LiQuiD911 Posted April 26, 2016 Share Posted April 26, 2016 (edited) 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 Edited April 27, 2016 by LiQuiD911 Link to comment Share on other sites More sharing options...
swinka6666 Posted April 26, 2016 Share Posted April 26, 2016 (edited) Frank Underwood was here Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
TeamDragonpunk Posted April 26, 2016 Share Posted April 26, 2016 Random Question: How is everyone getting these XCOM 1 assets? Are they buried in the XCOM 2 SDK, or are you using an extractor on XCOM 1? Link to comment Share on other sites More sharing options...
swinka6666 Posted April 26, 2016 Share Posted April 26, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
LiQuiD911 Posted April 26, 2016 Author Share Posted April 26, 2016 (edited) 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 othershttp://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 withX= 96*2 = 192Y= 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.jpghttp://i.imgur.com/DPb9v78.jpghttp://i.imgur.com/uFM5fwO.jpg For the slopes, align a 96x192x64 box and select Geometry Modehttp://i.imgur.com/c9RqFxY.jpg Select the destination vertexhttp://i.imgur.com/C0Y6aFJ.jpg then the one that has to collapsehttp://i.imgur.com/ZuoJs7x.jpg then hit WELDhttp://i.imgur.com/2x46nL8.jpg Edited April 27, 2016 by LiQuiD911 Link to comment Share on other sites More sharing options...
LiQuiD911 Posted April 26, 2016 Author Share Posted April 26, 2016 (edited) Do the same with the other side and now you have a ramphttp://i.imgur.com/N8MIl7z.jpg Hit add and then move the brush to the other side and rotate it 180 degreeshttp://i.imgur.com/CC6szGd.jpg Move away the meshhttp://i.imgur.com/96fIQpq.jpg And create a huge brush than encompasses all the small ones, then hit Intersecthttp://i.imgur.com/yRRORv1.jpg Now you have a brush with the form of your mesh, align them and press Set collisionhttp://i.imgur.com/z4PLG6d.jpg To cleanup, create a big brush which encompasses the small ones and hit Subtracthttp://i.imgur.com/k2lnoyu.jpg Edited April 26, 2016 by LiQuiD911 Link to comment Share on other sites More sharing options...
Dragon32 Posted April 26, 2016 Share Posted April 26, 2016 Yowser.Do not get hyped. Do not get hyped. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted April 26, 2016 Share Posted April 26, 2016 Holy buckaroo Bonzai... we're all dreaming awake overhere and, certainly must wish you the best of luck for this whole stuff, LiQuiD911. :D All i can see now is the "Temple-Ship" final room where a bunch of Avatars start teleporting crazily. ;) Link to comment Share on other sites More sharing options...
Kregano Posted April 26, 2016 Share Posted April 26, 2016 -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)I'm using uModel to extract models and accompanying art assets from another UE game and the problem is that if a texture.tfc file (IIRC) isn't detected, the program rips whatever terrible default textures are in the .ppc files. So you have to unpack all the files, I think. Link to comment Share on other sites More sharing options...
LiQuiD911 Posted April 27, 2016 Author Share Posted April 27, 2016 (edited) @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. Edited April 27, 2016 by LiQuiD911 Link to comment Share on other sites More sharing options...
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