• (RAW) Call of Duty Ghosts Weapon/Models Pack
    199 replies, posted
Which pack contains Keegan and Co from Federation day? I'm after the cammo and the helmet
i searching only the x_e files, everything else is so available.
[QUOTE=Argyll;44347479]Which pack contains Keegan and Co from Federation day? I'm after the cammo and the helmet[/QUOTE] Pack No 7
[QUOTE=Rinfect;44351098]there aren't any working normals[/QUOTE] Well if "new pack" means normal maps - ok.
[QUOTE=Salva;44350798]Pack No 7[/QUOTE] Thanks mate,after 3 days of downloading over a shitty connection and too many interuptions I managed to get the pack, but there's no heads, and a few textures won't open (I guess due to the interruptions) I'm guessing there's a separate heads pack I'll need to download, thanks anyway fella
I'm getting as temporary error on the Heads_2 pack, is there a server issue here, it got to 42% this morning and then froze, and has been giving the error now for 6 hours? No major drama's if there is, I'm just looking for Keegan's head with helmet from Federation day, the opscore with GPNVG18's
[QUOTE=Argyll;44390772]I'm getting as temporary error on the Heads_2 pack, is there a server issue here, it got to 42% this morning and then froze, and has been giving the error now for 6 hours? No major drama's if there is, I'm just looking for Keegan's head with helmet from Federation day, the opscore with GPNVG18's[/QUOTE] Kaboom [url]http://www.sendspace.com/file/rit3tx[/url]
Thanks Salva, very much apppreciated, I got to 5% download and it stopped again... this is perfect, thanks again
How do you guys convert these to source?
Can you export DLC's and Extinction models please?
I have started working on the vehicles presented here, but am having trouble with the normal maps, they appear to be broken
[QUOTE=RenaFox;44453455]I have started working on the vehicles presented here, but am having trouble with the normal maps, they appear to be broken[/QUOTE] If the packs are old they will contain broken normal maps. Also the normal maps are in ATI2 format, so not all programs open them. Photoshop with the Nvidia plugin will. Paint dot net won't though.
[QUOTE=WinCat;44453907]If the packs are old they will contain broken normal maps. Also the normal maps are in ATI2 format, so not all programs open them. Photoshop with the Nvidia plugin will. Paint dot net won't though.[/QUOTE] Do you intend to upload fixed normals? I cannot fix them myself
[QUOTE=RenaFox;44454100]Do you intend to upload fixed normals? I cannot fix them myself[/QUOTE] What? I don't upload any packs, I just make the tool that dose the exporting. Others here upload packs so just make sure you get a recent one. I fixed the export of the normal maps like 3-4 weeks ago though.
When I import the SMD's into blender, the bones are all messed up, is this normal, or just a bad download? It's pack 7 that's the problem, when I also import them into Max 2014, with Wallworm, I also get an error importing. For the modelling guru's is there any other way in which to put these into the classic T pose? Other than vertice manipulation ?
Uses a specific .smd format for a specific .smd importer I don't know. Which pretty much killed my enthusiasm for using extracted files from this game.
[QUOTE=artworkplay;44463790]Uses a specific .smd format for a specific .smd importer I don't know. Which pretty much killed my enthusiasm for using extracted files from this game.[/QUOTE] What the hell are you saying? Use crowbar to decompile the mdl and it works just fine everywhere
[QUOTE=se7en2;44463939]What the hell are you saying? Use crowbar to decompile the mdl and it works just fine everywhere[/QUOTE] Talking about raw .smds not .mdl read first.
[QUOTE=artworkplay;44464456]Talking about raw .smds not .mdl read first.[/QUOTE] Dude srsly read what I said compile those smds and decompile them.. it works that way, but you can't simply import them cause they are compile friendly, not import friendly
To better clarify what se7en2 is saying (in case it's necessary for whatever reason), the .SMD files that are exported from the program are meant to be compiled directly after being exported; trying to import them as-is will only lead to problems. In order to bypass this little issue and make the .SMD files capable of being imported, you must first make a .qc file to compile the .SMD files with your compiling program of choice, and then decompile the resulting .MDL file. Upon decompiling the .MDL you just compiled, the .SMD files should be capable of being imported into your 3D modeling program of choice.
Thanks for the resources. :)
Why the normal texture is corrupted?
Mike - I don't think you really need the normal maps for anything anyway. They're all purple-ish and weird looking when you use them. I just use the ones labeled "col" and the models look good.
You thought I was serious? Wow. Haha.
[QUOTE=dragbody;44629757]You thought I was serious? Wow. Haha.[/QUOTE] what an awful way to play off wrong knowledge
When come the xmodel_export files?
I do not wanna sound like a retard but how do you install these to garrysmod?
[QUOTE=sovietdoge;44725099]I do not wanna sound like a retard but how do you install these to garrysmod?[/QUOTE] You don't. These are raw files, meaning they haven't been compiled for GMod yet.
Sorry everyone about the "abandonment" per say, but the last 2 months I had to focus on finishing up my high school on a high note. Since my high school is done, I can now start focusing on these packs again. I am now loading up Ghosts to extract the models. [editline]17th May 2014[/editline] I just found out I cant use Tom's tool till he reupdates it because Ghosts got updated. Till then, I will sit here twiddling my thumbs.
[QUOTE=Rinfect;44828320]ittle probably take tom months to update it, since last time i asked him to then he said no.[/QUOTE] ^Nothing I can do till he does unfortunately.
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