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CakeTools v0.991a_p1.14 & MDL Script Hot Fixes


CakeTools v0.991a_p1.14

-Fixed Fnt imports (fnt.pck)


MDL Blender Script v1053

- Fixed Blender normals. ( Accurate mesh normals should work on Import/Exports ) 

- Added 'EdgeSplit' export toggle for flat shading or custom split normals 

- Addressed Blender context issue when importing an MDL while in 'Edit Mode' 

- Addressed Blender context issue when exporting

Comments

scroll down, download the required fonts for caktools. install them to your pc.

B4G.TV

Why is CakeTools gibberish? Can't read any text because it's random letters.

Sam

Hello kaleb2k. In fact, you have to put all your files in the mods repertory, as if you add a downloaded mod in the game. Then you bake your files and voilà.

Fenrir

https://www.youtube.com/watch?v=llhwulVuzQc&t=255s

Drillz Beatz

I’m honestly stumped then. I saw something on 2K20 modding about how you needed to download extra bakedcak files but I didn’t see anything about having to do it for 2K22. So I honestly don’t know

Alex Todd

yea that should be correct

Drillz Beatz

Yes and I believe I found the right version. I found a youtube ad for the patcher for 1.16, and I'm assuming that the caketools download with this thread is the correct one that allows you to mod on 1.16 as well?

Alex Todd

Did you use the 2k22 patcher?

Drillz Beatz

Hey there, I was wondering if someone could give me a few beginners tips. I've modded other games before but not the WWE 2K series. I downloaded the Cake Tools for the most recent WWE 2K22 version. I download my mods, I go into Cake tools, click "Bake a Folder" then find the mod, it bakes, but then when I go to play the game, none of the mods apply. Am I doing something wrong? There aren't many tutorials for Cake tools on youtube so I thought maybe someone could help me? Thank you in advance!

Alex Todd

One more update for those interested in using the script -- Certain models when imported will have object names that are different from the actual mesh name. This is what was causing certain pieces of attire to lose track of textures. For example "lambert1:skinned.003" was for the Undertaker's tank top. I renamed it to "tops:skinned" and then upon export, it worked perfectly. So be sure your object names match precisely to what the texture names are. You can also look at the mesh name. Using the example above, it was "M_Tops". I'm not sure what the designation of "M" is, as some meshes also use "S". Not sure about it being case sensitive since meshes are capitalized, but the object names and texture files names are lower case.

David Sherman

Wanted to add a note for anyone not aware, after importing the MDL, you need to append an exclamation point to the name of any item that should be entrance-only. For example "meshname:skinned" would become "meshname:skinned!" and upon exporting the game will properly identify those items as only visible during the entrance.

David Sherman

errors

Jonathan Alvarado

Foundation\Blender\3.1\scripts\addons\io_scene_mdl2022\mdl_utils_2022\main_export.py", line 806, in get_binaryMBFD in_memory_sub.seek( 0 , 2 );in_memory_sub.write( int(boneWeight).to_bytes(1, 'little') ) OverflowError: int too big to convert location: :-1

Jonathan Alvarado

Follow-up comments -- I'm able to export MDLs and generate the MTLS, and while the meshes are loading properly in the game, certain pieces of the attire which were not modified at all are no longer loading their color or normal maps. I compared the MTLS of the default attire MDL, and the exported MDL and there are slight differences, but not sure what. I don't understand Blender scripts, but after all my in depth testing, I'm guessing there might be something with the scripts related to certain type of objects or MTLS? Any ideas on where/how the individual objects in Blender reference the existing dds texture/normal files? Or is that handled within the MTLS? And if so, could the scripts be dropping parts of it? Most of the attire objects worked perfectly, and it seems to only be affecting objects that appear to be nested. For example, 210_Undertaker_BigEvil_2003 - His entrance shirt which also has some physics applied is called "lambert1:skinned" but also has his gloves and tank top as "lambert1:skinned.001" "lambert1:skinned.002" "lambert1:skinned.003" and the shirt itself works fine, but the right and left gloves and tank top end up not being exported properly with their materials settings.

David Sherman

When I use the Export WWE2K22 MDL function (in the current v1053 script) and choose the location and file name, Blender crashes to the desktop without error when I press the Export MDL button. I tried simply importing an attire MDL, then selecting multiple items and Export, or even just a single item then Export, same result. Going to try removing then re-install the script and see if that helps. EDIT: Ended up reinstalling v1022 of the script and the export worked for a single unmodified imported then exported object mesh, though when trying to export from my modified attire file it gives me a large list of Python errors. Going to start from scratch now that the export doesn't crash and see if that helps. EDIT 2: I was using Blender 3.2 and was told to roll back to 3.1 which I'm doing now. --- It worked!

David Sherman

why my characters models always appear walking on the ring and not in the ramp entrance? help please

Jonathan Alvarado


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