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#1
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Just to let you guys know me and hemi managed to export the rigs from KF to 3ds MAX (ONLY WORKS IN 3DSMAX)
they include animation, IK bones and mesh for ALL ZOMBIES go to www.gildor.org and download the umodel.exe: http://www.gildor.org/en/projects/umodel copy the file "KF_Freaks_Trip.ukx" from "C:\Program Files\Steam\SteamApps\common\killingfloor\Animatio ns" and rename to "KF_Freaks_Trip.upk" and put it somewhere safe to use with umodel.exe follow instructions: TUTORIAL for EXPORTING PACKAGE (2nd video) http://www.gildor.org/projects/umodel/tutorials then use this plugin with 3DSMAX to import the .psa or .psk for editing: http://www.gildor.org/projects/unactorx you can then use actorX to bring it all back into the game: http://udn.epicgames.com/Two/ActorX.html ONLY ADVANCED USERS SHOULD TAKE THIS ON im not really planning on supporting the modding community for KF - just passing on the "how-to" sorry in advance - just wanted to let people know they dont have to wait for the developers to unpackage the game files for you, when you can use these tools actorx (DEV version) only takes 3d files and puts them INTO the game UNactorx (gildor version) only takes 3d files OUT of the game i thought the player model was the only one avaliable in the SDK source download? not all the specimens? so we did it this way so you can pretty much take models/animations from most games using the unreal engines you gotta use 3dsmax to make/edit them Quote:
Last edited by webley; 11-16-2010 at 05:13 AM. |
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#2
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The PSK files contains only Mesh and Bones for it, PSA - Animation ?I don't get what do you mean by saying Rigs ?? As far as i know "Rigs" are served for Animator's to simplify the procces of making animations. |
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#3
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sorry in advance - just wanted to let people know they dont have to wait for the developers to unpackage the game files for you, when you can use these tools ONLY ADVANCED USERS SHOULD TAKE THIS ON |
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#4
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The developers actually already did this... It was in 2 updates or so ago.
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#5
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Xax, a lot of people knew about this stuff, long time ago.
And its only Mesh and Animation. What Developers where promise to imple was this http://forums.tripwireinteractive.co...highlight=rigs RIGS, to Quote:
What Rig Is Reprezent. P.S. You can't Edit Animation by using Bones maded by UnActorX, it's VERY Complicated process, without using the rig like at Video. And even if you can create a rly good RIG System(What is rly HARD), after this you can't use original animation's(Maded by Developers) ! Last edited by cleodj; 10-19-2010 at 06:53 PM. |
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#6
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And it is very very possible to edit the animation using UNACTORX! as I created the passenger weapons in the car using that prog and the exact animation as used in KF I agree that it is hard but it is definitely NOT impossible. These kind of comments can possibly scare future modders/character developers into not even bothering to learn how to create characters, when they could potentially be great animators/creators just by taking a little time out to learn how to rigging works. |
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#7
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an easier way to export with umodel is to create a shortcut of the umodel.exe and add " -export" to the target
then simply drag n drop the desired package onto the shortcut please note the latest umodel is bugged and doesnt export all the bones correctly http://forums.tripwireinteractive.co...ad.php?t=45804 download that exe and replace the one you have with that one, it isnt as updated obviously, it wont extract into nice neat little folders but it gets all the bones to use this one you need to download "XVI32" http://www.handshake.de/user/chmaas/...load/xvi32.zip its a hex editor make a copy of the desired package, then drag n drop that copy onto XVI32 change the first field from "C2" to "C1" and save. this will change the file format to be UT2004 and allow it to be exported correctly with the older umodel follow the instruction above to extract
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Yomommassis (Yo·Mommas·Sis) - Ebonic slang for "Your Mothers Sister" or "Aunt".
Last edited by Yomommassis; 10-20-2010 at 01:52 AM. |
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#8
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P.S. and GOOD LUCK With Your BOnes animation ![]() ![]() ![]() aaahh Casper to scaryy nOO I CAN't EXTRA xaxa mAN ... |
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#9
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ive done dismemberment before for other game engines, how does the ut3 engine handle it ? Last edited by webley; 10-20-2010 at 04:02 AM. |
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#10
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#11
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what are the .uc files for - they are showign as 1kb also got some exporting errors e.g. Export object AnimNotify_Sound517: unsupported type AnimNotify_Sound Export object AnimNotify_Sound518: unsupported type AnimNotify_Sound Export object AnimNotify_Sound487: unsupported type AnimNotify_Sound Export object AnimNotify_Sound488: unsupported type AnimNotify_Sound Export object AnimNotify_Sound489: unsupported type AnimNotify_Sound Export object AnimNotify_Sound490: unsupported type AnimNotify_Sound Export object AnimNotify_Sound491: unsupported type AnimNotify_Sound Export object AnimNotify_Sound492: unsupported type AnimNotify_Sound Export object AnimNotify_Sound493: unsupported type AnimNotify_Sound Export object AnimNotify_Sound494: unsupported type AnimNotify_Sound Export object AnimNotify_Sound495: unsupported type AnimNotify_Sound Export object AnimNotify_Sound496: unsupported type AnimNotify_Sound Export object AnimNotify_Sound497: unsupported type AnimNotify_Sound Export object AnimNotify_Sound498: unsupported type AnimNotify_Sound Export object AnimNotify_Sound499: unsupported type AnimNotify_Sound Export object AnimNotify_Sound500: unsupported type AnimNotify_Sound |
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#12
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Thats normal webley, Umodel can only export files it recognises, Animation, meshes and textures. You will no doubt get the same export errors on combiners and shaders as well.
Ignore these and check the newly created folders for the other stuff. Quote:
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#13
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ok thanks for your input any idea on dismemberment? |
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#14
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great stuff guys, im gonna hook it up on the bloat rig tonight. Wish me luck!
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#15
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Xm Xm xm mmmm, i've found a way of adding Biped Rig system Along the Simple Skeleton Created from UnActorX, by using a Very COOL SCRIPT.
So insteed of animate each bone individually, i can use almost the same Rig system as Here YouTube - Half-Life 2 Character rig in 3D Studio Max. Last edited by cleodj; 10-21-2010 at 12:32 PM. |
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#16
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:-? |
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#17
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dont think I need it m8. animating wont be a problem
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#18
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no, iknow, i just wondered if this dude had anything to give to the community, instead of a load of "talk"
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#19
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Huh
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Last edited by cleodj; 11-01-2010 at 12:25 PM. |
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#20
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no script or letting people know how to get the rig that you mentioned in the video?
you can animate the rig provided in the SDK or rigs taken from packages ingame when importing .psa/.psk files into max without any particular script other than unactorx i just wondered about this special method/script you mentioned? your rig doesnt look any different from a standard psk and psa import using unactorx. wheres the COOL SCRIPT?
Last edited by webley; 11-01-2010 at 01:07 PM. |
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