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Everything posted by LiQuiD911
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@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.
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Porting XCOM EU skelmeshes & animations to XCOM2 ?
LiQuiD911 replied to LiQuiD911's topic in XCOM's XCOM 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 -
But I already have the full res textures extracted with umodel... The downscaling is caused by something I did not set right in UDK
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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) :\
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Uh what's happening? He edited all his comments o_O
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@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
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Porting XCOM EU skelmeshes & animations to XCOM2 ?
LiQuiD911 replied to LiQuiD911's topic in XCOM's XCOM 2
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 -
@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.
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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
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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
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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
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Porting XCOM EU skelmeshes & animations to XCOM2 ?
LiQuiD911 replied to LiQuiD911's topic in XCOM's XCOM 2
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? -
Porting XCOM EU skelmeshes & animations to XCOM2 ?
LiQuiD911 replied to LiQuiD911's topic in XCOM's XCOM 2
Here's a UDK package with the Shiv mesh and animations... now what? http://s000.tinyupload.com/index.php?file_id=79940679301777244407 -
Porting XCOM EU skelmeshes & animations to XCOM2 ?
LiQuiD911 replied to LiQuiD911's topic in XCOM's XCOM 2
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... -
Porting XCOM EU skelmeshes & animations to XCOM2 ?
LiQuiD911 replied to LiQuiD911's topic in XCOM's XCOM 2
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. -
Porting XCOM EU skelmeshes & animations to XCOM2 ?
LiQuiD911 replied to LiQuiD911's topic in XCOM's XCOM 2
I was unsure if he was using the assets found with the xcom2 sdk or imported them from the xcom1. The ones found with xcom2 have human armor and weapons but lack all the aliens. Since they are separate models which can use the old plasma weapons proportions might not be the biggest problem. -
Just a quick question: Why haven't we ported the XCOM1 models yet? I have a limited knowledge of UDK but managed to extract the skeletal mesh and animations from the EU sectoid (EWI crashes) with umodel. CTRL-A in umodel cycles through the mesh animations, some models have more groups. After that I reimported them in 3DMAX by using a plugin ( the Blender one is not working ), exported as FBX and loaded in the XCOM2 SDK. The animations are running fine, are there technical problems of which I'm not aware of? The sectoid seems ho have minor eye glitches http://imgur.com/a/LV1Uw
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Since there's Longwar Studios now I don't think it's a good idea to call it "Long War 2", it would seems as it's made by the same core team (unless LWS actualy does LW2 xD). In my opinion big part of the success of LW, beyond the technical modding (like the grunt work I did on the maps), is JL' leadership , design, writing experience etc. It's not a bunch of mods glued together.
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I haven't had the chance to look ad the UDK.. are there any XCOM EU assets in it? Can it open EU assets?
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*slides in from the shadows* Hey the LW Studios team is already working on XCOM2 mods! https://xcom.com/news/en-long-war-studios-preparing-xcom-2-content-for-launch
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I have the feeling that this will be even better than skyrim steam workshop, I just hope Firaxis will also share some XCOM EU model assets, or we'll have to rip the animations in some way. XCOM 1994 , 2012 and LW will be remade in the new engine , it's inevitable :) I'd love to see mass effect assets in xcom 2 mods but EA would sue instantly.
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Some scripting could also be done with kismet, I've made stubs for the classes I need for doing map patches. https://github.com/iiiLiQuiDiii/UDK You can make your own kismet widgets which use xcom stubs. Or mutators which use them. Also, Wastelandghost has made a hex-to-pseudocode translator (along many other tools, kudos to her), it transforms compiled UDK scripts in pseudo-code which you can alter and then use UPK utils to compile it back. It's not super user friendly, but it's VERY useful.
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Thanks :)