• Call of Duty Ghosts: Ports and hacks
    826 replies, posted
[QUOTE=WinCat;44031967]I actually added .SMD a while ago just not got round to releasing update I'll do it today.[/QUOTE] bby i love u
[QUOTE=WinCat;44031967]I actually added .SMD a while ago just not got round to releasing update I'll do it today.[/QUOTE] As long as it supports bones and weights, this is very good news. Actually, I like cats a little bit more now. [sp]Not an animal person, tbh[/sp]
hey guys uploaded all hands view model Please Please:dance:
[QUOTE=WinCat;44006658]What version of Lime you using? I tested and it's fine: [IMG]http://winpic.co/Wp2eb83.png[/IMG][/QUOTE] seeing this, would someone be able to send me the extinction alien models?
[img]http://puu.sh/79TPg.png[/img] o tom i love although now im actually in lime i see no options for exporting the smd
[QUOTE=a-cookie;44040433][img]http://puu.sh/79TPg.png[/img] o tom i love although now im actually in lime i see no options for exporting the smd[/QUOTE] O lol, looks like I only updated the dll's so GUI is not updated ^^ I'll add it in now.
It all seems good, although whenever I try to export something from BO2 with multiple joints as a smd the program just crashes
[QUOTE=a-cookie;44040771]It all seems good, although whenever I try to export something from BO2 with multiple joints as a smd the program just crashes[/QUOTE] Alright I'll check, I didn't test it today, just uploaded the files from few weeks ago as could not remember if I tested it. yolo. [editline]25th February 2014[/editline] Ok the problem was just the dll needed rebuilding as it was outdated, no code changes needed. :) (put new dll in a update)
[QUOTE=Commandhat17;44028441]Would the .SMD's be ready for direct compile or would I have to make some tweaks? and if so what tweaks?.[/QUOTE] I would appreciate a reply :/
[QUOTE=Commandhat17;44041063]I would appreciate a reply :/[/QUOTE] Why wouldn't it be ready to compile? That makes no sense!
[QUOTE=Commandhat17;44041063]I would appreciate a reply :/[/QUOTE] Pretty much, you'd need to make a Sequence (Just delete Mesh, and export bones as Sequence) And a physics model I cant realy explain it, but that's what is Required to make it a ragdoll.
[QUOTE=God of Pro's!;44041647]Pretty much, you'd need to make a Sequence (Just delete Mesh, and export bones as Sequence) And a physics model I cant realy explain it, but that's what is Required to make it a ragdoll.[/QUOTE] You can use a model smd as a sequence as well, no need to make an empty sequence, and the ref can serve as a physics model as well
It says "wrong file format: when i import the smd to 3ds max or noesis. No idea what is this about.
[QUOTE=Trek;44042646]It says "wrong file format: when i import the smd to 3ds max or noesis. No idea what is this about.[/QUOTE] you need to open the SMD in a tex editor and do some minor fix ups. The smds that lime exports are to specifications, so studiomdl handles them fine, but both noesis and max have a bit stringer requirements on how characters should look like. (if I recall most of it can be fixed by changing a few white spaces)
[QUOTE=se7en2;44041777]You can use a model smd as a sequence as well, no need to make an empty sequence, and the ref can serve as a physics model as well[/QUOTE] i, didnt know that. thanks. 0.o, this should be easy xD
[QUOTE=wraithcat;44043023]you need to open the SMD in a tex editor and do some minor fix ups. The smds that lime exports are to specifications, so studiomdl handles them fine, but both noesis and max have a bit stringer requirements on how characters should look like. (if I recall most of it can be fixed by changing a few white spaces)[/QUOTE] What needs changing :) ?
[QUOTE=WinCat;44043700]What needs changing :) ?[/QUOTE] I'll go trough the stuff tomorrow. I don't remember off the bat. (That said I hope I'm remembering correctly about lime SMDs and not some others like from the granny2 fileformat converters) EDIT Can someone PM me an example SMD so I can take a look at it tomorrow.
imports fine for me in blender
imports fine for me too (3dsmax 2012), I just noticed, it might be from the model I exported, that mw3's usp smd file was pointing to mtl_weapon_usp45 while the actual texture's called weapon_usp45_col
[QUOTE=benjarnin;44012831]Hey do you know where you can find the raw images of the guns and minimaps as seen below? I have gone through all the imagefile.pak's and lime and they're not there. Any help is appreciated[/QUOTE] could just remake the like i did here [IMG]https://dl.dropboxusercontent.com/u/47087939/temp/temp.PNG[/IMG]
So does anyone mind uploading some COD ghost characters?
[QUOTE=Atlas852;44039823]seeing this, would someone be able to send me the extinction alien models?[/QUOTE] wincat? anyone?
[QUOTE=Billionturtle;44049918]So does anyone mind uploading some COD ghost characters?[/QUOTE] Its next on my list, even though I been saying that for weeks, I am uploading the vehicles as we speak, so I do not forsee characters taking much longer.
Thats great to hear, I appreciate this.
Thanks to WinCat for Lime64, here I present to you my Ghosts AK-12 first raise :) [url]http://gyazo.com/9cee125d6d5cf9c54347bb1514ada554[/url]
[QUOTE=Ray1235;44082750]Thanks to WinCat for Lime64, here I present to you my Ghosts AK-12 first raise :) [url]http://gyazo.com/9cee125d6d5cf9c54347bb1514ada554[/url][/QUOTE] Don't forget your trigger discipline!
[QUOTE=Marlwolf78;44087680]Don't forget your trigger discipline![/QUOTE] I know, this is still not the final.
Hey Tom, I was just wondering, do you plan on updating Lime 64 to support Onslaught and the future DLCs for Ghosts? It'd be nice to see the future DLC weapons in custom maps n such.
With the latest smd support in lime I cannot import the files into 3ds max (using 2010 and 2012 with cannonfodder's plugins) with skinweights intact. If I import them without bones the mesh imports, but the polygons are flipped and the UVs are mostly flipped over the V Tile as well. Has anyone been able to successfully import Tom's lime exported smds? If so, what plugin are you using? I haven't used any programs other than 3ds max so if you say blender or something that doesn't really help my issue, but I'd understand that it just may not work with max.
[QUOTE=bloocobalt;44104274]With the latest smd support in lime I cannot import the files into 3ds max (using 2010 and 2012 with cannonfodder's plugins) with skinweights intact. If I import them without bones the mesh imports, but the polygons are flipped and the UVs are mostly flipped over the V Tile as well. Has anyone been able to successfully import Tom's lime exported smds? If so, what plugin are you using? I haven't used any programs other than 3ds max so if you say blender or something that doesn't really help my issue, but I'd understand that it just may not work with max.[/QUOTE] Just compile them and decompile, or best of all use maya and export the .ma's to smds
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