• Call of Duty Ghosts: Ports and hacks
    826 replies, posted
[QUOTE=theoneman;43201202]Wincat knows everything about the Call of Duty engine, thus why he can create such tools.[/QUOTE] Well it changes each cod game tbh, texture are stored different, use difference compression / encryption. they basically try to prevent exporting each time. lol
[QUOTE=WinCat;43201274]Well it changes each cod game tbh, texture are stored different, use difference compression / encryption. they basically try to prevent exporting each time. lol[/QUOTE] Like what I mean is, you basically have the foundation all set up, like the xmodel and xanim file format won't be 100% different, there might be a few changes here and there but that you can build off of. The only thing that you spend the most time on between games is the compression and storage of textures, unless they also completely changed the format of the xmodels and anim?
[QUOTE=theoneman;43201440]Like what I mean is, you basically have the foundation all set up, like the xmodel and xanim file format won't be 100% different, there might be a few changes here and there but that you can build off of. The only thing that you spend the most time on between games is the compression and storage of textures, unless they also completely changed the format of the xmodels and anim?[/QUOTE] How the assets are stored changes, I have to re reverse how they are sorted and they always seam to change there mind about data in vertex data lol. xanims is the only thing that changes very little.
Did anyone else notice that upon start up on Lime, there is a little box that says 'Checking for updates' 'Checking Interface' 'Touching Myself' xD
[QUOTE=Commandhat17;43210995]Did anyone else notice that upon start up on Lime, there is a little box that says 'Checking for updates' 'Checking Interface' 'Touching Myself' xD[/QUOTE] Been like that since the beginning of time :P
Oh :P
[QUOTE=Commandhat17;43212172]Oh :P[/QUOTE] Yer there are about 6 different sayings, it's random. Worked on my cache and stream formats today: [IMG]http://winpic.co/C8a1907.png[/IMG] Means that my image exporter will be able to export all the images in a .pak or you can export just the images a map uses via the use of the stream file :) And of course it will export by name, for use in my xmodel exporter.
will the normals be extracted?
[QUOTE=Linuxbot1;43219260]will the normals be extracted?[/QUOTE] Yes and spec's, I'll probs post up some models tomorrow.
[QUOTE=WinCat;43219406]Yes and spec's, I'll probs post up some models tomorrow.[/QUOTE] Just curious will these still be in obj and Maya format?
Is it possible to import whole map from single player?
Meow. [IMG]http://winpic.co/Ce428ab.png[/IMG]
[QUOTE=artworkplay;43220394]Just curious will these still be in obj and Maya format?[/QUOTE] Yeah tom supports those yeah
[QUOTE=cra0kalo;43231796]Yeah tom supports those yeah[/QUOTE] Oh. I was hoping fbx would've been implemented just to be able to get them directly to max with bones and weights intact (don't have Maya).
[QUOTE=artworkplay;43232822]Oh. I was hoping fbx would've been implemented just to be able to get them directly to max with bones and weights intact (don't have Maya).[/QUOTE] SMD is implemented.
Some Ghost textures are BC7(DDS/DXT), so currently writing a BC7 row decoder so that images are decompressed on the fly to RGBA8 resulting in very low memory usage :D I'll probs also release a standalone exe that supports drag and drop BC7 to RGBA8 since more games using BC7 but not much open it yet :)
[QUOTE=WinCat;43237508]Some Ghost textures are BC7(DDS/DXT), so currently writing a BC7 row decoder so that images are decompressed on the fly to RGBA8 resulting in very low memory usage :D I'll probs also release a standalone exe that supports drag and drop BC7 to RGBA8 since more games using BC7 but not much open it yet :)[/QUOTE] Would it be possible to add a "export textures as .png" option?
DDS or TGA for all: modders, animators, modellers, moviemakers etc. AssMan for CoD4, for example, cant convert .png to .iwi
[QUOTE=T-Max;43238419]DDS or TGA for all: modders, animators, modellers, moviemakers etc. AssMan for CoD4, for example, cant convert .png to .iwi[/QUOTE] C4D Doesn't read .DDS though
[QUOTE=WizzLaith;43237912]Would it be possible to add a "export textures as .png" option?[/QUOTE] Import into photoshop or paint.net export as png hell even use vtfedit I don't see the need to support it when dds or tga can be easily converted to all the other common image formats
[QUOTE=cra0kalo;43243867]Import into photoshop or paint.net export as png hell even use vtfedit I don't see the need to support it when dds or tga can be easily converted to all the other common image formats[/QUOTE] Alright thanks.
[QUOTE=WizzLaith;43248804]Alright thanks.[/QUOTE] There should be many DDS to PNG converter programs available online, just give it a quick search. Work smarter, not harder.
[QUOTE=WinCat;43234174]SMD is implemented.[/QUOTE] ahhh love you animations and everything for smd?
SMD's as in you can directly compile for use within the Source engine? :D
WinCat, I donated again for all your hard work! Great Job! -Afirsttimemapmaker
[QUOTE=theoneman;43250605]WinCat, I donated again for all your hard work! Great Job! -Afirsttimemapmaker[/QUOTE] Thanks for the support :D [QUOTE=a-cookie;43249085]ahhh love you animations and everything for smd?[/QUOTE] I've not done any animations in smd. Currently it's just models, but has the original rigs and bind weights etc.. [QUOTE=Commandhat17;43249317]SMD's as in you can directly compile for use within the Source engine? :D[/QUOTE] I have no idear, someone told me SMD would be useful so I added support I dunno what SMD is used for though :D
[QUOTE=WinCat;43250956] I've not done any animations in smd. Currently it's just models, but has the original rigs and bind weights etc.. [/quote] Ah, still great! Any chance for animations in the future?
[QUOTE=a-cookie;43252702]Ah, still great! Any chance for animations in the future?[/QUOTE] Yer Maybe :) Also this game seams to include a large amount of unused textures, probs to help boost the game size #nextgen Like I'm getting a ton of mw2 / mw3 weapon textures out of the game: [IMG]http://winpic.co/D4ba5e0.png[/IMG] I mean how hard is it for them to just write a small tool that gets rid of unused assets, I did one for cod5 in like 30minutes. -_- [editline]20th December 2013[/editline] I shit you not I just got this completely out of Ghosts memory (meaning the game has it loaded) dem cod4 models :D [IMG]http://winpic.co/D67b9e4.png[/IMG] 0____________0
[QUOTE=WinCat;43252793]Yer Maybe :) Also this game seams to include a large amount of unused textures, probs to help boost the game size #nextgen Like I'm getting a ton of mw2 / mw3 weapon textures out of the game: [IMG]http://winpic.co/D4ba5e0.png[/IMG] I mean how hard is it for them to just write a small tool that gets rid of unused assets, I did one for cod5 in like 30minutes. -_- [editline]20th December 2013[/editline] I shit you not I just got this completely out of Ghosts memory (meaning the game has it loaded) [IMG]http://winpic.co/D67b9e4.png[/IMG] 0____________0[/QUOTE] Now If only they were to do something with those already implemented resources from older games; like that you can use them just as the new guns.
[QUOTE=WinCat;43252793]I mean how hard is it for them to just write a small tool that gets rid of unused assets, I did one for cod5 in like 30minutes. -_-[/QUOTE] I'd assume that they were probably using those as placeholders at some point during development and forgot to remove them, or they had planned to include them in the game and ended up running out of time to actually implement them. There have been plenty of games that have had similar cases of unused content from earlier titles they've produced being contained in the data files for those reasons. Partially off-topic, but an example of this would be Soul Calibur V containing the texture files for an unused character that was previously accessible in Soul Calibur IV.
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