• Call of Duty Ghosts: Ports and hacks
    826 replies, posted
[QUOTE=coleman89;42869068]you getting anywhere with the pak dump[/QUOTE] Doing FF models because seems more interesting (ignore the model in the viewport its a test for my tool) [IMG]http://puu.sh/5iTHw.jpg[/IMG]
[QUOTE=cra0kalo;42869743]Doing FF models because seems more interesting (ignore the model in the viewport its a test for my tool) [IMG]http://puu.sh/5iTHw.jpg[/IMG][/QUOTE] For a second there i thought wtf! they recycled the SAS soldier from COD4 lol made me say why the sas soldier from MW3 was better LOL but knowing IW i wouldn't put it past them to do something like that. Also will this have rigging support and exporting to a support like .FBX for 3ds max to keep those weights and bones? Cause that is the 1 thing i have requested from LIME (that and a script for importing animations to 3ds max and not maya) since he started working on it since i'm not a maya user but a 3ds max user and i know nothing about maya and i'd really like to get those rigs from the game instead of having to redo them myself.
you getting close to dumping the images from pak files thats all im looking for [editline]15th November 2013[/editline] if any one likes cod ghosts loading spinner i have all images to make it work also map load screens and some other random stuff [IMG]https://dl.dropboxusercontent.com/u/47087939/SquadEditorPlaceHolderModel.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/47087939/camo%402x%7Eipad.png[/IMG]
[QUOTE=wraithcat;42861544]Pretty cool. I've been wondering - how does your program actually work? From what I can see you're hooking into the game and extracting the currently loaded meshes or something like that correct? Or at least I get the impression from the lime page.[/QUOTE] There is no hooking involved, I basically just get the programs address space in your pc's ram, and I know where the game assets database is located, I then just traverse the database looking for materials and models etc parse them out of the memory. I just know the engine really well, I can find the asset database by eye in the games memory in around 10 seconds typically lol, leet pattern spotting xD [QUOTE=Corra_Ashu;42869756] Also will this have rigging support and exporting to a support like .FBX for 3ds max to keep those weights and bones? Cause that is the 1 thing i have requested from LIME (that and a script for importing animations to 3ds max and not maya) since he started working on it since i'm not a maya user but a 3ds max user and i know nothing about maya and i'd really like to get those rigs from the game instead of having to redo them myself.[/QUOTE] I did start on FBX support but my software uses it's own memory management system I made, and so dose the FBX SDK and they kept attacking each other, so I sort left it lol. Will pick it up again when I add ghost support to make tool more complete :) Hopefully I get gpu soon :D
WinCat: there is another way to get models is by hacking the EXE file and get models in T-Pose with sv_fps command right ?
[QUOTE=GibbonRose;42873061]WinCat: there is another way to get models is by hacking the EXE file and get models in T-Pose with sv_fps command right ?[/QUOTE] I don't see why changing the fps would place models in t-pose, unless you do it at the very start I guess, never bothered to try. I have edited the engine removing the animation funtion resulting in t-pose models tho. (the custom player model I threw in had retarded t-pose when I rigged it in maya, just look at the AI :) ) [url]http://www.youtube.com/watch?v=i2JxLFVL8ns[/url] But that would only be useful for a Directx based rip, which is not going to be able to get the rig. plus the model has to be visible, unlike my method which dose not even require the model to be visible in the map. I also get the models name, materials name, textures name, joint names. many many benefits, not to mention not detected by steam / anitcheat.
[QUOTE=WinCat;42874203]I don't see why changing the fps would place models in t-pose, unless you do it at the very start I guess, never bothered to try. [/QUOTE] Sometimes this help, when I played at bf3 I had low fps when was alot of smoke and dead body was in T pose, heh.
[QUOTE=coleman89;42869806]you getting close to dumping the images from pak files thats all im looking for [editline]15th November 2013[/editline] if any one likes cod ghosts loading spinner i have all images to make it work also map load screens and some other random stuff [t]https://dl.dropboxusercontent.com/u/47087939/SquadEditorPlaceHolderModel.png[/t] [/QUOTE] this is a joke right?
a bunch of images i dumped from the ghosts app it was in there [editline]15th November 2013[/editline] [QUOTE=cra0kalo;42869743]Doing FF models because seems more interesting (ignore the model in the viewport its a test for my tool) [IMG]http://puu.sh/5iTHw.jpg[/IMG][/QUOTE] is there a dirty release of the pak dump??
[QUOTE=coleman89;42875149]a bunch of images i dumped from the ghosts app it was in there [editline]15th November 2013[/editline] is there a dirty release of the pak dump??[/QUOTE] please relax ok you can't dump them without knowing the material attributes which are inside the ff files. I could write a tool which just blindly dumps texture data but what use will that be if the user needs to figure out what it is.
[QUOTE=Corra_Ashu;42869756]For a second there i thought wtf! they recycled the SAS soldier from COD4 lol made me say why the sas soldier from MW3 was better LOL but knowing IW i wouldn't put it past them to do something like that. Also will this have rigging support and exporting to a support like .FBX for 3ds max to keep those weights and bones? Cause that is the 1 thing i have requested from LIME (that and a script for importing animations to 3ds max and not maya) since he started working on it since i'm not a maya user but a 3ds max user and i know nothing about maya and i'd really like to get those rigs from the game instead of having to redo them myself.[/QUOTE] I will support bone tags though I don't think I should since Tom will do them and his workflow is much nicer. You could always just file>export from maya to 3DS MAX
thanks :) please do a list of all available commands if you have time, I only know these : /toggle fx_enable 0 /notarget /sv_fps /noclip and one more question, how do you acces that bar above ? the one you write in commandes ? thanks :)[QUOTE=WinCat;42874203]I don't see why changing the fps would place models in t-pose, unless you do it at the very start I guess, never bothered to try. I have edited the engine removing the animation funtion resulting in t-pose models tho. (the custom player model I threw in had retarded t-pose when I rigged it in maya, just look at the AI :) ) [url]http://www.youtube.com/watch?v=i2JxLFVL8ns[/url] But that would only be useful for a Directx based rip, which is not going to be able to get the rig. plus the model has to be visible, unlike my method which dose not even require the model to be visible in the map. I also get the models name, materials name, textures name, joint names. many many benefits, not to mention not detected by steam / anitcheat.[/QUOTE]
you can clearly see why the game requires 6GB of ram most the textures are 4096x4096 and a small portion of them are 2048x2048 I've attachted one you guys can take a look [IMG]http://puu.sh/5lueP.jpg[/IMG] [url]https://dl.dropboxusercontent.com/u/10798900/DUMPBOX/cra0_dump_texImg0334d.dds[/url]
[QUOTE=cra0kalo;42896561]you can clearly see why the game requires 6GB of ram most the textures are 4096x4096 and a small portion of them are 2048x2048 [/QUOTE] Nice cant wait to see how these look on a model in maya
[QUOTE=cra0kalo;42896561]you can clearly see why the game requires 6GB of ram most the textures are 4096x4096 and a small portion of them are 2048x2048 I've attachted one you guys can take a look [IMG]http://puu.sh/5lueP.jpg[/IMG] [url]https://dl.dropboxusercontent.com/u/10798900/DUMPBOX/cra0_dump_texImg0334d.dds[/url][/QUOTE] can wait to get my hands on that pak extract. i will def be donating every year. just because i depend on your extractors for my projects. YOU ROCK
[QUOTE=cra0kalo;42896561]you can clearly see why the game requires 6GB of ram most the textures are 4096x4096 and a small portion of them are 2048x2048 I've attachted one you guys can take a look [IMG]http://puu.sh/5lueP.jpg[/IMG] [URL]https://dl.dropboxusercontent.com/u/10798900/DUMPBOX/cra0_dump_texImg0334d.dds[/URL][/QUOTE] characters use 2048x2048 and 1024x1024 textures (according Intel GPA) and Tessellation in terrain geometry, this is new in Call of duty but watching the process of the game there are lot of 00's padding in his process.(for example the first screen in menu the process weight 800mb aprox vs 425mb from Mw3 or 300mb aprox from BF4) my conclusion is "the game is not optimized for PC" but...has beautiful character models :v:
[QUOTE=luxox_18;42900679]characters use 2048x2048 and 1024x1024 textures (according Intel GPA) and Tessellation in terrain geometry, this is new in Call of duty but watching the process of the game there are lot of 00's padding in his process.(for example the first screen in menu the process weight 800mb aprox vs 425mb from Mw3 or 300mb aprox from BF4) my conclusion is "the game is not optimized for PC" but...has beautiful character models :v:[/QUOTE] The reason Intel GPA doesn't show the 2048x2048 and 4096x4096 textures is I think due to the fact that the game actually allocates memory to load those but doesn't fill that allocated space. Lucky I have 16GB of ram :/ [IMG]http://puu.sh/5lUSI.png[/IMG]
Yes it is common for a console game to allocate a huge block of memory at start then the memory is given out internally, since console provide guaranteed amounts of memory to the game. by doing this a game can split the memory into to many different types of allocaters that minimize waste for each use-case, resulting in more usable memory than if you allocated blocks equal to the memory page size, since waste is still possible if your allocating N * pagezie where N > 1 So looks like they just not bother to change it for pc.
[QUOTE=cra0kalo;42896561]you can clearly see why the game requires 6GB of ram most the textures are 4096x4096 and a small portion of them are 2048x2048 I've attachted one you guys can take a look [IMG]http://puu.sh/5lueP.jpg[/IMG] [url]https://dl.dropboxusercontent.com/u/10798900/DUMPBOX/cra0_dump_texImg0334d.dds[/url][/QUOTE] Something tells me then that the game incorrectly loads the MIPs then. As far as I can see form ingame videos on max, most of the textures look like 1024 at most with not very large changes between quality settings.
Very early release of my tool for pak texture archives still need to figure out the directX11 compression. [IMG]http://puu.sh/5o4pQ.jpg[/IMG] Download [url]http://cra0kalo.com/public/COD_GHOSTS_Toolset.zip[/url]
It crashes when I hit extract. *edit installed missing dll stopped the freezing .
I know this might sound stupid but do the models and maps have similar formats?? Whats measures are taken if you want to rip the map?
[QUOTE=cra0kalo;42925341]Very early release of my tool for pak texture archives still need to figure out the directX11 compression. [IMG]http://puu.sh/5o4pQ.jpg[IMG] Download [url]http://cra0kalo.com/public/COD_GHOSTS_PAKTool.zip[/url][/QUOTE] This doesn't work on extracting models does it? cause everytime i try to load a model that was extracted from the .ff it just freezes up and says not responding.
If you want models, donate for my new gpu so I can run ghost and add ghost support to my Lime tool in like under a day :D
It wont stop crashing keeps telling me it stoped working. thanks anyway
Soo uhh . whats the progress :smile: ?:smile:
Tom you are the man. what GPU you end up getting? I can donate a 20 in a week
[QUOTE=Linuxbot1;42931667]Tom you are the man. what GPU you end up getting? I can donate a 20 in a week[/QUOTE] same if the pak extract would work. keeps saying program stoped working
[QUOTE=Linuxbot1;42931667]Tom you are the man. what GPU you end up getting? I can donate a 20 in a week[/QUOTE] Just some ATI 280 or something, nothing fancy just so I can run the games I reverse in near future :) Currently I have a gtx 260 lol.
[QUOTE=WinCat;42931840]Just some ATI 280 or something, nothing fancy just so I can run the games I reverse in near future :) Currently I have a gtx 260 lol.[/QUOTE] you have 2 :P you need a GTX 670 or something why go ati? btw ill remove the library dependencies that are not used and release update hold up guys
Sorry, you need to Log In to post a reply to this thread.