Mr.Star wrote:I am amazed at your production, which is a huge help for us.
I have five accessories in the attachment folder, but I want to know what I should do if I want to use other people's glasses.
TGsoGood wrote:can this be used to give players hair in 2k17?
wtferrell wrote:Can this add 3d hair to a player that doesn't already have it?
MonkeymanJSV wrote:Trevor your work has truely been outstanding for this game, you’d have to be one of the hardest working modders here
trevorjpt33 wrote:Part 1 of the tutorials for the 3D Accessory tool:
In the next video I will go over how you can apply an accessory that is found in another player's files + more.
fritodelay wrote:JollyLobster wrote:I just tried to run this a few times and get this each time.
"
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter\__init__.py", line 1705, in __call__
File "autowrap.py", line 83, in <lambda>
File "autowrap.py", line 62, in call_buttons
File "autowrap.py", line 43, in overwrite_vert_pos
File "autowrap.py", line 17, in find_vert_pos
AttributeError: 'NoneType' object has no attribute 'start'
"
You'll get this error when you try and do this with a PNG file, doing it with a .model file fixes it.
rebanse wrote:fritodelay wrote:JollyLobster wrote:I just tried to run this a few times and get this each time.
"
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter\__init__.py", line 1705, in __call__
File "autowrap.py", line 83, in <lambda>
File "autowrap.py", line 62, in call_buttons
File "autowrap.py", line 43, in overwrite_vert_pos
File "autowrap.py", line 17, in find_vert_pos
AttributeError: 'NoneType' object has no attribute 'start'
"
You'll get this error when you try and do this with a PNG file, doing it with a .model file fixes it.
Hi all! I hope someone can help. I'm still stuck at this error. Do I copy/paste and rename the pngxxxx.iff file I want, to either source.model and/or target_in.model?
Thank you!
trevorjpt33 wrote:rebanse wrote:fritodelay wrote:JollyLobster wrote:I just tried to run this a few times and get this each time.
"
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter\__init__.py", line 1705, in __call__
File "autowrap.py", line 83, in <lambda>
File "autowrap.py", line 62, in call_buttons
File "autowrap.py", line 43, in overwrite_vert_pos
File "autowrap.py", line 17, in find_vert_pos
AttributeError: 'NoneType' object has no attribute 'start'
"
You'll get this error when you try and do this with a PNG file, doing it with a .model file fixes it.
Hi all! I hope someone can help. I'm still stuck at this error. Do I copy/paste and rename the pngxxxx.iff file I want, to either source.model and/or target_in.model?
Thank you!
No, you need to open the pngxxx.iff file in 7zip, extract the (.model) file associated with the hihead.SCNE file, and rename that file. In 7zip, sort the column by size to show the largest files in descending order - the top one will be what you need.
trevorjpt33 wrote:
Nice. I am glad you brought up the bandanas - I just checked the files and I realized I did not have things named correctly in the SCNE files for them. It should show up in game after pasting in values from these updated SCNE files for each of the bandanas:
You may be wondering why the texture filenames start with "hair_shell" and in the scene files why it says "hair_shell_shader". It's only a naming convention to present the files to the game in the format of hair texture since the bandana is originally lumped in with the hair in the textures. This is in order to avoid getting in the way of the actual hair (not hair shell) textures if the player already has 3D hair/beard. What you will see though is that although the bandana shows up in game and you can see the textures, the textures will look odd - that is where the included Blender addon comes in, which I will explain more in the coming videos.
wtferrell wrote:Thank you for this! So with this, following example 1, I can add 3d hair, and then following the same procedure add a 3d goatee or facial hair?
trevorjpt33 wrote:3D Accessory tool is ready for release. Currently packaging it together for you guys. I will also put out a tutorial as soon as I can after that.
Here's a preview of the "ninja headband" or head tie that I have been referencing, which will be included - applied using the 3D accessory tool.
CF Credit: emnashow
[ Image ]
[ Image ]
Mr.Star wrote:Thank you very much for your video so I can understand how to add glasses.
Successfully completed the migration.
This is an amazing discovery.
Thank you again for your help with the game module.
Ohmyjosh wrote:trevorjpt33 wrote:3D Accessory tool is ready for release. Currently packaging it together for you guys. I will also put out a tutorial as soon as I can after that.
Here's a preview of the "ninja headband" or head tie that I have been referencing, which will be included - applied using the 3D accessory tool.
CF Credit: emnashow
Was the ninja headband released in your 3D tool? I did not see it in the accessories folders or in your video tutorial. BTW great work
robinchow wrote:Hi, first I want to thank you for these great tools you made-they definitely give we modders a lot of convenience in transferring & combining models.
But as a starter, I have a question with using your auto shrink-wrap tool. The tool seems only to recognize .model file, but there are multiple .model files inside each .iff folder. Which one I should choose to do the auto shrink-wrap? I tried to choose those with the largest size and rename as instructed, but seems nothing changed when I replaced the older model file with the file I got from target_out.model. Thanks for your attention!
trevorjpt33 wrote:robinchow wrote:Hi, first I want to thank you for these great tools you made-they definitely give we modders a lot of convenience in transferring & combining models.
But as a starter, I have a question with using your auto shrink-wrap tool. The tool seems only to recognize .model file, but there are multiple .model files inside each .iff folder. Which one I should choose to do the auto shrink-wrap? I tried to choose those with the largest size and rename as instructed, but seems nothing changed when I replaced the older model file with the file I got from target_out.model. Thanks for your attention!
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