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Everything posted by Deleted2725050User
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Has anyone else looked at this? The viper weapon shows up in the content browser, but when you export the weapon doesn't export. Then if you import back into the content browser, the weapon is gone and doesn't show up in-game, despite the re-import and the original having the same number of vertices. Is there somewhere in the content browser to assign a weapon mesh or something? What am I missing here?
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The documentation explains how to create a new archetype using a new mesh and textures for an existing alien, I get that part. I'm just wondering what .ini changes I need to make to have the game read the new archetype. The only examples I have seen have to do with soldier gear and weapons. Thanks for any advice.
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TL;DR: Need an existing mod that adds an armor to the game so I can see how it's done Sorry if this is common knowledge, but after 2 days of tinkering I can't seem to get any kind of modded armor to show up in game. To my knowledge I need the following: upk with the archetype, model, and material ( thought I'm not sure how the material get's assigned to the skeletal mesh, I don't seem to have done anything to 'link' them XComContent.ini edit - long line of stuff that identifies the archetype and the template name XComGame.int - basically just shows what the item is called in game? Do I need some unreal script files in here somewhere or something? At this point let's just say I'm not worried about the stats of the armor, just trying to get it to appear in game. Thanks!
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Skeletal Mesh Import Issues
Deleted2725050User replied to Deleted1284813User's topic in XCOM's XCOM 2
Yeah I have run into this issue too -
RELASING BODY MOD (last problem)
Deleted2725050User replied to phoenixdemon's topic in Skyrim's Skyrim LE
Post deleted sorry -
Sorry man, the short answer is that we can't do any model edits unless we get some help from Firaxis. Me and a few other guys spent a lot of time on this when the game first came out, I even started asking around the main UDK forums where I'm assuming people know a lot more about these types of files than I do. Unless Firaxis gives us an Unreal Development Kit type tool that is compatible with xcom there is no way to put the files back together again into a usable upk. Even if you download the freeware Unreal Development Kit and manage to jam all of the pieces back into a upk it still wont work because Firaxis used a modified version of the UDK to create the files. There is a project up on google code that talks about eventually being able to mod meshes into the U3 engine after the game is running, the way that texmod does with textures. http://code.google.com/p/texmod/ Meshes have been on a list of possible features to add for a really long time though, so I wouldnt count on it being done soon, if ever. I completely agree that it was a PR stunt brother. I really enjoyed the game but I feel like they mentioned modding just to get some extra sales. I really wish they just hadn't said anything about it, its a great enough game to have done well without teasing mod support and then disappointing those of us who took them seriously about it.
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Sorry, I have to ask... Hey EliotVU, is there any concievable way that, somehow using your program or any other, that we migh eventually be able to replace meshes in-game without developer support?
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Can someone please post an unmodified INI
Deleted2725050User replied to tsanford01's topic in XCOM's Enemy Unknown
haha, :thumbsup: also that was the xcomgame.ini, if the one you needed wasn't that one or the xcomgamecore that FMod posted just let us know man -
Now I definately have to check this out, as XCOM has thoroughly duffed me up many a time
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Is it worth playing as it is right now? I think the game looks great, but I'd like to hold out until its filled out enough to really dive into
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Can someone please post an unmodified INI
Deleted2725050User replied to tsanford01's topic in XCOM's Enemy Unknown
Here you go buddy [Engine.GameInfo] DefaultGame=XComGame.XComStartupGameInfo DefaultServerGame=XComGame.XComMPTacticalGame bAdminCanPause=false MaxPlayers=16 GameDifficulty=+1.0 bChangeLevels=True MaxSpectators=2 MaxIdleTime=+0.0 MaxTimeMargin=+0.0 TimeMarginSlack=+1.35 MinTimeMargin=-1.0 TotalNetBandwidth=32000 MaxDynamicBandwidth=7000 MinDynamicBandwidth=4000 AutomatedMapTestingList=xcomgeoscape?game=XComStrategyGame.XComHeadQuartersGame NumAutomatedMapTestingCycles=1 [Engine.AccessControl] IPPolicies=ACCEPT;* bAuthenticateClients=False bAuthenticateServer=False bAuthenticateListenHost=False MaxAuthRetryCount=3 AuthRetryDelay=5 [DefaultPlayer] Name=Player Team=255 [Engine.HUD] bMessageBeep=true HudCanvasScale=0.95 ConsoleMessageCount=4 ConsoleFontSize=5 MessageFontOffset=0 bShowHUD=true bShowDirectorInfoDebug=false bShowDirectorInfoHUD=false DebugDisplay=AI [Engine.PlayerController] bAimingHelp=false InteractDistance=512 bCheckRelevancyThroughPortals=true MaxConcurrentHearSounds=32 bLogHearSoundOverflow=FALSE bShowKismetDrawText=True ForceFeedbackManagerClassName=Windrv.xnaforcefeedbackmanager [Engine.Weapon] Priority=-1.0 [Engine.WorldInfo] DefaultGravityZ=-750.0 RBPhysicsGravityScaling=1.0 MaxPhysicsSubsteps=2 SquintModeKernelSize=128.0 EmitterPoolClassPath=Engine.EmitterPool DecalManagerClassPath=Engine.DecalManager FractureManagerClassPath= FracturedMeshWeaponDamage=1.0 ChanceOfPhysicsChunkOverride=1.0 bEnableChanceOfPhysicsChunkOverride=FALSE FractureExplosionVelScale=1.0 DefaultAmbientZoneSettings=(bIsWorldInfo=true) bPersistPostProcessToNextLevel=TRUE bAllowHostMigration=FALSE HostMigrationTimeout=15 bAllowTemporalAA=True bNoMobileMapWarnings=True ParticleEventManagerClassPath=XComGame.XComParticleEventManager [Engine.AutoTestManager] NumMinutesPerMap=50 #CommandsToRunAtEachTravelTheWorldNode=MemLeakCheck #CommandsToRunAtEachTravelTheWorldNode=SNAPSHOTMEMORY [Engine.DecalManager] DecalLifeSpan=30.0 [Engine.UIDataStore_GameResource] ElementProviderTypes=(ProviderTag="GameTypes",ProviderClassName="Engine.UIGameInfoSummary") [GameFramework.MobileHud] bShowMobileHud=true bShowGameHud=false [GameFramework.MobileInputZone] RenderColor=(R=255,G=255,B=255,A=255) InactiveAlpha=0.5 SizeX=100 SizeY=100 VertMultiplier=1.0 HorizMultiplier=1.0 bUseGentleTransitions=true ResetCenterAfterInactivityTime=3.0 ActivateTime=0.6 DeactivateTime=0.2 TapDistanceConstraint=5 bApplyGlobalScaleToActiveSizes=true AuthoredGlobalScale=2.0 [Configuration] [XComGame.XComLevelBorderManager] LevelBorderTileRange=4 LevelBorderHeightRange=1 [XComGame.XComMovementGridComponent] MovementBorderWidth=12.0 CurveSmoothing=16.0 CurveResolution=0.5 UVTilingDistance=96.0 [XComGame.XGUnitFlyingRing] m_fSweepDistancePerSecond=300.0f m_fTimeToDelay=4.0f [Engine.CoverLink] GLOBAL_bUseSlotMarkers=1 [XComGame.XComOnlineProfileSettings] LoadoutSlots[0]=(eRank=1, strRank="", eChar=eChar_Soldier, strChar="", ePistol=eItem_Pistol, strPistol="", eWeapon=eItem_LMG , strWeapon="", eArmor=eItem_ArmorKevlar , strArmor="", eItem=eItem_FragGrenade , strItem ="", bIsValid=false, eClass=eSC_Assault) LoadoutSlots[1]=(eRank=1, strRank="", eChar=eChar_Soldier, strChar="", ePistol=eItem_Pistol, strPistol="", eWeapon=eItem_LMG , strWeapon="", eArmor=eItem_ArmorKevlar , strArmor="", eItem=eItem_FragGrenade , strItem ="", bIsValid=false, eClass=eSC_Sniper) LoadoutSlots[2]=(eRank=1, strRank="", eChar=eChar_Soldier, strChar="", ePistol=eItem_LMG, strPistol="", eWeapon=eItem_RocketLauncher , strWeapon="", eArmor=eItem_ArmorCarapace , strArmor="", eItem=eItem_FragGrenade , strItem ="", bIsValid=false, eClass=eSC_HeavyWeapons) LoadoutSlots[3]=(eRank=1, strRank="", eChar=eChar_Soldier, strChar="", ePistol=eItem_Pistol, strPistol="", eWeapon=eItem_Shotgun , strWeapon="", eArmor=eItem_ArmorCarapace , strArmor="", eItem=eItem_FragGrenade , strItem ="", bIsValid=false, eClass=eSC_Support) MultiplayerLoadoutSlots[0]=(strUnitName="", eCharacterType=eChar_Soldier, iCharacterCost=0, ePistol=eItem_Pistol, iPistolCost=0, strPistolName="", eWeapon=eItem_AssaultRifle, iWeaponCost=0, strWeaponName="", eArmor=eItem_ArmorKevlar, iArmorCost=0, strArmorName="", ePrimaryItem=eItem_FragGrenade, iPrimaryItemCost=0, strPrimaryItemName="", eSecondaryItem=eItem_None, iSecondaryItemCost=0, strSecondaryItemName="", eClass=eSC_Assault, eTemplate=eMPT_AssaultCaptainOffense, iPointValue=0, iSquadPointValue=0, iIconType=0, bIsValid=true) MultiplayerLoadoutSlots[1]=(strUnitName="", eCharacterType=eChar_Soldier, iCharacterCost=0, ePistol=eItem_Pistol, iPistolCost=0, strPistolName="", eWeapon=eItem_AssaultRifle, iWeaponCost=0, strWeaponName="", eArmor=eItem_ArmorKevlar, iArmorCost=0, strArmorName="", ePrimaryItem=eItem_FragGrenade, iPrimaryItemCost=0, strPrimaryItemName="", eSecondaryItem=eItem_None, iSecondaryItemCost=0, strSecondaryItemName="", eClass=eSC_Assault, eTemplate=eMPT_AssaultCaptainOffense, iPointValue=0, iSquadPointValue=0, iIconType=0, bIsValid=true) [XComStrategyGame.XComHeadquartersGame] [iniVersion] 0=1349782577.000000 1=1349782591.000000 -
Yeah, you're right, I cleaned it up to where I think it will be ok. Also, oh man I can't wait for xenonauts, should be good times.
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I've spent way too much time studying the U3 engine, and it seems like it's the most mod-unfriendly engine ever. After asking around a lot on the epicgames UDK forums and gildor's forums, I think that the reason the .exe file doesnt check the .upks with meshes or textures in them is because it's impossible to change these without developer supported tools. (or texmod, for textures) As has been pointed out though, to be fair they never promised it. I'm just worried that it won't come for a long, long time. I kind of which that Firaxis hadn't mentioned modding if they didn't intend to support it sooner, and I'm afraid that mentioning it was only a bid to sell more of the game. I hope eventually I'll see that I was wrong. edit: revised the post as it was originally written at like 3am by a very drunken me, and was probably overly billigerent.
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Has anyone gotten custom a model into the game?
Deleted2725050User replied to evilhyde's topic in XCOM's Enemy Unknown
Just my 2 cents, but I'd say only do your models if you're going to get some personal satisfaction out of finishing them. I'm inclined to agree with you when you say that model replacing won't ever be supported, and I think it's due at least in part to the fact that it has too large a potential for reducing the demand for DLC. -
Has anyone gotten custom a model into the game?
Deleted2725050User replied to evilhyde's topic in XCOM's Enemy Unknown
I've tried for about 2 weeks. Did you mean you have successfully gotten a model into a U3 engine game that was commercially published or that you have done models for UDK created games? If it's the former, I'd love to know how. When you say you don't know how the developers have this one set up what do you mean? The structure of the meshes and textures in the .upks files? Just looking for any help I can find, as I seem to have exhausted every avenue. -
I think this is a great idea, If it were possible to do I'd email the guy myself and ask for the voice packs. The problem is that right now it would be like trying to replace meshes but without gildor's tool. Until somebody figures out how to modify existing .upk files beyond just scripts it's not possible. At this point theres no way to even extract existing voice files out of the .upks, let alone put them back in. You're right, there's no check for nationality in the voice .upks. The way the sound files are organized, from the looks of it the easiest thing to do would be to put Yahtzee's files in Malevoice1 or whichever and then assign that voice to your british troops in-game.
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Arrrghh at this UT engine !!!
Deleted2725050User replied to tsanford01's topic in XCOM's Enemy Unknown
I hear ya man, I'm right there with you. I've put more than a few hours into models for this game, I'm sure you have too. It sucks we won't get to see them in game for a while, if ever. :down: Man, that explains those messages that came up while I was working with the UDK. I wonder if that makes it at all more likely that the bytecode for a single mesh is all in one spot on the file, and therefore more able to be swapped out with the bytecode for another mesh? Honestly I have no clue, maybe DaemonJax in his computer wizardry has some idea. -
Arrrghh at this UT engine !!!
Deleted2725050User replied to tsanford01's topic in XCOM's Enemy Unknown
Right! Well first of all thanks for spelling out exactly how to go about this. You've been a huge help man to me man, even though I haven't really accomplshed anything in my 3 or so weeks messing with this game, I appreciate it. Second, even in my limited knowledge I know that, like you said, if I change the meshes at all, even if I can keep the file formats straight, the filesize will change. So at this point there is no way around that at all? edit: The .upk files with meshes in them aren't checked and don't require the .exe file to be changed, I know that for sure from my tinkerings with the game and with XSHAPE. Does that matter at all, or at this point is it just completely impossible to switch in a mesh withe a different file size on a bytecode level? -
Arrrghh at this UT engine !!!
Deleted2725050User replied to tsanford01's topic in XCOM's Enemy Unknown
I know right? I'm sure he's a smart guy, but everytime I've asked or even seen someone ask a technical question on his forums he just tries to beat them down with condescending, snide remarks. I feel your pain man, I think if I ever get a single mesh in game I'm just going to take a screenie, declare victory, then shoot myself. Oh man, ok. :wallbash: I have to figure out how to do that. Now where did I put that folder containing all my other folders with the shortcuts to the folders full of folders with decompressed stuff in them...... -
Arrrghh at this UT engine !!!
Deleted2725050User replied to tsanford01's topic in XCOM's Enemy Unknown
Hah, I saw where you got to see what a big help Gildor is when you ask a question. Hey Daemonjax, I've pretty much given up on mesh editing at this point, I've tried everything I can think of, and it looks like its a wash until mod tools, if they ever come. I have to ask though, half-hoping you say no so I don't have to dive back into this.... That stuff you're talking about up there, basically changing .upk files on a bytecode level, is there any chance that would work? Basically just changing the code to have a different mesh that still interacts with the textures and the engine in the same way, that would pretty much bypass all the brick walls I ran into trying to get new meshes in the game. Is there a chance that is possible? -
HELP please!! How to import .upk files into UDK
Deleted2725050User replied to tsanford01's topic in XCOM's Enemy Unknown
Hah, yeah the UDK is kickin my butt. I plan to keep messing around with it but after watching some youtube videos on material instance constants, I'm starting to realize how complicated it is. It looks like it's definately not as simple as making a .upk and throwing all the parts inside, like I was doing -
HELP please!! How to import .upk files into UDK
Deleted2725050User replied to tsanford01's topic in XCOM's Enemy Unknown
Hey buddy, Im a little late to the party today, The thing is that you can't import .upk files cooked with a developer version of the UDK. If you want to try you have to first put the .upk file into a folder inside the UDK folder, because you can't browse outside the UDK folder structure when youre trying to open .upks. If you do that you'll get a message about licensee versions not matching. The thing is that at one point I even found what part of the header inside the bytecode has the licensee version, and changed it with Hxd, but it still wouldnt import, so the differences in the free and licensee versions must go beyond just what version number they "stamp" thier .upks with. So what you have to do is create a new .upk file, then import all the parts you took out of it with gildor's tool, along with whatever you want to change. edit: Not that I have successfully done this. I don't know the UDK well enough to build the file with just the pieces of it you get from using gildor's tool. Initially I just tried to throw the meshes into a .upk and run it in game, which crashed the game. To be honest I'm not completely sure that it would work in the game even if you could rebuild it, because of the differences in UDK versions. In fact, after trying to do a successful mesh edit for about a week now, I think we might just be screwed unless someone here knows a lot about the UDK and can help us out, or Firaxis releases some tools, which doesn't look likely. -
I honestly don't know man, I'm trying to answer that myself. I'm afraid it might be number 1. The thing is that when I make a change in the meshes of the _SF files, it doesn't show up in game, so then when I try completely taking the file out, the game still runs. Shouldn't taking the file completely out keep those meshes from appearing in game? But if the meshes in the _SF files aren't used, I can't imagine where else the armor meshes would be pulled from. Going to try changing the meshes in a few different SF files and see i can get anything at all to show up. edit: I am positive now that it's number 2, the game does use the files, but they just aren't checked. So apparently XSHAPE isn't needed to swap meshes. Thank's for your help DaemonJax :thumbsup:
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Clues about Zhang and ... in the code
Deleted2725050User replied to PepprmintButler's topic in XCOM's Enemy Unknown
You guys combing through the scripts keep finding the craziest stuff, nice job finding this Pepprmint, very interesting -
shamelessly bumping this in the hope that Jax in his programming wizardry can shed some light on this problem