• Call of Duty Ghosts: Ports and hacks
    826 replies, posted
[QUOTE]hey! works wonders ..![/QUOTE] How you run it?:suicide:
[QUOTE=WolfKOTTO;44207240]How you run it?:suicide:[/QUOTE] my game is skidrow in english, if you have this, download the game updates.
Thanks for the updates wincat When I take the .smd and directly compile it I get this (missing textures my own problem) [img]http://i.imgur.com/o43YraP.png[/img] Bones/rigging work though. When I take the .ma and export to smd, I get this [img]http://i.imgur.com/V7N6PMp.png[/img] But no bones
[QUOTE=jediyoshi;44208721]Thanks for the updates wincat When I take the .smd and directly compile it I get this (missing textures my own problem) Bones/rigging work though. When I take the .ma and export to smd, I get this But no bones[/QUOTE] Neither lime nor maya will setup vmts/vtfs for you... fix your materials
[QUOTE=se7en2;44210427]Neither lime nor maya will setup vmts/vtfs for you... fix your materials[/QUOTE] Huh, I said missing textures were MY own problem, not an issue with the conversion. They're literally the same vmfs/vtfs between both images, just a different model. You think I managed to get everything but those missing textures working and on top of that, that being my issue I was actually pointing out? Here's a hint, there's missing faces from the first shot.
Right, so this is only tangilly related to Ghosts ripping, but I dont know where else to ask. Lime64 just spits out a "No instances of supported game where found, make sure the game is open" Thing is, it is. I always get this. If I am doing something wrong, I cant find any documentation telling me this. Some help would be nice.
[QUOTE=Helios127;44211073]Right, so this is only tangilly related to Ghosts ripping, but I dont know where else to ask. Lime64 just spits out a "No instances of supported game where found, make sure the game is open" Thing is, it is. I always get this. If I am doing something wrong, I cant find any documentation telling me this. Some help would be nice.[/QUOTE] make sure ghost exe's are named: iw6mp64_ship.exe and iw6sp64_ship.exe
[QUOTE=jediyoshi;44210538]Huh, I said missing textures were MY own problem, not an issue with the conversion. They're literally the same vmfs/vtfs between both images, just a different model. You think I managed to get everything but those missing textures working and on top of that, that being my issue I was actually pointing out? Here's a hint, there's missing faces from the first shot.[/QUOTE] Then you're compiling your references in a wrong way, simple as that. The "missing textures" are likely to be either missing from the qc or from the reference smd and you can't fix it, it's your stupidity and I don't know why you posted that here, it's as simple as recheck the reference smd for the textures
Is there a way to get lemon or do I just need to wait until it release if it ever releases?
Tom, you're going to do some tool to extract the animations? [editline]12th March 2014[/editline] hey tom, this happened to me in the missions "Severed Ties" and "Loki" [IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/Captura_zps0bf7ca29.jpg~original[/IMG] there says: "only part of the request is complete"
[QUOTE=TheRataPeluda;44215559]Tom, you're going to do some tool to extract the animations? [editline]12th March 2014[/editline] hey tom, this happened to me in the missions "Severed Ties" and "Loki" [IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/Captura_zps0bf7ca29.jpg~original[/IMG] there says: "only part of the request is complete"[/QUOTE] Offsets might need to be updated
[QUOTE=cra0kalo;44216988]Offsets might need to be updated[/QUOTE] i still do not understand... the game needs to be updated?
[QUOTE=TheRataPeluda;44217050]i still do not understand... the game needs to be updated?[/QUOTE] The tool relys on memory offsets to get the data it requires some which are automatically found via pattern scanning so basically just wait for an update to the tool
[QUOTE=cra0kalo;44217467]The tool relys on memory offsets to get the data it requires some which are automatically found via pattern scanning so basically just wait for an update to the tool[/QUOTE] thank you, I restart the PC and it worked
[QUOTE=TheRataPeluda;44202076]what is the advantage of using the .smd file? the Maya models are also rigged, or is there something more? [/QUOTE] The smd fileformat is ubiquitous. Most modelling software has an importer, people are familiar with it, it's plaintext and a bunch of other things.
[QUOTE=wraithcat;44218194]The smd fileformat is ubiquitous. Most modelling software has an importer, people are familiar with it, it's plaintext and a bunch of other things.[/QUOTE] thanks for the explanation
[QUOTE=jediyoshi;44208721]Thanks for the updates wincat When I take the .ma and export to smd, I get this [img]http://i.imgur.com/V7N6PMp.png[/img] But no bones[/QUOTE] as for the no bones, make sure you export a sequence named idle or bindpose, and make sure it's the only sequence. the reference is used to display the mesh, while the sequence is used to bind that mesh.
[QUOTE=se7en2;44211305]Then you're compiling your references in a wrong way, simple as that. The "missing textures" are likely to be either missing from the qc or from the reference smd and you can't fix it, it's your stupidity and I don't know why you posted that here, it's as simple as recheck the reference smd for the textures[/QUOTE] I can't fathom how to break it down for you any more clearer. The texture issue is mine, it's separate from what I'm talking about. It's separate from any issue I have with the actual tool. If I had an issue about textures, why would I preempt my statements saying that they're not the issue? Why would I write about bones and rigging? Let me answer your stupidity with another question, what is the actual issue you think I have and what is the issue you think I actually wrote about? Because unless you're under the impression bones have something to do with textures, I literally can't connect whatever dots your brain is somehow putting together. Fun fact, both those images are using the same qc to compile.
[QUOTE=jediyoshi;44220383]I can't fathom how to break it down for you any more clearer. The texture issue is mine, it's separate from what I'm talking about. It's separate from any issue I have with the actual tool. If I had an issue about textures, why would I preempt my statements saying that they're not the issue? Why would I write about bones and rigging? Let me answer your stupidity with another question, what is the actual issue you think I have and what is the issue you think I actually wrote about? Because unless you're under the impression bones have something to do with textures, I literally can't connect whatever dots your brain is somehow putting together. Fun fact, both those images are using the same qc to compile.[/QUOTE] I don't think you have any problem, your problem is with your own stupidity.. if it gets no freakin bones it's because you are either exporting it wrong or you don't know how to export at all :/
[QUOTE=jediyoshi;44210538]Huh, I said missing textures were MY own problem, not an issue with the conversion. They're literally the same vmfs/vtfs between both images, just a different model. You think I managed to get everything but those missing textures working and on top of that, that being my issue I was actually pointing out? Here's a hint, there's missing faces from the first shot.[/QUOTE] are the faces actually missing, or are the normals inverted?
I don't see why the SMD would be missing faces, I opened it upto take a pic. [IMG]http://winpic.co/Zk21056.png[/IMG]
the game should run with optimal graphics for a more detailed model?
[QUOTE=TheRataPeluda;44221843]the game should run with optimal graphics for a more detailed model?[/QUOTE] It should not matter. Since the tool has access to all the Levels of details and my tool just exports them all. It is not affect by what level of detail the engine decides the render etc..
To export an SMD with bones it can either be a "reference" file or a "sequence" file, it exports bones in both. When importing into say 3ds max, you just need to make sure "Import Animations" is checked cause all that data is with the bones. If its unchecked you just get the mesh.
[B]WinCat[/B] whats new in Lime version 1.0?
[QUOTE=erik945;44223503][B]WinCat[/B] whats new in Lime version 1.0?[/QUOTE] Some small changes for bone angles. stopping #NAN for MA's
any effective way to implement the smooth mesh?
[IMG]http://i1078.photobucket.com/albums/w482/Eleazar_Celis/viewhands_us_rangers_LOD_0_zpsfc4a47c8.jpg~original[/IMG]
[QUOTE=TheRataPeluda;44229434] yet another image of non-tesselated models[/QUOTE] Again? Can't you people understand that ghosts has DX11 tesselation and the tool doesn't export it? Good grief..
my COD weapon for Source Engine [video=youtube;Y907nFUsefU]http://www.youtube.com/watch?v=Y907nFUsefU[/video]
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