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LiQuiD911

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Everything posted by LiQuiD911

  1. Looks like couclil missions have a bright randomized future :D
  2. Uhm how hard-coded are council missions? Random bomb mission on any abduction map would be awesome. I'm not sure if it's relevant but I managed to implement the async content request in kismet, I loaded the 3 shiv weapons with a map patch, normaly they don't load for units which are spawned with cheatcodes like dropshiv
  3. I found an easy way of detecting CTD emitters 1)DeserializeAll the map upk using wghost's UPK utils 2) Search for "ToggleEffect" among the extracted files and copy the results in a separate folder 3)Grep search "ARC" (case sensitive) in the result of the previous step (I use the program Astrogrep) Roadhouse yelds: It's easy but grinding work and it's better to scan all the maps instead of waiting for reports, volounteers are gratefuly accepted
  4. Here are the screenshots of the repaired buildings, nothing usefull yet :\ @beagle Awesome :D Can't wait for your b15 campaign n youtube :) By the way, setting the texture quality to low fixes the black texture glithes
  5. Thanks ! But I think we're in a stalemante at the moment with the missing texture problem :\ I did a small experiment on repairing buildings on terror maps, calling ResetHealth and ResetVisibility on a fractured mesh actor resets it ingame but the wall does not block LOS and the repaired chunks are not destoyable ( because xcom uses a class which inherits the udk one)
  6. I'm not sure if they are the same variables in the pdf.. these seem texture offsets, not upk offsets. I don't know if setting the index to -1 fixed some of the things, I have to test it on the maps and see some if the missing meshes appear (like the trash carried by the wind and halfcover wall debris).
  7. Hmm.. I did a test on the EU carapace upk , I set the net index to -1 on the objects,materials etc which were reported in the log, but the texture doesn't show. The log also show that it's setting a -1 offset to the textures, I hexedited those values in the upk, they no longer show in the log but still no dice. ue explorer and upk utils do not show these variables, I found offsetX, offsetY followed by 2 size variables in Texture2D (if you search for values -1 in the texture, it's the offsets) I think it's from this: class Texture2DComposite extends Texture hidecategories(Object) native(Texture); struct native SourceTexture2DRegion { var int OffsetX; var int OffsetY; var int SizeX; var int SizeY; var Texture2D Texture2D; structdefaultproperties { OffsetX=0 OffsetY=0 SizeX=0 SizeY=0 Texture2D=none } };
  8. Well that was a real plot twist xD Thank you for all your work on this. There is a max net index, when I rawhexedited one of these and set it to a really high value, the log printed that It was beyond the max value X. Here's a TFC patch that inserts and uses more friendly names TexturesEU.tfc LightingEU.tfc CharTexturesEU.tfc edit:sigh, the forum parses some of the commands , here's a txt file https://www.dropbox.com/s/r0r64g276zt8ony/EU_to_EWI.txt?dl=0
  9. Thanks to Gildor, we can now open fractured meshes with umodel.. I'll check the models of the terror maps, maybe it's possible to repair them for abduction variants.
  10. Just use the log I posted, it's from URB_GasStation.UPK [0016.10] Error: (AddNetObject) Objects StaticMesh FX_Trash.Blowing.Trash_A and RB_BodySetup FX_Trash.Trash_Explosion.Trash_Debris_B:RB_BodySetup_1 have duplicate NetIndex 1090 [0016.10] Error: (AddNetObject) Objects StaticMesh FX_Trash.Blowing.Trash_B and RB_BodySetup FX_Trash.Trash_Explosion.Trash_Debris_C:RB_BodySetup_2 have duplicate NetIndex 1091 [0016.10] Error: (AddNetObject) Objects StaticMesh FX_Trash.Blowing.Trash_C and RB_BodySetup FX_Trash.Trash_Explosion.Trash_Debris_D:RB_BodySetup_3 have duplicate NetIndex 1092 [0016.10] Error: (AddNetObject) Objects StaticMesh FX_Trash.Blowing.Trash_D and RB_BodySetup FX_Trash.Trash_Explosion.Trash_Debris_E:RB_BodySetup_4 have duplicate NetIndex 1093
  11. Use the roof patch I posted in Map Cleanup. The roof bugs are 100% solvable, I just need to create the patches. Also, I cannot reproduce the alien pod material fix. I was tweaking and removing some of the files and in some occasions the pods got their material. The log says that some meshes are not loaded. Damaged walls may not leave halfcover chunks.
  12. The new names must be part of the upk name table, we cannot select arbitrary names for the TFCs. Unless there is a way to insert new ones. No need to decompress. I tried fixing the skyranger intros, it needs a bit more work because I wasn't able to remove ship elements.
  13. Well this is straight from Engine.Object.uc in the udK/development/engine folder. I made a grep search for NetIndex. //============================================================================= // UObject variables. // Internal variables. var native private const editconst noexport pointer VfTableObject; var native private const editconst pointer HashNext; var native private const editconst qword ObjectFlags; // This needs to be 8-byte aligned in 32-bit! var native private const editconst pointer HashOuterNext; var native private const editconst pointer StateFrame; var native private const editconst noexport Object Linker; var native private const editconst noexport pointer LinkerIndex; var native private const editconst noexport int ObjectInternalInteger; var native private const editconst noexport int NetIndex; var native const editconst Object Outer; var() native const editconst name Name; var native const editconst class Class; var() native const editconst Object ObjectArchetype; //////////////////////////////////////////////////////////////////////////////////////////////// // IMPORTANT: DO NOT ADD _ANY_ MEMBERS AFTER ObjectArchetype! Add ALL members before it, as the // C++ code expects it to be the final member of UObject! (see UObject::InitProperties) ////////////////////////////////////////////////////////////////////////////////////////////////
  14. I may be wrong, this could be an import object problem Here's the relevant part of the log It says that there are problems with the NetIndex of the objects NetIndex is an internal variable of the Object class var native private const editconst noexport int NetIndex; Neither UPK utils nor UEexplorer show this particular variable and I haven't managed to patch it. Raw hexediting the upk works when the netindex is a big number but I can't search for small numbers. I tried importing the EU laser rifle, the textures are ok but the actual laser fire lacks some materials and crashes on some animations
  15. In cookedPCconsole there are RefShaderCache-PC-D3D-SM3.upk GlobalShaderCache-PC-D3D-SM3.bin PersistentCookerShaderData.bin GlobalShaderCache-PC-D3D-SM3.bin PersistentCookerShaderData.bin I guess the texture surface effects and properties are compiled and stored there
  16. The wierd thing is that the pod/fences/ rubble on the gastation roof get their material loaded IF I load them through the strategic game. The Shader Caches should be different , windows uses directx, linux uses opengl. The windows file RefShaderCache-PC-D3D-SM3 stands for pc- directx-shadermodel 3 Hmm on the psi armors (EW uses the material MInst_PsionicMale and EU uses MInst_PsionicFem ) the only guids which are different are the last ones : ParentLightingGuid and LightingGuid
  17. Googling material compilation errors bringed me this page.. uh.. is it a licence problem? I wonder how things look on linux, since they have different shader caches
  18. Found the problem.. I think. [0055.70] Log: Missing cached shader map for material CHH_Soldiers, compiling. [0055.70] Log: Can't compile CHH_Soldiers with seekfree loading path on console, will attempt to use default material instead [0055.70] Warning: Warning, Failed to compile Material Instance CHH_Lv2MedFem_MOD.Materials.MInst_Lv2MedFem with Base CHH_Soldiers for platform PC-D3D-SM3, Default Material will be used in game. Now what? :| Also, when loading the map from stragegy instead of debug some of the missing materials get loaded like the fog pods or fences. The EU defaultmap entries lack elements which are in EWI, copy pasting the lines does not work Here are the 4 entries for defaultmaps (I haven't set up the locations-like europe etc), the strategy images also work. the dropship intros do not work. using the patched EU ones works partialy.. the cinematic is shown but it leaves the movie skyranger on the map along with the static one edit: this map patch mitigates the roof visibility problems: https://www.dropbox.com/s/arbmevss9smw99d/patch_hideroofs.upk?dl=0
  19. Done using Drakous79's EU tfc swap method But something is wrong with the material http://i.imgur.com/Y8gVqnM.jpg
  20. You're welcome :smile: You need a similar patch for each map, you can use that one as a template and just change the upk name to URB_Museum.upk, URB_Museum_Euro.upk ,URB_Demolition.upk. Also, you need to copy the EU DefaultMap entries for these maps in your EWI defaulmaps.ini. Read bellow. @wghost, I just copy and customize your code examples xD As you said, it's probably a Material problem. I wonder if this patch will work for the EU Female 'boobplate' armor :D edit: Well, it has the same problem, I guess I found a smaller test subject.
  21. The game loads anything found in cookedPCconsole folder, even new TFC files. I guess there's no need for researching how EU did it, all we need to do is cook and place the new files in that folder. Now we just have to find how to set a different name for the tfc from the default one (when cooking new content).
  22. Nailed it.. sort of :smile: There are glitches (black areas ) when the Texture quality is set to high... was there even an option in EU for high res textures? the EWI tfc are 3 times bigger than the EU ones. Also some of the textures are not showing for some reason and the roofs do not hide when there's a unit underneeth. There are flank bugs on the maps but they'll wait. The rescue missions work flawlessly. I copied and renamed the EU TFCs (name choice is open for debate) Lighting.tfc -> LightMapTexture2D.tfc CharTextures -> TEXTUREGROUP_Character.tfc Textures.tfc -> Texture2D.tfc Here's the patch, it takes a minute or two to apply. Usable on all EU maps, just copy them in the EWI folder and specify the name in the patch http://i.imgur.com/rva5YKn.jpg http://i.imgur.com/RMidKRh.jpg Thank you all for the expertise and tools!
  23. I did some simple tests, removing the EW tfc also allows loading the EU maps. I suppose that reading in the wrong place crashes. The EU maps need both textures.tfc and lighting.tfc. the rescue missions need the chartextures.tfc @wghost, do you still have that patch around? removing( or changing the extension) Lighting.tfc and patching the map with the textures should not crash and objects without lighting like the decals,windows,doors and decoration meshes off the map should be visible on the EU maps edit: lol, it's actualy Anna Sing, I got it wrong the whole time Oh, there may be an easier way to test : the rescue misions needs only char texture modifications and the stream is pretty small
  24. Could someone show me where to find the flag patches?
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