Custom Skaters: From blender to THUG 2

Offline The_Con-Sept

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So you have a custom skater, but you don't know how to port it over to THUG 1 or 2 right?

We would love to see more custom skaters in the game, but not a whole lot of people know how to do so. And this is something anyone can learn in a matter of days. Sometimes hours if you are a fast learner and can remember shortcuts.

Let us start with the basics. And please read this all the way through!

===============================
CREATING YOUR SKATER!

Step 1. Download and install blender. (Current version I am using is V 2.78c) https://www.blender.org/
Step 1.a: if you have never used 3D plane editing software before I strongly advise you to look up some introduction tutorials on youtube:
https://www.youtube.com/results?search_query=Blender+introduction+tutorial

Once you are able to figure out how to use the software move onto the next step.

Step 2. Before we begin you need the thug tools plugin for blender.

In Sk8ace's post here: http://thpsx.com/forums/index.php?topic=461.0 you should find a python script add on for thug pro.

it should be the latest updated file. At least Sk8ace tries to keep it updated with the correct tools.
So download these three files one at a time and export them to your dektop:
Quote
Sk8ace:
...

Blender Thug1/2/Pro Plugin by asdf
https://mega.nz/#!hc5iUIZS!0B5zsHHZEU2dRfa5iiGsmZ1UhXfJKv_OHNH9eFZmJBE

Updated Blender Python Script by asdf
https://mega.nz/#!VNJikB6Z!FE4mbytJGXrSGIAYG3jNwNJ3qoO-Pauv2Yoqg14lGHA

...



Step 2.a

Open up blender, DO NOT DELETE ANYTHING YET, and do the following:

Got to File and select "User preferences"




Then go to "Add-ons" and towards the bottom of that window it should say "Install from file"



Then navigate to where the thug tools are and select the "io_thug_tools.py" file.



And I know I did not have a red arrow of what you are supposed to hit next, but in this same window there is a button that says "Install from file." hit that button on this screen. It is on the right hand side of the small window pop up after you hit the file location.

If done correctly what you should see in blender now is a new tab in the tool selection bay that says "Thug tools."

Now real quick select the cube in the 3d plane space and click on thug tools. (if you didn't watch any youtube blender tutorial videos... you will be lost at this point!)

Just as practice you need to remember to split your faces automatically upon export. Doing this now will save you from crashing your computer. never have any number of faces, PER OBJECT, above 300 faces. If you watched enough tutorial videos on how to split objects from one to create a new object, it will be a snap to figure out what this means. And yes you can have more than one object as a complete skater in THUG. My raptor character had its wings and mohawk are separated from the character's vertices as a new object.



Just remember that each and every object you create will have "split faces upon export" automatically UNCHECKED. So please make it a habbit of making sure, before you export anything, that each object has that checked just as security. unless you know your objects have less than 300 faces.

Get ready for the hardest thing to do. (Hey now doing things the hard way at first is a great learning experience! But it can be one hell of a process to create a model for use in THUG pro. but if you learn how to do this now, you will be one step closer to becoming a real video game designer!)

XXX
If you already have a custom skater model ready to go, then skip the creation of your new skater and go into the next phase <<<<<<<<<<<<<<<<<<<
XXX

Step 3. GO WILD!

Create something crazy! here is something that I created: Took me about 2 hours to do so.


(Make sure your created model is in a T-POSE!)

Now at this point with your created model you are really only half way finished. next up is DRAWING!!!!!

I can hear it now: OMG Con-Sept! This is totally taking for ever already! You mean I have to actually DRAW!!!???

Well if you want your model to look ultra realistic yeah... go ahead and OPEN UP MS PAINT and start drawing!

hahahahaha! evil laughter over... if you are trying to import a famous figure, chances are they already have a model available online. Like if you want harrison ford: http://steamcommunity.com/sharedfiles/filedetails/comments/156923584

Someone has probably already created a full 3d model of that actor. So all you need to do is find its .DAE or .OBJ file online somewhere. There are a few places for you to go online and find literally MILLIONS of models!

use this site: https://www.models-resource.com/

Chances are you will find everything from famous actors, to video game models ripped straight from their video games. If they don't have the model you are looking for... well then.... MAKE ONE!


or... if you are making a model of yourself.... then all you need to do is import your face.... onto a face model.... And then... you know what? just import your face onto the skater reference file, and then edit the vertices on that reference model, and then you have yourself in the video game. only when you edit the vertices on the skater in the reference file... you can make yourself look ULTRA REALISTIC IN ULTRA HIGH RESOLUTION BY ADDING MORE FACES TO THE MODEL! (This will happen at a later time.... I just want to show people how to do stuff with a full created 3d model, or with an imported model from a huge resource site.)

So for my model... I am just going to do a flat color. And I am going to do something extra special with this model in terms of its looks mainly with the eyes since someone keeps saying "SOMEONE MAKE ME A MODEL OF THE ROBOT FROM ROCK IT FOR ME BY CARAVAN PALACE!!!!!!!!#%&*(*^%$"

(I am looking at you dude.....)

So now I am going to color it. And I am doing a flat color. Since this is a robot... I am making him simple. SO. if you want to learn how to add textures and such in blender... then search for UV mapping in Blender on youtube. and from there you should be able to quickly understand how UV maps work with image files.

BEFORE YOU USE THOSE ULTRA HIGH RESOLUTION PICTURES! YOU CAN NOT HAVE THEM AT A PICTURE SIZE HIGHER THAN:

512 Pixels by 512 pixels.

SUPER IMPORTANT TO KNOW! So please. keep the texture files SMALL! Go any higher than 512 pixels by 512 pixels will cause major lag issues in the thug pro engine and CAN KILL YOUR PC! (So please heed these words NOW! The THUG pro engine can't handle TGA files larger than these pixel specifications!)


So now after coloring the faces... and setting everything up we can move to the next PHASE....



We need to export this model, FIRST, into an object file.

(Remember to save your model before doing this! if blender fails.... there goes your model. You can try "recover last session" to see if you can retrieve your model if you forget. but chances are... you will LOSE EVERYTHING. Just accept it and try, try again.)



if everything went well... NOW IT IS TIME TO WEIGHT TRANSFER YOUR MODEL! (yay!)

==========================================
« Last Edit: May 20, 2017, 09:32:16 pm by The_Con-Sept »
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Offline The_Con-Sept

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********If you already have a skater model then start here. BUT! if your skater model is not in a T-Pose? see this post before continuing this step:
http://thpsx.com/forums/index.php?topic=560.0
**********



==============================================
WEIGHT TRANSFER YOUR MODEL.

Next tool you will need is this tool. if you haven't already downloaded the thug tools for blender, go back up to the top and GET THOSE FILES BEFORE THIS STEP. if you haven't done so already....

This tool will help you quickly get your model into the game. (Instead of doing it the hard way.... You may end up doing it the hard way if you have a special character like my raptor skater.)

Weight_transfer_skater.blend
https://mega.nz/#!IT5C1ITZ!WN-1dcP3shOTbR7a4zqrjw_i1eXk8n11qFKKqFxhz5w

Now in the words of ASDF:

Quote
To make a character model using a weight transfer blend:
1. load the weight transfer blend



2. load your model






Sometimes when you port a model into this file... your model will be facing a different direction...

EASY FIX!

Just select your model and go up into the edit tools and hit "Rotate."



The greatest thing about 3D editors is you can quickly enter in a few things on your keyboard after you hit "rotate" and you can hit Z to rotate the entire model on its Z axis. Then you can type in a number like 45 (to turn it 1/8th) or 90 (to turn it 1/4th) or 180 (to turn it 1/2) to turn it that many DEGREES in a certain direction. if you need to quickly turn it the other way around use the - and + keys on the numpad to make it turn the same amount of degrees from its original position to the other direction.

Now you can see the next problem I have with my model... it is the overall SIZE of the model... it goes outside of the skater!



You need to SCALE IT DOWN baby. It will automatically SHRINK the entire model to fit within the skater....

But in my case.... The model is not perfectly fit into the skater.... WHICH MEANS some manual edits need to be made! I will get to that in a minute.... Even if you have this problem yourself, just save it for later. Right now you need to get everything set up before you do any manual edits! So don't worry. just keep going! This is how my raptor skater model went!



Quote
3. poisition your model so that every joint in it overlaps with the joints on the source (ie the model that the weight will be transferred from) model.



4. select the target model(s) first, then the source model.
press ctrl+shift+t and select the vertex groups option.

Before doing this step... I recommend going into "WIRE FRAME" mode first! (Yellow arrow shows where that mode is quickly located in EDIT MODE.

The target model (red in my picture) is the model you created/going to port. The source model (Yellow vertices) is the model that needs to be selected second. its that bald dude you saw at the beginning.



Now the CTRL+SHIFT+T and vertex groups function!



Quote
in the operator settings set source layers selection to ALL LAYERS and destination layers to BY NAME



5. if you have done the above correctly you a bunch of vertex groups should appear in your character models vertex groups tab.

before you go any further... you need to delete the source model now. BUT BEFORE YOU SAVE ANYTHING>> Make sure you save this as a new blender file!!!!!!! Make sure to add "weighted" into the blender file for fast reference!



This shows you if your model now has the vertex groups. if they don't have numbers 1 through 50.... or is it 49? I don't know. but make sure in the vertex groups it has most, if not all of the vertex groups from 1 to 50.... I am not sure if it is 50 total. And there might be a few vertex groups MISSING. but that is NORMAL. For my raptor skater; I don't think I ever used group 3... or 13... or one of those numbers. Just make sure they have the vertex groups!

Quote
6. in object mode, select your model, then the armature. press ctrl-p and select armature deform.

So staying in the wire frame mode.... you need to select your bad ass skater model FIRST. And THEN THE ARMATURE. Which to make it VERY EASY for you... just click these in the menu on the right hand side in this order, and then hit CTRL+P.

MAKE SURE IT LOOKS LIKE THIS BEFORE HITTING CTRL+P! If you don't see the armature as full yellow... you need to do it over again. So CTRL+Z if you did not do it correctly and try it again.



Quote
7. if you set the armature to pose mode, then switch your model to weight paint mode, you should see the weights for each the selected bone. the polys around the bone should be red.
8. you can paint over the weights if any look incorrect.
9. while in weight paint mode on your model switch to tools tab on the left (if you can't see the tools panel it can be toggled with T). in the weight tools tab press limit total, and set the limit to 3 for all groups. then press normalize all, again for all groups. uncheck lock active.

Now I have a problem with this.... Only because all of my models have parts that extend WAY BEYOND those vertex groups and bones (Those arrow like ball things you see.) So I edit them MANUALLY.

So I am going to cut it here before we hit the lovely export button.

*! BUT CON-SEPT! JUST HIT EXPORT BRUH! YOU DONE NIGGA!*

NO I AM NOT! And just to show you what happens when you export it how it is right now.... Here it is in THUG pro if you just hit export now and don't manually edit the vertex groups:



notice how he looks SAD? Probably because his ears.... or cones... are malformed...

And when the skater runs... he has all sorts of malfunctions in the vertices....

SO we need to edit the vertex groups MANUALLY!

SO! back to blender!

What you need to do, to make sure your custom skater looks AWESOME no matter what he does... you need to make sure each vertex group is assigned properly.


SO. Open up a new blender window, and put it side by side with your weighted skater file opened in blender.

you need to check every single vertex group and align it with the vertex groups found on the source model.

it is a bit of a PAIN IN THE ASS! but it needs to be done!

Here is a photo to show you how to do it. And make sure you do it like this for every vertex group. Mimick them!

In your skater file you need to go to this area first! It is the box below the other box on the right hand side. Click in the areas, after selecting your model in edit mode, to quickly select and deselect certain vertex groups.



using both blender windows, you can quickly SELECT certain vertices and set them manually like so:



Then make sure to remove the other vertices from the group by hitting CTRL+I to invert your selection. Then hit Remove from active vertex group.



Then you need to re-select vertex group 40, and remove these vertices from every other group. There is a very fast way to do this as shown in the next picture.





Repeat this process until all of the vertex groups are properly assigned. otherwise your skater is going to be another monster from the glob lagoon. or the spiked lagoon....

Also... some vertex groups overlap other vertex groups. I forgot to do this on this model, but it turned out fine. Just remember which vertex group overlaps which.

If done correctly, click on a vertex and in the yellow box... you should see a list of weights that are applied to certain vertex groups.... If there is only 1 in that yellow box it was done correctly. If you see a list of all 40.... you missed a vertex.

Honestly I remove each group from all of the other groups to MAKE SURE it isn't assigned to anything else. vertex group 0 isn't even needed. but for what ever reason it selects a bunch of vertices on the model in the skater file.... when my raptor skater doesn't have anything set to vertex group 0.



NOW after all of the vertex groups have been PROPERLY assigned....

Quote
10. if you have done the above correctly the model should be good to export. export the model as thug 2 level files. uncheck everything except for the generate .tex and .scn file options. the produced .scn is the .skin file.



OMFG... a small project to help others turned into my whole night being given away...


OK now the FINAL PART! Which.... is in the read me part for you to understand how to get a skater imported. F*** it. just copy pasta.....



This Read me file is for people who have multiple custom skaters. As well as first timers.

To install RockitformeROBOT skater you must backup \Activision\Tony Hawk's Underground 2\Game\Data\Pre\skaterparts_temp.prx <<<< first.

(save it in a folder on your desktop marked THUG2 original files)

THEN DELETE that file from the folder. (it is the only way it will work.)
Copy and paste the file with the same name located in this folder into the game folder.
(This allows reading the file in the folder versus the encoded ultra hidden files.)

Next, go to \Activision\Tony Hawk's Underground 2\Game\Data\models\Skater_Secret

Pick a skater to replace and do the following:

Make a backup of the secret skater's SKIN and TEX files

For example:
Skater_COD.skin.xbx <
Skater_COD.tex.xbx <

Save them in your THUG 2 original files folder. (JUST DO IT! you'll regret it later if it kills your game!)

DO NOT DELETE THEM YET!

Copy both of the "Weighted Robot" files into this directory first!

Right click on a secret skater's "SKIN" file and hit rename, Then copy all of the text before the .xbx

Now delete the ".skin" file. (Do not delete the .tex file yet.)

Now right click on the "Weighted Robot.blend.scn.xbx" file, hit rename, and paste the text copied from the skin file into the name of this file. Hit enter.

Now do the same with the secret skaters .tex file. Copy the text, then delete the secret skater .tex file, then paste the name of that file into Weighted Robot.blend.tex.xbx

If you do this while in game, you have to quit to the main menu, or if in the main menu, go into a level, then quit back out to the main menu to see changes take effect.

Enjoy this flat colored robot skater!

YAAAAY. Now that you understand what it takes to import a skater... you can spend the next 8 hours doing this!

Remember.... you could be lazy... and end up with another creature from the black lagoon. if you really want those awesome looking custom characters... YOU GOTTA PUT FORTH THE EFFORT TO MAKE SURE IT IS AWESOME!

The raptor skater took me two days to complete because I was trying to be lazy about it. Then I figured it out... and the rest was C A K E baby.
« Last Edit: May 20, 2017, 09:36:06 pm by The_Con-Sept »
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Offline jacket430

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No one ever said it'd be easy. The fact it can be done at all is incredible.

Very well written, easy to follow. Great tutorial!


kingshadow75

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when I do it it does not seem like a lot of work. what is a lot of work is finding models to rig that are t-posed.


Offline ShutMeUp!

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what is a lot of work is finding models to rig that are t-posed.
Or even better, one that is free!
But yea, i agree, it's pretty hard. :l

But anyway, after seeing a dog model, i started wondering, is it possible to port a fully functional model that doesn't has a T-Pose? Like, if i wanted to port this character, do i have to deform the model to make it fit or can you make the weight model thingy fit the non-T-Posed model?

Aside from my probably obvious question, i'm just gonna say... Great tutorial, keep up the good work, Con-Sept! c:
« Last Edit: May 01, 2017, 07:12:33 pm by ShutMeUp! »
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Offline The_Con-Sept

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if your model is not in a t-pose, then you need to add an armature to them (the best that you can) and then deforming the model, the best you can, into a T-Pose.

That is what I had to do with the raptor skater. I had to create an armature inside of the model (in wire frame mode). You know doing the arms, the hands... the neck... the legs... the spine.... All of that shit. You have to go in and do it yourself. it is easy to create the armature bits, but its extremely difficult to get it into a perfect T Pose. Just get it as close as you can to a perfect t-pose, and export the model as an OBJ file. Then follow this tutorial.
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Offline thedodeman

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Wow- great work on writing that all up! I'm confident it will be very useful to many who want to try this out.

Nice job!!


Offline Zeoalexo

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i have a uestion: how do i get the textured model to transfer correctly. the model itself transfers fine, but the textures dont. do i have to merge the two? Also, i cant get my model animated correctly

« Last Edit: July 12, 2017, 07:56:35 am by Zeoalexo »


Offline ShutMeUp!

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Just a little heads-up to the OP (The_Con-Sept)


The images on the tutorial aren't showing up.
This shows up instead.
"Winners never cheat.
And cheaters never win."
-HooL (Quite a while ago)



Offline The_Con-Sept

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Just a little heads-up to the OP (The_Con-Sept)


The images on the tutorial aren't showing up.
This shows up instead.


Yeah I just noticed this myself.

If you click the picture it doesn't help either.

I'm at a bar right now so there is not much I can do. Unless sk8ace wants to setup a place for me on this site to allow pictures to be seen.
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Offline sk8ace

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