• Call of Duty Ghosts: Ports and hacks
    826 replies, posted
[QUOTE=WinCat;44311107][B]Fx is not really worth exporting since what would I export it to?[/B] All engines typically have there own FX editors and formats and ways of doing things. As for Cod they add new features for FX each game typically meaning not many are backwards compatible. If you want cod4 FX you can just download the mod tools and look at it in the FX editor dunno how much use that is tho xD[/QUOTE] A custom build is what I would've exported the prefabs to, but I just started looking at the COD4 mod toolset, and I see what you mean, I didn't know beforehand because I'm new to the mod toolset and lime. Though I guess I was targeting the raw materials that made up the FX files. The fluid simulations that were turned smoke, smoke simulations that were crafted and then animated before they were imported into the editor. Maybe the final editor versions will suffice and work just fine if they can be extracted at any capacity, I wouldn't have the slightest clue though until I really get a chance to dive into it. I thought I'd just ask you being as you're pretty familiar with the engine and toolset. I had always been planning on just finding the artist who did the FX for these specific queries, I'm not sure if Gaines though is the chief who really did them all, or was just the lead who watched over a small group of guys/girls who did them together. Really would be nice to try and update the original COD4 grenade FX that is really beautiful as it is, it's a very universal design for a small subset of explosiveFX as well, like mines and ranged explosives (RPG/AT4/203's etc.)
[QUOTE=se7en2;44301848]If you are going to export the models (idk who would want these models in maya just standing there anyways) to say, smd or anything really, adding those materials is just a waste of time[/QUOTE] yes, I am mainly interested in converting all the normal textures parsing the mat_info file, but since it was being processed the textures also I added the function to embed textures in fbx file ready for import into any game engine. Anyway, I did it for my use.
Ghost was updated, but the scan system should still allow you to export. I will release a update later with the new steam exe's supported so a scan is not required. Just wanted to ask anyone got any bugs they want to report so I can add a fix in this update. :)
The exporter still works, at least for me. I tried it just yet.
So this has been dead for some time now. Any word on the AnimExport for Ghosts?
[QUOTE=Commandhat17;44495790]So this has been dead for some time now. Any word on the AnimExport for Ghosts?[/QUOTE] It's not worth it.. I don't even know why people want huge amounts of polygons and still have a blocky mesh, let someone (maybe tom idk) get some tesselated mesh exporter, but even tho who would use 200k polygons? source would shit itself, older cod games would lag like hell, I see no purpose on this really. Now about the animations, some people already got animations from ghosts, how they did it idk, would love to know but noone wants to share, yea this whole thing is mostly dead or kept in the shadows [video=youtube;qWlI1hsFRYk]http://www.youtube.com/watch?v=qWlI1hsFRYk[/video]
[QUOTE=se7en2;44496931]It's not worth it.. I don't even know why people want huge amounts of polygons and still have a blocky mesh, let someone (maybe tom idk) get some tesselated mesh exporter, but even tho who would use 200k polygons? source would shit itself, older cod games would lag like hell, I see no purpose on this really. Now about the animations, some people already got animations from ghosts, how they did it idk, would love to know but noone wants to share, yea this whole thing is mostly dead or kept in the shadows [video=youtube;qWlI1hsFRYk]http://www.youtube.com/watch?v=qWlI1hsFRYk[/video][/QUOTE] Looks Intresting, I hope they'd share. Would've used the same method for ripping anims from other games... My only problem with porting to GMOD is the textures, they look really low quality and there isn't any shading. How do I manage to export all those?
Tom have his own exporter, Lemon.
[QUOTE=se7en2;44496931]It's not worth it.. I don't even know why people want huge amounts of polygons and still have a blocky mesh, let someone (maybe tom idk) get some tesselated mesh exporter, but even tho who would use 200k polygons? [/QUOTE] Has anyone tried taking a model tessellating it so it's smooth and has like 200k polygons, then reducing it down to like 30-50k potentially giving you a less blocky model. or just smooth it a small amount so it's don't rape older engines.
[QUOTE=WinCat;44505364]Has anyone tried taking a model tessellating it so it's smooth and has like 200k polygons, then reducing it down to like 30-50k potentially giving you a less blocky model. or just smooth it a small amount so it's don't rape older engines.[/QUOTE] I don't know about maya, but 3dsmax ruins the uv maps once the models are tesselated/turbo smoothed
[QUOTE=se7en2;44507291]I don't know about maya, but 3dsmax ruins the uv maps once the models are tesselated/turbo smoothed[/QUOTE] It depends on the amount you're smoothing the model The CZ 805 in the video I posted wasn't smoothed at all, but it depends on the model, some need it more than others [editline]10th April 2014[/editline] [QUOTE=Commandhat17;44497720] My only problem with porting to GMOD is the textures, they look really low quality and there isn't any shading. How do I manage to export all those?[/QUOTE] It's not Gmod's fault, they're terrible in Ghosts when you don't apply normals/speculars, which, for the video, I didn't
[QUOTE=Marlwolf78;44510765]It depends on the amount you're smoothing the model The CZ 805 in the video I posted wasn't smoothed at all, but it depends on the model, some need it more than others [/QUOTE] Nah it doesn't depend, it will always fuck up the textures because that's not what they used to smooth the models in-game
[QUOTE=WinCat;44505364]Has anyone tried taking a model tessellating it so it's smooth and has like 200k polygons, then reducing it down to like 30-50k potentially giving you a less blocky model. or just smooth it a small amount so it's don't rape older engines.[/QUOTE] Maybe a bit off-topic, but for Lime MW2 I want to export some models from Nuketown DLC (RepzIW4M) but it doesn't support the executable, I have MW2 on Steam so if there's an way to export the models from there would be good too (Nuketown), but could you please add this executable too? Thanks WinCat, love your tools.
This might be off topic but, Tom is your xAnims compatible with BO2 or COD Ghosts yet?
Just curious because I've started using Lime, is there an option to export .smd's? All it does right now is .ma [editline]23rd April 2014[/editline] Because whenever I export it only exports .ma & .mel [editline]23rd April 2014[/editline] yeaaaaah broken stuff [url]https://dl.dropboxusercontent.com/u/206956179/ghost.rar[/url] [t]http://puu.sh/8k2Gd.jpg[/t] General: * Automatic conversion of the normals to ATI2 Yeah these normals are broke as shit.
[QUOTE=RustledJimmys;44621465]Just curious because I've started using Lime, is there an option to export .smd's? All it does right now is .ma [editline]23rd April 2014[/editline] Because whenever I export it only exports .ma & .mel [editline]23rd April 2014[/editline] yeaaaaah broken stuff [url]https://dl.dropboxusercontent.com/u/206956179/ghost.rar[/url] [t]http://puu.sh/8k2Gd.jpg[/t] General: * Automatic conversion of the normals to ATI2 Yeah these normals are broke as shit.[/QUOTE] Look in the options if you want to export other formats. As for the normals I will check, the game has been updated a few times recently so I will check if the updates have changed anything.
[QUOTE=RustledJimmys;44621465]Just curious because I've started using Lime, is there an option to export .smd's? All it does right now is .ma [editline]23rd April 2014[/editline] Because whenever I export it only exports .ma & .mel [editline]23rd April 2014[/editline] yeaaaaah broken stuff [url]https://dl.dropboxusercontent.com/u/206956179/ghost.rar[/url] [t]http://puu.sh/8k2Gd.jpg[/t] General: * Automatic conversion of the normals to ATI2 Yeah these normals are broke as shit.[/QUOTE] I dunno, that normal map you posted looks totally fine.
[QUOTE=simkas;44622262]I dunno, that normal map you posted looks totally fine.[/QUOTE] Yer some normals it may actually be like that. Since when I process the normal data I don't touch the color blocks, the only way it could end up like that is corrupt data from pak's or out of zlib. I just exported some models from MP to check normals looks fine to me: [IMG]http://winpic.co/158e3603.png[/IMG] [IMG]http://winpic.co/15766dcb.png[/IMG] I suggest you open the model that the normal you posted is used with, and check the UV map, see if any of the areas with colours are even used. If you still have issues, can you tell me if it's MP or SP and if your game is steam or not.
[QUOTE=WinCat;44623562]Yer some normals it may actually be like that. Since when I process the normal data I don't touch the color blocks, the only way it could end up like that is corrupt data from pak's or out of zlib. I just exported some models from MP to check normals looks fine to me: I suggest you open the model that the normal you posted is used with, and check the UV map, see if any of the areas with colours are even used. If you still have issues, can you tell me if it's MP or SP and if your game is steam or not.[/QUOTE] I can tell you now that the game is a legit steam copy and that the models were exported from SP. As for what parts of the model the normals use I cant say because I've had others look at them. (Cra0, Rin), so I'll ask them when I get a chance. [editline]24th April 2014[/editline] Also, if the export method means anything I just turned lime on, exported then packed them to send to someone else. [editline]24th April 2014[/editline] In my prev post I provided all the packed stuff if you want to look yourself.
Now that you guys can I guess get proper normal maps, could someone do this for me? [QUOTE=simkas;44289331]Could someone extract these normal maps for me? venez_army_upper_body_a_nml venez_army_lower_body_a_nml venez_army_leatherboots_a_nml venez_army_assault_a_nml I got the model I wanted from another site but the normal maps that were included are all sorts of messed up.[/QUOTE]
Is it possible to know schedule when Update server of 32-bit Lime is working?
[QUOTE=simkas;44641124]Now that you guys can I guess get proper normal maps, could someone do this for me?[/QUOTE] but they're not proper
[QUOTE=RustledJimmys;44648719]but they're not proper[/QUOTE] But they are, every normal map that's been posted lately has been proper.
Someone Got The FastFile Sounds From Ghosts Or Know How To Get Them??? All Weapon And Reload Sounds I Am Searching For :rolleyes:
[QUOTE=Marlwolf78;44510765] It's not Gmod's fault, they're terrible in Ghosts when you don't apply normals/speculars, which, for the video, I didn't[/QUOTE] Isn't there a specific way to fix the normals/speculars for use in the Source Engine? And can you share your method of ripping animations from Ghosts? it could be quite useful, especially if it can be used for other games.
Would someone here be able to extract and upload as many face textures of the federation soldiers? I don't need any normals or anything, just the basic diffuse textures.
i've got some pretty cryptid models i exported. [IMG]http://puu.sh/8Lrdg[/IMG] this is the kraken that's from Devastation. i'm trying to figure out how to grab the glow files, though. Lime64 currently doesn't extract these, and i don't think it will for a while. so, does anyone know how i can investigate these newer .pak files to find the materials? i do know that Tom does have a Ghosts iPak exporter, but it requires a generated cache for every pak file. is there a tool that dumps these with minimal corruptions? an example of a glowmap and what it does: [img_thumb]http://puu.sh/8LzGr[/img_thumb][img_thumb]http://puu.sh/8LvHK[/img_thumb] i'm trying to nab the Kraken's glow file contained in imagefile65.pak, but it doesn't have a cache. any assistance on this front?
Any updates for Lime? Like extracting Anims from Ghosts?
Shuh-paycee [t]http://i.imgur.com/VaN5FUO.jpg[/t] [IMG]http://i.imgur.com/g8yM1b0.jpg[/IMG] federation Astronauts will follow.
Instead of posting pictures will there be any 'actual' model release download links?
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