• Call of Duty Ghosts: Ports and hacks
    826 replies, posted
Extinction does not extract nor MP for that matter.
Actually Maya is not that bad for work on models too.
[QUOTE=NikouT;44110631]Actually Maya is not that bad for work on models too.[/QUOTE] Maya is the new defacto standard for working with source, thanks to valve supporting it as opposed to 3dsmax.
[QUOTE=wraithcat;44112630]Maya is the new defacto standard for working with source, thanks to valve supporting it as opposed to 3dsmax.[/QUOTE] Sad but true its the middle man for exporting to source for me all things DMX
Any info on the IWI extractor?
ImBrokeRU's M4 ver2 anim Fix and Rig arms, MW2 Ranger, CoD-Ghost Base Elite and Space tom-bmx: thank for LIME [video=youtube;U7F3L4V_uEE]http://www.youtube.com/watch?v=U7F3L4V_uEE[/video] [video=youtube;GfNrjQ_nfq0]http://www.youtube.com/watch?v=GfNrjQ_nfq0[/video] [video=youtube;4cOjqDuu0ac]http://www.youtube.com/watch?v=4cOjqDuu0ac[/video]
heyoo, with the lack of an update for Lime64 for the Onslaught release, i was wondering if anyone had a model of the Rhino with an idle pose so i can mess with it in source filmmaker? i compiled with the model exported in .smd format but that just gave me a reference model, there was no bone structure except for the model's root. any assistance on that front? EDIT: by model i mean both of the raw .smd files.
hi tom! I have a pirate version of ghosts but I download folders models from a partner who did all the work and went up to a server, but the normal textures in dds are broken. i download your ghost pak extractor and also feel the same there is an extractor pak update to obtain normal textures?
Will somebody please for the love of fps person shooters upload the all the COD ghost characters? I mean it just cant be that hard.
[QUOTE=WinCat;43823413]They need converting :)[/QUOTE] how to converting?
If it isn't that hard, maybe you could do it yourself?[QUOTE=Billionturtle;44133690]Will somebody please for the love of fps person shooters upload the all the COD ghost characters? I mean it just cant be that hard.[/QUOTE]
Updated Lime64 for the ghost update released yesterday.
Any word about nmls?
[QUOTE=WinCat;44137939]Updated Lime64 for the ghost update released yesterday.[/QUOTE] "This game is supported, but the binary(exe) your using is not" goodbye cruel world! :suicide:
[QUOTE=T-Max;44138159]Any word about nmls?[/QUOTE] Just play around with bc6 / bc7 converters see which settings work, then tell me and I'll code it in.
[QUOTE=TheRataPeluda;44138262]"This game is supported, but the binary(exe) your using is not" goodbye cruel world! :suicide:[/QUOTE] Cause still no support for non steam...
[QUOTE=Salva;44138289]Cause still no support for non steam...[/QUOTE] Yes I had read, I thought that was repaired with update.
[QUOTE=TheRataPeluda;44138448]Yes I had read, I thought that was repaired with update.[/QUOTE] No not yet, I would like to support other exe's than steam ones it's just a pain in the ass. Since I can't make a support tool like I did for the other cod's and GHOST has offsets I need to calculate manually. Edit: I just had a idea how to calculate it I'll try it out later this week.
[QUOTE=WinCat;44138505]No not yet, I would like to support other exe's than steam ones it's just a pain in the ass. Since I can't make a support tool like I did for the other cod's and GHOST has offsets I need to calculate manually. Edit: I just had a idea how to calculate it I'll try it out later this week.[/QUOTE] how I can convert normal textures extracted by the tool pak extractor please? and sorry but I'm noob
[QUOTE=WinCat;43823413]They need converting :)[/QUOTE] [IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/Captura_zps78902809.jpg~original[/IMG] I use a tool called "Microsoft (R) DirectX 11 Texture Converter (DirectXTex version)", and was recognized as "BC5_UNORM_2D" but when converted to "BC3_UNORM" format such as normal textures COD MW3, the result was a very pixelated and green image. :( [IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/Captura_zps52228b51.jpg~original[/IMG]
[QUOTE=TheRataPeluda;44162873][IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/Captura_zps78902809.jpg~original[/IMG] I use a tool called "Microsoft (R) DirectX 11 Texture Converter (DirectXTex version)", and was recognized as "BC5_UNORM_2D" but when converted to "BC3_UNORM" format such as normal textures COD MW3, the result was a very pixelated and green image. :( [IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/Captura_zps52228b51.jpg~original[/IMG][/QUOTE] I might give that tool a try, maybe fiddling with the channels will result in something more useful than we have now
[QUOTE=se7en2;44163337]I might give that tool a try, maybe fiddling with the channels will result in something more useful than we have now[/QUOTE] yes, I understand a little. then I can not use normal textures yet? [editline]7th March 2014[/editline] [QUOTE=se7en2;44163337]I might give that tool a try, maybe fiddling with the channels will result in something more useful than we have now[/QUOTE] tool that supports these formats: R32G32B32A32_FLOAT R32G32B32A32_UINT R32G32B32A32_SINT R32G32B32_FLOAT R32G32B32_UINT R32G32B32_SINT R16G16B16A16_FLOAT R16G16B16A16_UNORM R16G16B16A16_UINT R16G16B16A16_SNORM R16G16B16A16_SINT R32G32_FLOAT R32G32_UINT R32G32_SINT R10G10B10A2_UNORM R10G10B10A2_UINT R11G11B10_FLOAT R8G8B8A8_UNORM R8G8B8A8_UNORM_SRGB R8G8B8A8_UINT R8G8B8A8_SNORM R8G8B8A8_SINT R16G16_FLOAT R16G16_UNORM R16G16_UINT R16G16_SNORM R16G16_SINT R32_FLOAT R32_UINT R32_SINT R8G8_UNORM R8G8_UINT R8G8_SNORM R8G8_SINT R16_FLOAT R16_UNORM R16_UINT R16_SNORM R16_SINT R8_UNORM R8_UINT R8_SNORM R8_SINT A8_UNORM R9G9B9E5_SHAREDEXP R8G8_B8G8_UNORM G8R8_G8B8_UNORM BC1_UNORM BC1_UNORM_SRGB BC2_UNORM BC2_UNORM_SRGB BC3_UNORM BC3_UNORM_SRGB BC4_UNORM BC4_SNORM BC5_UNORM BC5_SNORM B5G6R5_UNORM B5G5R5A1_UNORM B8G8R8A8_UNORM B8G8R8X8_UNORM R10G10B10_XR_BIAS_A2_UNORM B8G8R8A8_UNORM_SRGB B8G8R8X8_UNORM_SRGB BC6H_UF16 BC6H_SF16 BC7_UNORM BC7_UNORM_SRGB I try one by one, and I always get very pixelated image
Maybe it was pointed out already ,but have you guys tried "Noesis" for BC5_Unorm format?
[QUOTE=dainiuxxx;44169167]Maybe it was pointed out already ,but have you guys tried "Noesis" for BC5_Unorm format?[/QUOTE] thank you very much my friend. I've been very helpful! still look pixelated but using photoshop achieve an acceptable result. converted: [IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/Captura1_zps3a7d6dff.jpg~original[/IMG] enhanced with photoshop: [IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/Captura2_zpsbc738307.jpg~original[/IMG] without normal texture: [IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/Captura1_zps5e4c673b.jpg~original[/IMG] with the normal texture enhanced with photoshop: [IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/Captura2_zps37dab64c.jpg~original[/IMG] is a tedious job, but it works
[QUOTE=TheRataPeluda;44162873][IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/Captura_zps78902809.jpg~original[/IMG] I use a tool called "Microsoft (R) DirectX 11 Texture Converter (DirectXTex version)", and was recognized as "BC5_UNORM_2D" but when converted to "BC3_UNORM" format such as normal textures COD MW3, the result was a very pixelated and green image. :( [/QUOTE] My tool just writes them with a ATI2 header aka bc5 NM. [editline]9th March 2014[/editline] Ok I had a quick play looks like I fixed them: [IMG]http://winpic.co/YE6ecf6.png[/IMG] [IMG]http://winpic.co/YF3f466.png[/IMG] I'll release a update soon.
WOW. Wait a sec... Looks like something wrong with lod. World model looks better than viewmodel( USR scope ): [IMG]http://s52.radikal.ru/i135/1403/7c/faeb2e63ca33.png[/IMG] [IMG]http://s018.radikal.ru/i515/1403/1d/1ba1b929406c.png[/IMG]
[QUOTE=WinCat;44180636]I'll release a update soon.[/QUOTE] thanks WinCat, this update will be for your tool "Ghosts pak extractor"? please
[QUOTE=T-Max;44181117]WOW. Wait a sec... Looks like something wrong with lod. World model looks better than viewmodel( USR scope ):[/QUOTE] Ugh, we still discussing the same thing? Ghosts uses tesselation, you gotta apply either that or turbosmooth to make it look similar.. problem is you'll never be able to compile that to source
can someone explain to serving the .smd files? I have seen that is related to animations. has something to do with the joint in maya?
[QUOTE=TheRataPeluda;44184357]can someone explain to serving the .smd files? I have seen that is related to animations. has something to do with the joint in maya?[/QUOTE] smds are model/animation files for the source engine
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