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OTools for editing .O and .FSH files

jim546

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What steps did you take you successfully export the head model back out of blender and into rugby 08
Select all objects in Blender (head, hair, skeleton) and export as a .gltf - seperate format, so I just get the model in the file. Then import the .gltf to model.o using Otools gui at the top of this thread, using the additional command:

-skeleton "data\skeleton\rugby\head_temp.o"

I forgot to delete the command from the first import but it seems to work anyway, don't know if it's necessary.

blenderexport.png
otoolsimport.png
 

JPilky

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Select all objects in Blender (head, hair, skeleton) and export as a .gltf - seperate format, so I just get the model in the file. Then import the .gltf to model.o using Otools gui at the top of this thread, using the additional command:

-skeleton "data\skeleton\rugby\head_temp.o"

I forgot to delete the command from the first import but it seems to work anyway, don't know if it's necessary.

View attachment 10507
View attachment 10508
Cheers! - my fault for not reading the bit about -skeleton "data\skeleton\rugby\head_temp.o" properly. Managed to get an existing player (Ian Balshaw) imported into blender and exported back out into the game matched up to the skeleton fine etc. So now I know I can edit the head model in blender (and texture in GIMP) at least - anything more than that in terms of substituting in a completely new facebuilder model it probably a bit above me for now. Will have a go at a face texture + model edit and see how it turns out
 

Dmitri

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You need to transfer vertex-bone links from original game mesh to your new mesh.
There are few ways how to do this in Blender. I usually use "Transfer Data" modifier for this. For each vertex of your new mesh, Blender will find the closest vertex on original mesh and copy vertex-bone links.
But I can't find any tutorial which uses it too.
However I found this tutorial:
It's for Blender 2.7, but it must be similar in 2.8.

When Exporting .O to .GLTF, use -skeleton "data\skeleton\rugby\head_temp.o"
If you don't use it, then your .GLTF will not include skeleton and skinning.

When Importing .GLTF to .O, I use -skeletonData none
because original .O files didn't include skeleton. I don't know how it will work if you leave the skeleton in the model. Just make it as in original files, to prevent any possible conflicts.
 

jim546

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Progress, Blender/facebuilder generated head onto a model in Rugby 08:

Untitled.pngUntitled.png
 
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JPilky

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Had a first proper go at Jonny May - lots of cleaning up to do (mostly I need to figure out more about blender) but it's a start. Will probably have a go at a few other England players for now and come back and fix/improve players as I learn


Looks like some good progress jim - so you have managed to get a brand new head model attached?
 

jim546

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Looks like some good progress jim - so you have managed to get a brand new head model attached?
Yes, I've managed to get a new model auto-rigged to the skeleton, now playing with texture mapping and some other stuff with the facebuilder plugin. I think it may be best to start a new forum thread to do discuss player heads further, I'll look at making a guide on how I've done it so far.

I've also tried to import a stadium into blender but with no luck, I can see the model has exported in Winodws 3d viewer ok but nothing loads in blender, any advice on this?
 

jim546

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Another question, the player heads I've made so far all appear with weird lighting in-game, shiny with v dark shadows, any idea what causes this?

Untitled.png
 

Dmitri

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I've also tried to import a stadium into blender but with no luck, I can see the model has exported in Winodws 3d viewer ok but nothing loads in blender, any advice on this?
Does Blender output error message?
Or maybe Blender loads it fine, but it's not visible because it's too big? If so, you can change viewport far/near clip values.
Video:

Another question, the player heads I've made so far all appear with weird lighting in-game, shiny with v dark shadows, any idea what causes this?
Did you apply correct materials? The material name must include the shader name. Can you show how your material look?
If materials are fine, then It can be also an issue with normals. Maybe try to invert normals on your model.
 

jim546

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The material name must include the shader name.
That worked! Ading the proper texture name format in blender gave me dark textures but with correct lighting in Rugby 08, I also enabled "auto smooth normals" and the custom model is now working:
Biggar.png
 

JPilky

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That worked! Ading the proper texture name format in blender gave me dark textures but with correct lighting in Rugby 08, I also enabled "auto smooth normals" and the custom model is now working:
View attachment 10545
Wow nice - the hair texture looks quality. Definitely keen if you could make a tutorial on how you got this far - I'm still very fresh to anything in blender so fairly basic on the aspects I understand currently (even though Dmitri's tutorial has been really helpful)

Not exactly my favourite player but I wanted to replace Tom Rees model for Farrell so here is first attempt below.

 
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