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Messages - Sattan

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46
General THPS(X) / Re: Screenshot Thread
« on: August 10, 2016, 10:54:50 pm »
I just made a CAP that's 1x1 in size with Cheat Engine.
See that little square on the road?
That's the whole CAP!
It's available for download in the "Community Parks" section.

(Objects get deleted automatically after loading or testing. Some objects teleport extremely far from the map when rotating. This CAP also can't be resized.)


this would make for the nastiest game of SLAP of all time.

47
General THPS(X) / Re: Screenshot Thread
« on: August 10, 2016, 10:20:38 pm »


i also have been playing with Blaze's map.



for the love of whatever god you believe in do not hip transfer over the void. bad things happen.



the main castle.



this is one that Blaze added on to. fills it out a bit more.



sick void shot



another map: built a 4 story parking garage.



second floor



top floor. the wall gap goes into a good acid drop point.


48
Now that is a perfectly made CAP!
Consider me stoked by your work.

Is it a WIP or is it released already?

many thanks. the convenience store CAP is released, you can find it in the community parks. the other one im still tweaking a bit though.

ive got loads more as well, i just havent gotten around to getting more screenshots of all of them yet. ill post a few more when i get home from work today.

49
General THPS(X) / Re: Screenshot Thread
« on: August 09, 2016, 10:05:38 pm »










all of these are from a Convenience Store CAP i made.





another CAP, this time of a big old bridge.

50
Questions & Tutorials / Re: THPS3 > Thug2/THUGpro model importing?
« on: May 30, 2016, 07:12:04 pm »
Why are you getting hung up on this .xbx it means nothing but the platform these files are intended for and if you understand the data enough to do this the changes between platforms aren't going to make or break a project. The extension you need to be concerned with is the next extension over as THIS IS the particular file format.
The main issue is the skeletons aren't the same. In THPS3/4 they use an X pose where THUG1/2/THAW they use the T pose and the joints are all wrong.
Even IF there were a plugin to do such a thing in a modeling tool such as blender you're going to have a world of trouble getting it to work in game without tons of work.
Then there is the issue of exporting it into a THUG2 compatible format.

This post isn't designed to deter anyone away from this task, but instead inform you that the assumption that all the stars are going to align and you're going to be blessed with tools to do all the work for you without having to do 1)Write or modify your own tools to aide in the task and 2) Lots of work to get it to actually work is a pipedream at best.

.skin's are model format and typically used for skater skinnable objects.
.tex files are a collection of .img files.

i was aware that the .xbx extension isnt really that important in regards to actually opening the files and has to do with what system the game was intended to run on, what im confused about is how do i add that extension back onto something after i edit it. like, if i were to dig into a .tex file, change a texture around, and save it/run it thru a tool to convert it back into .tex, how do i put .xbx back onto it after that? is it as simple as changing the name back to it, will i be able to export directly over the original file and retain that extension, or is it more complicated than that?

i figured the skeletons between the two games would be a major issue, as THPS3 skaters werent designed with THUG mechanics in mind, in addition to changes between engines in the time between the two. id like to see them side by side just to know how drastic the difference is. though i disagree on the X pose from THPS3, i just opened up Wolverine in Blender and he is definitely in the T pose.

i didnt expect this sort of thing to be easy, im more interested in knowing if theres any real interest in this sort of thing other than from myself, whether or not anybodys tried toying with the models before, and if anybody else has any ideas relating to it. it would be stupid for me to expect to instantly find all of the answers to my questions like this if nobody else has even considered tackling these problems.

51
Questions & Tutorials / Re: THPS3 > Thug2/THUGpro model importing?
« on: May 29, 2016, 09:12:48 pm »
i do hope there are some tools in the works for this, that would be excellent, though i do think its possible as it is.

if i can track down a blender plugin that allows me to import/export THUG2 models(which i believe are .skin format but somebody correct me if im wrong), it would definitely be a step in the right direction.

i think i know how to handle the .tex files(textures are all i really know in regards to this stuff), but .col and .cas files im still not sure about. also i need to figure out what has to happen with the .xbx extension thru all of this. if i understand correctly, .xbx isnt a very important part of it, but i still gotta know what i gotta do to work with it.

52
Questions & Tutorials / THPS3 > Thug2/THUGpro model importing?
« on: May 29, 2016, 05:56:16 pm »
has anybody tried it? i know its not terribly complicated to access the model/texture files in THPS3, but transferring them into THUG/THUG2/THUGpro is currently beyond me. having Wolverine or Doom Guy to play around with would be sweet, though.

53
Create-A- / B.D. Joe/Crazy Taxi CAS texturemod
« on: May 26, 2016, 08:47:20 pm »



retextured the safari hat(due to lack of proper bucket hat), and added the t shirt texture to match. might go back and add the face, but i kind of dont want to because i cant find a picture of him without his glasses, and that would look weird.

also feel free to throw suggestions at me, id be happy to try other characters or stuff if its something anyones interested in.

54
Create-A- / Re: Tommy Vercetti/Vice City texmod reskin
« on: May 15, 2016, 01:25:59 pm »
thanks lol, im willing to accept my retexture isnt perfect but it still makes me happy. the shirt alone satisfies me enough, and the face looks pretty good to me even though it doesnt quite match Vice City Tommy. to me it kind of looks like what wouldve happened if Neversoft got the rights to use the character, but had to redesign him to fit into THUG2.

makes me wonder what else could effectively be put in the game via retexturing. with tommys shirt(or the character in general) i suppose you could go thru the effort of trying to import the model directly from Vice City, but whats the point when all you really need are a shirt and face retexture? the jeans, shoes, and watch are already there as it is.

55
Create-A- / Re: Tommy Vercetti/Vice City texmod reskin
« on: May 15, 2016, 09:48:11 am »
i considered it, but i decided against it, mostly because i remember that feature being kinda finnicky to get perfect, most of the ones ive seen that use it, you can see a distinct ring around the face where the skintones dont quite match up, and i dont want that. to me its easier to just edit the texture file itself so i can get the seams cleaned up and skintones matched properly. plus, i was already digging into the texture files for the shirt, might as well do the face while im there, you know?

56
Create-A- / Tommy Vercetti/Vice City texmod reskin
« on: May 15, 2016, 12:00:54 am »


figured it wouldnt be that hard to transfer the shirt texture over and have it not suck. i tried the same thing on the face, but it didnt work as well, i need to figure out which model will take the texture best.

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