[QUOTE=WinCat;43348797]Hitbox or col ?[/QUOTE]
collision mesh or the convex mesh most games use for calculating cheap collision, (not the hitboxes)
[QUOTE=Stiffy360;43350988]collision mesh or the convex mesh most games use for calculating cheap collision, (not the hitboxes)[/QUOTE]
collision as far I know isn't that stuff post-calculated for call of duty
[QUOTE=cra0kalo;43351747]collision as far I know isn't that stuff post-calculated for call of duty[/QUOTE]
Yes, at least for older Call of Dutys, they would add the collision in "Radiant", the COD level editor.
[QUOTE=theoneman;43351977]Yes, at least for older Call of Dutys, they would add the collision in "Radiant", the COD level editor.[/QUOTE]
Colmaps ?
That's not part of the model that's just added into the BSP.
Another vid:
[video=youtube;FjnWMJHZLGY]http://www.youtube.com/watch?v=FjnWMJHZLGY[/video]
[QUOTE=mrthomas3697;43349609]You can already do that since it's from Black ops
And Black ops is already supported by Lime[/QUOTE]
Yah, but this is ripped by a friend, who made the port to GMOD, but the weapons come out like this. I asked him whether he could change this, he said no.
Any help? I want to get the weapons to look exactly like the game.
Specular maps in Source's VMT placed on Alpha channel of normal map. Normal maps in BO has its own alpha channel. I guess simple replacing can help
[QUOTE=Commandhat17;43348792]What tweaking will be required?[/QUOTE]
Usually - changing some of the bone structure (like getting rid of the ever popular root bone), after that you've got to make a physics mesh, constraints for it and a bunch of other stuff. But starting off with a prerigged model makes everything certainly much easier.
[QUOTE=T-Max;43354777]Specular maps in Source's VMT placed on Alpha channel of normal map. Normal maps in BO has its own alpha channel. I guess simple replacing can help[/QUOTE]
that is correct
specular is embedded inside a normal maps alpha channel however can have its own map if the model doesn't use normalmaps like
$envmapmask "path/2/texture"
[QUOTE=T-Max;43354777]Specular maps in Source's VMT placed on Alpha channel of normal map. Normal maps in BO has its own alpha channel. I guess simple replacing can help[/QUOTE]
How would I go about changing maps, as I'm new to this stuff... I'm not even sure what Specular and Normal maps are, or an Alpha Channel..
[QUOTE=wraithcat;43354903]Usually - changing some of the bone structure (like getting rid of the ever popular root bone), after that you've got to make a physics mesh, constraints for it and a bunch of other stuff. But starting off with a prerigged model makes everything certainly much easier.[/QUOTE]
If you give me specifics I can automate it so it's exported like that.
[QUOTE=WinCat;43354979]If you give me specifics I can automate it so it's exported like that.[/QUOTE]
Is it possible you can automate the Texture stuff as well specifically for the Source Engine?
This spacesuit reminds me this [url]http://www.youtube.com/watch?v=Zp0EqXg5Y1k[/url]
They did fucking good work with models.
[QUOTE=Salva;43355478]This spacesuit reminds me this [url]http://www.youtube.com/watch?v=Zp0EqXg5Y1k[/url]
They did fucking good work with models.[/QUOTE]
oh hey welcome back to facepunch
I'm very surprised nobody else has ripped models from the game? Can single player models not also be ripped, or is it more to do with the Multiplayer ones??
[QUOTE=Argyll;43355775]I'm very surprised nobody else has ripped models from the game? Can single player models not also be ripped, or is it more to do with the Multiplayer ones??[/QUOTE]
Its cause ninja ripper won't work with this game. After install (that was premiere in my country) i tried rip dog :D
[QUOTE=WinCat;43354979]If you give me specifics I can automate it so it's exported like that.[/QUOTE]
Kinda the only thing fairly important is to make sure that the root bone is something that's actually weighted to the model, as the compiler kicks it out during compile and you might end up with two seperate bone chains for instance.
A good example is
- many unreal based games I know tend to include a root which is unweighted to the model, to which a pelvis (upper body) bone is linked and leg bones seperately. During compile this root bone is removed, and you get two seperate bone chains - onestarting on the pelvis, the other with the legs.
The traditional root bone in source for this reason is the pelvis bone.
But honestly, if I were you I wouldn't worry about this. Adding an option like this is more work for you, having this would probably break animations for the people that want them and those of us which compile for source know about the kinks well enough to fix it in 10 seconds. But kudos for considering adding it.
[QUOTE=Commandhat17;43354934]How would I go about changing maps, as I'm new to this stuff... I'm not even sure what Specular and Normal maps are, or an Alpha Channel..[/QUOTE]
To quickly write it up. Textures are composed of 3-4 colour chanels - Red Green Blue (RGB) as well as fourth one called the alpha channel. In lot ofplaces the alpha channel works as a transparency one.
Each of the channels is black and white, the more white is in let's say the red channel, the more red on a scale of 0-255 is in the place as well.
Textures on a model are then composed of multiple textures, usually controlled by a material. (In source this would be VTF for the texture and VMT for the material).
The basic of these textures is the so called diffuse - it's essentially the standard coloured texture. Basically what the model is painted like if you will. This usually just has RGB channels,but sometimes includes an alpha for transparency.
The next perhaps most common texture is the normal. That's a texture that basically gives the model more depth. It tells the engine that there are ridges and grooves on the model if you will. This is usually composed RGB as well - each channel being a direction. From memory I think it's horizontal, vertical, depth but not sure right now.
After that is the so called specular map. This is a texture that's used for reflection and specularity. And basically depends a lot on the engine. But generally speaking it's black and white with the white parts being more light reflective. And the black ones less. In source, this texture is almost always in the alpha map (fourth channel) of the normal map. - this texture in source is used for phong as well as envmaps (phong light reflection, envmap - environmental reflection based on environmental textures compiled into the map)
In a lot of engines though, the texture itself has tinting, which influences the colour of the resulting phong. For instance some games have the tinting information in RGB and the actual spec map in the alpha. Of course this varies from game to game and engine to engine. Just giving examples here.
Another fairly common texture in source is the so called exponent map. This works together with phong specularity. It essentially controls two things. In the Red and Blue channel is indicates how tight the light reflection is. The whiter the tighter the reflection is, the blacker the softer. Think of it like the difference between a metal which will have tight hilights and rubber which has softer ones generally.
The green channel then controls so called phong albedo tinting. The greener, the more of the diffuse is used to tint the colour of the light reflection highlight.
EDIT
Another fairly common texture, albeit not in source is a so called mask texture. It's used in modern games that basically have a black and white diffuse map and then during the game actually colour it, or layer stuff like camo textures on top.
The masking texture usually has fairly large, monocoloured zones and basically tells various games - see this big red zone, fill the area on the diffuse map which corresponds to it with camo for instance.
[QUOTE=Commandhat17;43355386]Is it possible you can automate the Texture stuff as well specifically for the Source Engine?[/QUOTE]
Doubt it, in part because moving textures from one engine to another is rarely something that can be easily automated without very good understand of both engines and even then a humanis best for checking if it works as intended.
For instance, I am strongly assuming that Ghosts will be using a lot of composite materials (grayscale texture on which stuff like camos, colours and the like are layered) and, at least on the gmod branch, doesn't really have shaders set up for this. So you need to do a lot of stuff manually.
[QUOTE=wraithcat;43356581]
For instance, I am strongly assuming that Ghosts will be using a lot of composite materials (grayscale texture on which stuff like camos, colours and the like are layered) and, at least on the gmod branch, doesn't really have shaders set up for this. So you need to do a lot of stuff manually.[/QUOTE]
Couldn't you set up camos by using a detail texture? It would cover up the entire texture though, but it would allow you to swap things I guess.
[QUOTE=wraithcat;43356581]Kinda the only thing fairly important is to make sure that the root bone is something that's actually weighted to the model, as the compiler kicks it out during compile and you might end up with two seperate bone chains for instance.
A good example is
- many unreal based games I know tend to include a root which is unweighted to the model, to which a pelvis (upper body) bone is linked and leg bones seperately. During compile this root bone is removed, and you get two seperate bone chains - onestarting on the pelvis, the other with the legs.
The traditional root bone in source for this reason is the pelvis bone.
But honestly, if I were you I wouldn't worry about this. Adding an option like this is more work for you, having this would probably break animations for the people that want them and those of us which compile for source know about the kinks well enough to fix it in 10 seconds. But kudos for considering adding it.
To quickly write it up. Textures are composed of 3-4 colour chanels - Red Green Blue (RGB) as well as fourth one called the alpha channel. In lot ofplaces the alpha channel works as a transparency one.
Each of the channels is black and white, the more white is in let's say the red channel, the more red on a scale of 0-255 is in the place as well.
Textures on a model are then composed of multiple textures, usually controlled by a material. (In source this would be VTF for the texture and VMT for the material).
The basic of these textures is the so called diffuse - it's essentially the standard coloured texture. Basically what the model is painted like if you will. This usually just has RGB channels,but sometimes includes an alpha for transparency.
The next perhaps most common texture is the normal. That's a texture that basically gives the model more depth. It tells the engine that there are ridges and grooves on the model if you will. This is usually composed RGB as well - each channel being a direction. From memory I think it's horizontal, vertical, depth but not sure right now.
After that is the so called specular map. This is a texture that's used for reflection and specularity. And basically depends a lot on the engine. But generally speaking it's black and white with the white parts being more light reflective. And the black ones less. In source, this texture is almost always in the alpha map (fourth channel) of the normal map. - this texture in source is used for phong as well as envmaps (phong light reflection, envmap - environmental reflection based on environmental textures compiled into the map)
In a lot of engines though, the texture itself has tinting, which influences the colour of the resulting phong. For instance some games have the tinting information in RGB and the actual spec map in the alpha. Of course this varies from game to game and engine to engine. Just giving examples here.
Another fairly common texture in source is the so called exponent map. This works together with phong specularity. It essentially controls two things. In the Red and Blue channel is indicates how tight the light reflection is. The whiter the tighter the reflection is, the blacker the softer. Think of it like the difference between a metal which will have tight hilights and rubber which has softer ones generally.
The green channel then controls so called phong albedo tinting. The greener, the more of the diffuse is used to tint the colour of the light reflection highlight.
EDIT
Another fairly common texture, albeit not in source is a so called mask texture. It's used in modern games that basically have a black and white diffuse map and then during the game actually colour it, or layer stuff like camo textures on top.
The masking texture usually has fairly large, monocoloured zones and basically tells various games - see this big red zone, fill the area on the diffuse map which corresponds to it with camo for instance.
Doubt it, in part because moving textures from one engine to another is rarely something that can be easily automated without very good understand of both engines and even then a humanis best for checking if it works as intended.
For instance, I am strongly assuming that Ghosts will be using a lot of composite materials (grayscale texture on which stuff like camos, colours and the like are layered) and, at least on the gmod branch, doesn't really have shaders set up for this. So you need to do a lot of stuff manually.[/QUOTE]
That's alot of info.
Jeez understanding that is a going to be a pain. >.>
Can you like, Make a video about it? It'll help the major noobs (Well, me) understand better
winCat, Thanks for your useful tool.but, is there any way to edit some extracted texture and use them in the Call of duty Ghosts?
Any new developments? :)
Patience young man, it will be ready when it's ready
[QUOTE=Commandhat17;43358462]That's alot of info.
Jeez understanding that is a going to be a pain. >.>
Can you like, Make a video about it? It'll help the major noobs (Well, me) understand better[/QUOTE]
Making a video wouldn't help much. The best thing you can do is open a bunch of textures in something like Photoshop (which allows you to actually look at all the channels) and open a bunch of vmts to see how it all might work together.
Hell you can use the alpha tint trick from l4d which is present on the ep2 and gmod braches which would allow you to colour a diffuse based on it's alpha with the colour tool for instance. But the results would rarely be pretty.
Much better to take half an hour to make a decent few textures.
[QUOTE=Stiffy360;43356786]Couldn't you set up camos by using a detail texture? It would cover up the entire texture though, but it would allow you to swap things I guess.[/QUOTE]
Kinda yeah, but source doesn't really support masking too well and it's not exactly great at the whole layering while keeping all the shadow and light information.
The l4d branch does this actually pretty well. Which is why all the undead textures are essentially rainbow colours when you look at them at first. But that uses a lot of very specific shaders.
Basically valve only ads what they need to the engine when they need it and don't add the stuff downstream the engine branch.
[QUOTE=wraithcat;43356581]Kinda the only thing fairly important is to make sure that the root bone is something that's actually weighted to the model, as the compiler kicks it out during compile and you might end up with two seperate bone chains for instance.
A good example is
- many unreal based games I know tend to include a root which is unweighted to the model, to which a pelvis (upper body) bone is linked and leg bones seperately. During compile this root bone is removed, and you get two seperate bone chains - onestarting on the pelvis, the other with the legs.
The traditional root bone in source for this reason is the pelvis bone.
But honestly, if I were you I wouldn't worry about this. Adding an option like this is more work for you, having this would probably break animations for the people that want them and those of us which compile for source know about the kinks well enough to fix it in 10 seconds. But kudos for considering adding it.
[/QUOTE]
Well my tool already filters out some bones for certain formats so if it's just a case of filtering a bone I can do that :)
[QUOTE=wraithcat;43356581]
The basic of these textures is the so called diffuse - it's essentially the standard coloured texture. Basically what the model is painted like if you will. This usually just has RGB channels,but sometimes includes an alpha for transparency.
[/QUOTE]
You are probs already aware:
Cod typically uses the alpha channel in the diffuse for storing additional data it's not actually rendered as alpha. (depending on the material settings)
If you want to remove the alpha I have a tool that dose it with drag and drop, save opening in a image editor.
[QUOTE=wraithcat;43356581]
Doubt it, in part because moving textures from one engine to another is rarely something that can be easily automated without very good understand of both engines and even then a humanis best for checking if it works as intended.
For instance, I am strongly assuming that Ghosts will be using a lot of composite materials (grayscale texture on which stuff like camos, colours and the like are layered) and, at least on the gmod branch, doesn't really have shaders set up for this. So you need to do a lot of stuff manually.[/QUOTE]
Yer engines tend to do most things differently requiring you to store certain data in different channels etc. So my view is just let people change it to fit what ever engine they moving it to.
[editline]31st December 2013[/editline]
[QUOTE=theoneman;43362625]Any new developments? :)[/QUOTE]
Umm been busy with some of my sites updating servers and moving stuff around and setting up a cdn.
Today I'm just gonna work on the pak utility code that will let the exporter request textures that models use.
Which works along these lines:
model:
for each material(unq):
find the material in the DB
{
apply the image names to the export file MA's etc
for each texture
pakutil(texture.name)
{
Find the stream info for this name(hash)
begin streaming and decompressing the mip's into the destination file.
}
}
So basically the system that works out the name of the textures, the model is using based on it's material name and requests them to be exported to the output folder. the material info is then also used to tell the file exporters what texture names to use when creating the file.
[QUOTE=WinCat;43366581]So basically the system that works out the name of the textures, the model is using based on it's material name and requests them to be exported to the output folder. the material info is then also used to tell the file exporters what texture names to use when creating the file.[/QUOTE]
will it extract menu images and stuff?
[editline]31st December 2013[/editline]
[QUOTE=coleman89;43369924]will it extract menu images and stuff?[/QUOTE]
k thanks for your efforts
[QUOTE=Stiffy360;43356786]Couldn't you set up camos by using a detail texture? It would cover up the entire texture though, but it would allow you to swap things I guess.[/QUOTE]
Diffuse textures already have an alpha channel that is used for camo placement, just key that out and replace with a camo (overlay it or w/e)
[img]http://puu.sh/66DRk.jpg[/img]
Like so, instead of 70% grey (as it is in the diffuse) I setup a $color command combo-ed with $blendTintByBaseAlpha to give it the true color (instead you can just take the alpha out as I said previously and use that as a camo reference)
I'm busy with some other things currently, so for now here is that space model:
[url]http://www.sendspace.com/file/i8udse[/url]
.ma .mel?
[QUOTE=Salva;43389738].ma .mel?[/QUOTE]
Maya ASCII(.ma)
Maya Embedded Language(.mel)
Geometry and skeleton + script for bind for Autodesk Maya.
[url]http://winpic.co/D67b9e4.png[/url]
What level was this AK pulled from? main menu?
[QUOTE=theoneman;43407428][url]http://winpic.co/D67b9e4.png[/url]
What level was this AK pulled from? main menu?[/QUOTE]
Is that COD4's AK? or from Ghosts?
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