Tips for Modders ‐ T8 ‐ Living Page - CDDTreborn/Tekken-8-Resources GitHub Wiki
This is where I'll document tips, tricks, and bug fixes I come across during modding.
Blender
Aligning custom mesh to In-game mesh for rigging/weight transfer.
Tip: For positioning, I suggest starting by aligning the crotch area...there should be a pretty good slice when viewed from the side in X-ray-view to get that lined up. You also want the torso lined up well so feel free to tilt center and tilt using the hip. Once that is positioned you can use pose mode to get the legs and shoulders aligned. From that point I will do a general scale-up to get the body proportions and then specific scales on each axis.
Mesh Scale is too big or too small in UE5.
Tip: When I'm unsure of the scale of a mesh I import a new bdf with the psk importer and make sure that I do not change the scale when importing. If my model is about the same size then it's good to go. Set the scene unit scale to 0.01 and the Length to Meters.
MSL and PRP vertex mismatch when importing to Unreal Engine.
If your msl and prp mesh do not have the same vertex count it may cause your mesh to explode when it gets ingame. To fix the discrepancy try to duplicate the mesh after applying any modifiers (make a copy first) and then transferring prp weights. If there is still an issue you can add a triangulate modifier, apply the modifier, and then duplicate the mesh for transferring prp weights. If this is still not working, try turning off Blender's triangulate option when exporting.
Unreal Engine
Shared Item is showing up on multiple slots in-game.
Item Prefabs for common/shared items in the game may share the same base mesh (e.g. BI) and use different CI to change the material. Since common items do not have a shared IP, you must consider this when deciding which common item you want to place and how.
Texture Setups / General Rules
Normal Textures:
- If they look great in Blender then flip the Green channel in UE5
All Textures:
- Set them to have "Never Stream" on.
All Textures except Color/Diffuse Textures:
- Turn Off SRGB.
ID Textures:
- Set compression to VectorDisplacementMap if looking too pixelated in game and not on low settings.
- Make sure the texture has an alpha channel. If not being used it can be black but it should be there, if not it will default to full alpha which may impact how the game handles the IDs.