mesh.yobj
5)Save the mesh
.........................................................................................................................


A simple python script to Open YOBJ Models in Blender



</big>


<blockquote class='quote\\_blockquote'><dl><dt>Quote:</dt><dd> </dd></dl><div>#2011-11-06 Glogow Poland Mariusz Szkaradek
#Rumble Roses(PS2) yobj importer
#press alt+p and select folder with yobj files (example: '...\1200.pac')
#IMPORT:
#-geometry with uv split per material
#-bones
import bpy,struct,os
import Blender
from Blender import *
from struct import *
import math
from math import *
from Blender.Mathutils import *


def create_object_name():
global model_id
ids = []
scene = bpy.data.scenes.active
for mat in Material.Get():
#print mat.name
try:
model_id = int(mat.name.split('-')[0])
ids.append(model_id)
except:pass
try:
model_id = max(ids)+1
except:
model_id = 0

def find_0():
s=''
while(True):
litera = struct.unpack('c',plik.read(1))[0]
if litera=='\x00':
break
else:
s+=litera
return s


def word(long):
s=''
for j in range(0,long):
lit = struct.unpack('c',plik.read(1))[0]
if ord(lit)!=0:
s+=lit
if len(s)>100000:
break
return s

def b(n):
return struct.unpack(n*'b', plik.read(n))
def B(n):
return struct.unpack(n*'B', plik.read(n))
def h(n):
return struct.unpack(n*'h', plik.read(n*2))
def H(n):
return struct.unpack(n*'H', plik.read(n*2))
def i(n):
return struct.unpack(n*'i', plik.read(n*4))
def f(n):
return struct.unpack(n*'f', plik.read(n*4))


def vertexuv():
for m in range(nMat):
#for m in range(nParts):
mesh.materials+=[Material.New()]
mesh.vertexUV = 1
mesh.faceUV = 1
for m in range(len(faceslist)):
for n in range(3):
uv_data = uvlist[m][n]
v_id = faceslist[m][n]
mesh.verts[v_id].uvco = Vector(uv_data)
f = mesh.faces[m]
f.uv = [v.uvco for v in f.verts]
f.mat = uvlist[m][3]

mesh.update()

def drawmesh(name):
global obj,mesh,scene
mesh = bpy.data.meshes.new(name)
mesh.verts.extend(vertexlist)
mesh.faces.extend(faceslist,ignoreDups=True,smooth =1)
scene = bpy.data.scenes.active
obj = scene.objects.new(mesh,name)
mesh.recalcNormals()
mesh.update()
Redraw()



def check_armature():
global armobj,newarm
armobj=None
newarm=None
scn = Scene.GetCurrent()
scene = bpy.data.scenes.active
for object in scene.objects:
if object.getType()=='Armature':
if object.name == 'armature':
scene.objects.unlink(object)
for object in bpy.data.objects:
if object.name == 'armature':
armobj = Blender.Object.Get('armature')
newarm = armobj.getData()
newarm.makeEditable()
for bone in newarm.bones.values():
del newarm.bones[bone.name]
newarm.update()
if armobj==None:
armobj = Blender.Object.New('Armature','armature')
if newarm==None:
newarm = Armature.New('armature')
armobj.link(newarm)
scn.link(armobj)
newarm.drawType = Armature.STICK
armobj.drawMode = Blender.Object.DrawModes.XRAY

def make_bone():
newarm.makeEditable()
for bone_id in range(len(bones)):
bonedata = bones[bone_id]
#bonename = str(bonedata[1][0])
bonename = bonedata[0]
eb = Armature.Editbone()
newarm.bones[bonename] = eb
newarm.update()

def make_bone_parent():
newarm.makeEditable()
for bone_id in range(len(bones)):
bonedata = bones[bone_id]
parent_id = bonedata[1]
bonename = bonedata[0]
if parent_id!=-1:
bone = newarm.bones[bonename]
#boneparent = newarm.bones[str(parent_id)]
boneparent = newarm.bones[bones[parent_id][0]]
bone.parent = boneparent
newarm.update()

def make_bone_position():
newarm.makeEditable()
for bone_id in range(len(bones)):
bonedata = bones[bone_id]
#bonename = str(bonedata[1][0])
bonename = bonedata[0]
pos = bonedata[2]
rot = bonedata[3]
rot = Euler(rot).toMatrix()
bone = newarm.bones[bonename]
if bone.parent:
bone.head = bone.parent.head+Vector(pos) * bone.parent.matrix
tempM = rot*bone.parent.matrix
bone.matrix = tempM
else:
bone.head = Vector(pos)
bone.matrix = rot
bvec = bone.tail- bone.head
bvec.normalize()
bone.tail = bone.head + 0.01 * bvec
newarm.update()

def skeleton():
check_armature()
make_bone()
make_bone_parent()
make_bone_position()

def parser():
global bones,vertexlist,faceslist,uvlist,nMat,nParts
print word(4)
offs = i(18);print offs

bones = []

plik.seek(offs[9]+8)
for a in range(offs[6]):
BoneName = word(16);print BoneName
tx = f(1)[0]
ty = f(1)[0]
tz = f(1)[0]
tw = f(1)[0]
rx = (f(1)[0] * 180) / pi
ry = (f(1)[0] * 180) / pi
rz = (f(1)[0] * 180) / pi
rw = f(1)[0]
parent = i(1)[0]
plik.seek(0xC,1)#seek_cur
qx = f(1)[0]
qy = f(1)[0]
qz = f(1)[0]
qw = f(1)[0]
bones.append([BoneName,parent,[tx,ty,tz],[rx,ry,rz]])
#tfm = (eulerangles rx ry rz) as matrix3
#append tarr [tx,ty,tz]
#append rarr tfm
#append qarr [qx,qy,qz,qw]
#append Barr BoneName
#append Parr parent
skeleton()


plik.seek(offs[8])
print plik.tell()
meshdata = []
for m in range(offs[5]):
back = plik.tell()
data = i(13);print m,data
pos = f(3)
meshdata.append([data,pos])
plik.seek(back+64)
#break

for m in range(offs[5]):
#for m in range(5):
print 'object-',m
vertexlist = []
faceslist = []
uvlist = []
data = meshdata[m][0]
plik.seek(data[8]+40)
back = plik.tell()
for n in range(data[12]):
vertexlist.append(f(3))
i(1)[0]

print plik.tell()
print i(4)
for n in range(data[12]):
f(4)

print plik.tell()
print i(4)
for n in range(data[11]):#weights
print n,f(4)

print plik.tell()
plik.seek(data[5]+8)
print plik.tell()
face_data = []
for n in range(data[3]):
f(8)
i(40)
var = i(4)#;print var
face_data.append(var)
#print plik.tell()
nMat = data[3]
for n in range(data[3]):#nMat
#faceslist = []
#uvlist = []
plik.seek(face_data[n][2]+8)
for k in range(face_data[n][1]):
k,i(4)
#back = plik.tell()
plik.seek(face_data[n][3]+8)
nParts = face_data[n][1]
for k in range(face_data[n][1]):#nParts
#print m,plik.tell()
var = B(32)#;print var
v1 = -1
v2 = -1
uv1 = -1
uv2 = -1
direct = -1
for l in range(var[16]):#nFaces
direct*=-1
#mesh.verts[m].uvco = Vector(uvlist[m])
uv3 = [f(1)[0],1-f(1)[0]]
l,f(1),
v3 = i(1)[0]
#print v1,v2,v3
f(4)
if v1!=-1 and v2!=-1:
if direct>0:
faceslist.append([v1,v2,v3])
uvlist.append([uv1,uv2,uv3,n])
#uvlist.append([uv1,uv2,uv3,k])
else:
faceslist.append([v1,v3,v2])
uvlist.append([uv1,uv3,uv2,n])
#uvlist.append([uv1,uv3,uv2,k])
v1=v2
uv1=uv2
v2=v3
uv2=uv3
drawmesh('model-'+str(m))
vertexuv()
Blender.Redraw()
print plik.tell()




def importer(filename):
global plik,dirname,basename,skala,nbBones
basename = sys.basename(filename)
print basename
dirname = sys.dirname(filename)
for file in os.listdir(dirname):
if file.split('.')[-1].lower()=='yobj':
plik = open(dirname+os.sep+file,'rb')
create_object_name()
parser()
Redraw()
plik.close()

Window.FileSelector (importer)[/quote]

<big>
Also here is The American Badass Version 1.0

</big>



mwb0rc.jpg




<big>Glitches
--------
Eyes
Legs collapse during some moves
No Blood
Mouth has minor issues.
--------------------------------------------------------
Usage of the model is only feasible for testing purposes.
</big>


http://www.datafilehost.com/d/ecf9b51f
 

dadydodo

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I am already made the undertaker model the same glitches for my version ERI619 what are you working on now because I don't want to waste time in the same model again ??!!
also ryokudou I now this is exhausting work but u see the dream becomes true now we editing the yobj and also make extra wrestlers means extra mods
 

ERI619

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dadydodo said:
I am already made the undertaker model the same glitches for my version ERI619 what are you working on now because I don't want to waste time in the same model again ??!!
also ryokudou I now this is exhausting work but u see the dream becomes true now we editing the yobj and also make extra wrestlers means extra mods
You can work on taker,i will work on something else.
 

ryokudou

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eddie sym v.1 has been uploaded at first post
in svr 2011
2lllgyd.jpg

in svr 2006
2iuyfja.jpg

note : to fix eddie leg in svr 06 just replace it with the default one (sune)
 

ryokudou

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it just look weird when he open it, beside that work perfectly
jericho alt (fixed texture only) uploaded at first post!
 

Tired

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Here is a suggestion: focus mainly on guys were not in SvR06 onwards before doing alternate appearances for more common characters.
 
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