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  #1  
Old 10-19-2010, 05:54 PM
webley webley is offline
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Default Exported Specimen Rigs/models/animations/textures

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:
Originally Posted by Yomommassis View Post
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

Last edited by webley; 11-16-2010 at 05:13 AM.
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  #2  
Old 10-19-2010, 06:11 PM
cleodj cleodj is offline
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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  
Old 10-19-2010, 06:32 PM
webley webley is offline
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Quote:
Originally Posted by cleodj View Post
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.
if you have 3ds max play with what i mentioned - youll see - 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

ONLY ADVANCED USERS SHOULD TAKE THIS ON
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  #4  
Old 10-19-2010, 06:37 PM
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YoYoBatty YoYoBatty is offline
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The developers actually already did this... It was in 2 updates or so ago.
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  #5  
Old 10-19-2010, 06:43 PM
cleodj cleodj is offline
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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:
help you in the creation of new player models, new zeds, and new weapons for the game
And this YouTube - Half-Life 2 Character rig in 3D Studio Max
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  
Old 10-19-2010, 07:51 PM
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braindead braindead is offline
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Quote:
Originally Posted by cleodj View Post
And its only Mesh and Animation.

What Developers where promise to imple was this
http://forums.tripwireinteractive.co...highlight=rigs

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) !
This is exactly what the dev's gave us!!! a rigged model as an example of how to create characters, not a tutorial but an example!!

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  
Old 10-20-2010, 01:50 AM
Yomommassis Yomommassis is offline
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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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Last edited by Yomommassis; 10-20-2010 at 01:52 AM.
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  #8  
Old 10-20-2010, 02:38 AM
cleodj cleodj is offline
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Quote:
Originally Posted by braindead View Post
This is exactly what the dev's gave us!!! a rigged model as an example of how to create characters, not a tutorial but an example!!

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.
Xxaxa, how that aah - GIBBERISH.
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  
Old 10-20-2010, 03:57 AM
webley webley is offline
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Quote:
Originally Posted by Yomommassis View Post
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
ohhh thanks - what are the names for some weapon bones? i wouldnt think there would be any for zombies?

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  
Old 10-20-2010, 05:11 AM
cleodj cleodj is offline
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Quote:
Originally Posted by Yomommassis View Post
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
Xm, why don't you say about this problem on Gildor's Forum ?
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  #11  
Old 10-20-2010, 10:28 AM
webley webley is offline
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Quote:
Originally Posted by Yomommassis View Post
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
did this your way

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  
Old 10-20-2010, 10:55 AM
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braindead braindead is offline
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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:
Originally Posted by webley View Post
did this your way

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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  #13  
Old 10-20-2010, 11:28 AM
webley webley is offline
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Quote:
Originally Posted by braindead View Post
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.

ok thanks for your input

any idea on dismemberment?
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  #14  
Old 10-20-2010, 12:11 PM
Hemi Hemi is offline
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great stuff guys, im gonna hook it up on the bloat rig tonight. Wish me luck!
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» Hemi's Workshop files

http://forums.tripwireinteractive.com/image.php?type=sigpic&userid=26199&dateline=135187  9699
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  #15  
Old 10-21-2010, 12:31 PM
cleodj cleodj is offline
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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  
Old 11-01-2010, 06:25 AM
webley webley is offline
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Quote:
Originally Posted by cleodj View Post
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.
care to provide more info on this script?

:-?
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  #17  
Old 11-01-2010, 09:28 AM
Hemi Hemi is offline
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dont think I need it m8. animating wont be a problem
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» Hemi's Workshop files

http://forums.tripwireinteractive.com/image.php?type=sigpic&userid=26199&dateline=135187  9699
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  #18  
Old 11-01-2010, 10:22 AM
webley webley is offline
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Quote:
Originally Posted by Hemi View Post
dont think I need it m8. animating wont be a problem
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  
Old 11-01-2010, 12:09 PM
cleodj cleodj is offline
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Huh

Last edited by cleodj; 11-01-2010 at 12:25 PM.
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  #20  
Old 11-01-2010, 01:04 PM
webley webley is offline
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Quote:
Originally Posted by cleodj View Post
Huh
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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