[QUOTE=cra0kalo;43556527]truly "nextgen"[/QUOTE]
anything can be next gen if your from activision
[QUOTE=uaredead2020;43557319]anything can be next gen if your from activision[/QUOTE]
Treyarch does actually attempt to include a different head mesh+facemap structure per game, so it's not so much Activision as Infinity Ward making a new head mesh for MW2, and deciding to stick with for the next two games.
[QUOTE=H4lf-D3ad;43555795]Ghosts heads!!1111
[IMG]http://i.cubeupload.com/cpImsW.jpg[/IMG]
[sp]Bwahahahaha they're still using the MW2 head models.[/sp][/QUOTE]
The guy on the far right looks like a monkey.
[QUOTE=cra0kalo;43556527]truly "nextgen"[/QUOTE]
idk if it rips in triangles but if youve managed to keep the quads intact then ur supposed to subdivide it
[editline]16th January 2014[/editline]
same thing goes for certain parts of weapons too
Now in Average as well as Heavy, Thin and Sharp shapes!
[IMG]http://i.cubeupload.com/6CeSZr.jpg[/IMG]
Yay, Hesh :D
ah man, so many unique vehicles in Ghosts... Just noticed the A-10 is actually a YA-10B: [url]http://static3.wikia.nocookie.net/__cb20131127220504/callofduty/images/9/9a/A-10_Thunderbolt_II_Homecoming_CoDG.png[/url]
So, if anyone can in the future... would be great.
dunno if this can be in the right thread, but i've been combing these pak files for hours, and i can't find the damn extinction soundtrack (i found the main menu themes in soundfile1.pak, so that's a start), but i'm trying to find all the sounds from when a hive is destroyed and such. any help?
[b]EDIT:[/b] good news, found the files i needed. check soundfile59 for what you need if interested :3
So I just got Maya 2012 but some of the .OBJ's I drag don't work, giving the 'Error reading file' error.
I'm trying to load the BO1 Models provided by TheOneFreeman.
What do I do?
[B]Edit:[/B] Also why does my Maya look like this
[IMG]http://i.imgur.com/lcgFhUH.png?1[/IMG]
When It's supposed to look like this?
[IMG]http://i.imgur.com/bL67yuK.png?1[/IMG]
Sorry, new user here :v:
Commandhat17:
change from animation to polygons.
hi, could someone port the extinction aliens by any chance? and when nightfall comes out the other two?
[QUOTE=Atlas852;43596084]hi, could someone port the extinction aliens by any chance? and when nightfall comes out the other two?[/QUOTE]
Dude, haven't you read anything at all in this thread?
[B]They're still working on the porting tools. How the FUCK are they supposed to port the aliens or any models at all when the tools aren't finished yet?![/B]
[QUOTE=GibbonRose;43595716]Commandhat17:
change from animation to polygons.[/QUOTE]
Tried that, It didn't work. I think this occurred after I installed Tom's plugins :/
Any updates...been a long time.
[QUOTE=theoneman;43606181]Any updates...been a long time.[/QUOTE]
just check [url]http://tom-crowley.co.uk/[/url] if you ever want an update. while it's likely he'll post an update here, it'll more likely show up on his website.
[QUOTE=theoneman;43606181]Any updates...been a long time.[/QUOTE]
Tom's busy working on his engine
[QUOTE=cra0kalo;43613741]Tom's busy working on his engine[/QUOTE]
Betcha cra0kalo already figured out the model format... maybe you guys can convince him to release his own tools.
Why does he have to rush though? Tools can wait since Cra0 has to work on them more, I assume, unless it is usable. Still there is alternative to rip models, I am not even sure if it is possible on COD:Ghost though.
[QUOTE=NikouT;43616054]Why does he have to rush though? Tools can wait since Cra0 has to work on them more, I assume, unless it is usable. Still there is alternative to rip models, I am not even sure if it is possible on COD:Ghost though.[/QUOTE]
I'm not working on ghost tools, Toms figured it out he just has been busy recently to post progress thats all, if you are really impatient and want models for yourself go do a ramdump and rip the models from there using hex2obj its pretty simple if your smart
I'm agree with cra0,the work from Tom is really hard and require time, also, Extract models from rampdump isn't difficult with hex2obj
a example for impatient people
[IMG]http://imagizer.imageshack.us/v2/xq90/534/y6m3.jpg[/IMG]
just a quick question, does that support bone exporting?
if not, i'll just get back to waiting patiently.
Well ,basically Wavefront .obj doesn't support bones.
And I guess that "hex2obj" means that it converts to .obj.
Also, CoD Pyro lol :v:
[QUOTE=LilRobot;43622203]just a quick question, does that support bone exporting?
if not, i'll just get back to waiting patiently.[/QUOTE]
Depends on how deep you wanna go but yeah bones are there in the ram just need to find the structure :)
[QUOTE=cra0kalo;43616088]I'm not working on ghost tools, Toms figured it out he just has been busy recently to post progress thats all, if you are really impatient and want models for yourself go do a ramdump and rip the models from there using hex2obj its pretty simple if your smart[/QUOTE]
Can you please explain a little more about what you mean by "ramdump" because I went to task manager, right clicked on my CoD Ghosts task and created a dump file and when I try to open that file in hex2obj it gives me an error because the file is more than 124MB, What am I doing wrong?
[QUOTE=WizzLaith;43637306]Can you please explain a little more about what you mean by "ramdump" because I went to task manager, right clicked on my CoD Ghosts task and created a dump file and when I try to open that file in hex2obj it gives me an error because the file is more than 124MB, What am I doing wrong?[/QUOTE]
well yeah your dumping the entire cod module you need to dump only the .data section and maybe the heap i'm not sure exactly how x64 works but the data section is really what you want to be looking at.
[IMG]http://puu.sh/6uLes.png[/IMG]
If you have no idea what I'm talking about I can't help you and you should just wait for tom to finish his tools.
[QUOTE=cra0kalo;43637959]well yeah your dumping the entire cod module you need to dump only the .data section and maybe the heap i'm not sure exactly how x64 works but the data section is really what you want to be looking at.
[IMG]http://puu.sh/6uLes.png[/IMG]
If you have no idea what I'm talking about I can't help you and you should just wait for tom to finish his tools.[/QUOTE]
I get what you're saying but how do I go about only dumping the .data section? Is there software that I should download?
What is ff and pak structure? anybody know that?
[QUOTE=Trek;43622452]Well ,basically Wavefront .obj doesn't support bones.
[/QUOTE]
Why couldn't the .obj stand for himself?
Because he didn't have a spine.
Thank you! That's my time here, folks!
[editline]23rd January 2014[/editline]
god damn someone shoot me that was terrible im sorry
Sorry as I said I was gonna be busy for a bit which Is why I posted the space model by itself.
So I've not actually done anything with ghost for like 10+ days, all the code for loading and exporting models was done a while ago(and animations).
All that was needed was the pak_util that handles linking of textures when exporting models, which I made like last weekend I think (I forget lol). Also it will not be a Lime update since I decided integrating the 64bit code with Lime is not worth the time(If ghost was 32bit Lime support for ghost would of been out 2 weeks ago), so It will be a separate program that will be just for exporting models from ghost.
I will still update Lime with SMD support tho.
So what's left for me to do:
Combine the loading code and pak_util into a program
make a 64bit compatible version of the exporters, MA, MEL, SMD etc..
So it's nothing complicated just requires some time, which I currently lack. :(
I will try get the program out by end of the month.
[QUOTE=F T;43642681]Why couldn't the .obj stand for himself?
Because he didn't have a spine.
Thank you! That's my time here, folks!
[editline]23rd January 2014[/editline]
god damn someone shoot me that was terrible im sorry[/QUOTE]
You should do stand-ups
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