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LiQuiD911

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  1. @Amineri Awesome :D , just a quick question, are those new aliens are going to be modified XCOM2 models? I'm struggling to figure out how to setup the EU ones.. I was thinking of reimplementing the EU animtree but then I found that I'd have to code a separate Pawn class in unrealscript.
  2. Here's a partial tree with movement nodes, I haven't managed to make a unit play animations ingame :\ For testing I use the leftover xcom1 soldier mesh and animations. If anyone wants to experiment with the tree: https://www.dropbox.com/s/t4y51icbb3csalu/X1_ANIMTREE.upk?dl=0
  3. But I already have the full res textures extracted with umodel... The downscaling is caused by something I did not set right in UDK
  4. It is known that the nexus was hacked a while ago, It's possible that he used the same weak password everywhere (if that's the case) :\
  5. Uh what's happening? He edited all his comments o_O
  6. @Eladdv202 This reminds me a bit of mass effect :) Some time ago I was daydreaming about Mass effect 1 as an xcom turn based game. I'm doubleposting the images from the map thread but whatever, here's my current project. http://imgur.com/a/YE6sX
  7. The SHIV upk contains a baked AT_CombatChar tree with all the nodes and names, they can be observed with ueexporter and wastelandghost's UPK Utils (DeserializeAll.exe). I guess I'll have to reverse engineer it because it's not in the leftover assets. I'd be soooo happy if Firaxis somehow "slipped" that file in the next update xD edit: the process seems straightforward, I'll post a tutorial when I have something usable edit2: darn, UPK Utils crashes during animtree deserialization, I'll talk with wastelandghost
  8. @Kregano The textures get downsized during udk import, I'll have to do some tweaking. @TeamDragonPunk mostly Gildor's umodel, 3dmax and unrealexplorer ( to get the original object stats). I rip everithing from Enemy Unknown @ZYX It's all portable :smile: but requires a tremendous amount of reconstruction work. I was thinking of importing the EU lost levels first but an UFO is more useful. We just need the manpower to rebuild the levels once we setup a proper port workflow. I solved the material problems, they were caused by the Blender plugin which does not import them correctly and also scales the mesh wrong.The materials are not the original ones yet (I'm reusing leftover ones to reduce the package size). http://imgur.com/a/YE6sX The biggest issue at the moment is doing masks for the materials to make less bright.
  9. Do the same with the other side and now you have a ramp http://i.imgur.com/N8MIl7z.jpg Hit add and then move the brush to the other side and rotate it 180 degrees http://i.imgur.com/CC6szGd.jpg Move away the mesh http://i.imgur.com/96fIQpq.jpg And create a huge brush than encompasses all the small ones, then hit Intersect http://i.imgur.com/yRRORv1.jpg Now you have a brush with the form of your mesh, align them and press Set collision http://i.imgur.com/z4PLG6d.jpg To cleanup, create a big brush which encompasses the small ones and hit Subtract http://i.imgur.com/k2lnoyu.jpg
  10. Here's a fast tutorial for creating custom collision boxes: First of all, map assets from XCOM1 must be rescaled, they are 100 times bigger than the XCOM2 ones, so when importing resize them down to 1%.Blender problem, use 3dmax instead. Collision boxes must be convex, made from a set of convex brushes. 1)Create a copy of the object and move it away from all the others http://i.imgur.com/doGBNfk.jpg 2)Select the Brush tool and set it to the desired size, for the first step let it be a box with X= 96*2 = 192 Y= 96 (regular xcom tile) Z= 64 (half-cover) http://i.imgur.com/JjGDmur.jpg Align it with the model and click "ADD", do the same with the other side and the center part. http://i.imgur.com/TZgcjU3.jpg http://i.imgur.com/DPb9v78.jpg http://i.imgur.com/uFM5fwO.jpg For the slopes, align a 96x192x64 box and select Geometry Mode http://i.imgur.com/c9RqFxY.jpg Select the destination vertex http://i.imgur.com/C0Y6aFJ.jpg then the one that has to collapse http://i.imgur.com/ZuoJs7x.jpg then hit WELD http://i.imgur.com/2x46nL8.jpg
  11. This is still experimental and needs probably a full week of work because of many problems: -figuring out how to apply more materials to a single mesh DO NOT USE BLENDER, THE FBX EXPORT IS BUGGED :sad: -figuring out how to make the roof less blocky BLENDER PLUGIN PROBLEM -figuring out why the textures look so lowres (setting the detail to "Vehicles" improves the res but I have no idea what I'm doing xD) -figuring out how to make the ported materials not so bright -setting up "floors" -figuring out why the game crashes when a unit ends it's turn on the ufo narrative actor problem crash for some reason -adding sounds,lights and effects -currently the walls are destroyable actors as in XCOM1 -the roof and the ceiling are 2 separate one-sided meshes and are not destructible (maybe if I merge the 2 I could make a fractured mesh) -there is no diagonal cover in XCOM2 so the diagonal doors are a problem -each object needs a custom collision box, I have used brushes to create them (more details on that later) -don't get hyped up, I spent 3 full days setting up this totaly-not-releasable version I'll add more info later today http://imgur.com/a/moTrJ
  12. Awesome work! Ehm I did not have internet connection the last 3 days, sorry for disappearing. But I've made a buggy prototype of a Small Scout, I'll start another thread for that one :) I guess there's some reverse engineering work to be done on Animation Trees. Could it be a bone name problem?
  13. Here's a UDK package with the Shiv mesh and animations... now what? http://s000.tinyupload.com/index.php?file_id=79940679301777244407
  14. A playable enemy? I did not get far, I just installed the SDK and still have to learn how x2 mod work, I was just poking around with the assets...
  15. Brand new enemy and new animations was my idea all along, but I think there are problems with the Animation Tree, I'm still researching how the whole rigging thing works. I'd like to focus on importing EU maps if someone else manages to port the enemies.
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