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3D & Animation Exported Specimen Rigs/models/animations/textures

webley

Grizzled Veteran
Oct 14, 2010
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www.wolfpackclan.com
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 [URL="http://www.gildor.org"]www.gildor.org[/URL] 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\Animations" 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) [URL]http://www.gildor.org/projects/umodel/tutorials[/URL]

then use this plugin with 3DSMAX to import the .psa or .psk for editing:
[URL]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
[/URL]


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
[URL]http://forums.tripwireinteractive.com/showthread.php?t=45804[/URL]

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"
[URL]http://www.handshake.de/user/chmaas/delphi/download/xvi32.zip[/URL]

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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:confused: 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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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.com/showthread.php?t=43827&highlight=rigs

RIGS, to
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) !
 
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And its only Mesh and Animation.

What Developers where promise to imple was this
[url]http://forums.tripwireinteractive.com/showthread.php?t=43827&highlight=rigs[/URL]

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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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
[URL]http://forums.tripwireinteractive.com/showthread.php?t=45804[/URL]

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"
[URL]http://www.handshake.de/user/chmaas/delphi/download/xvi32.zip[/URL]

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:
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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 :D:D:D
aaahh Casper to scaryy nOO I CAN't EXTRA xaxa mAN ...
 
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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
[URL]http://forums.tripwireinteractive.com/showthread.php?t=45804[/URL]

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"
[URL]http://www.handshake.de/user/chmaas/delphi/download/xvi32.zip[/URL]

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 ?
 
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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.com/showthread.php?t=45804[url]http://forums.tripwireinteractive.com/showthread.php?t=45804[/URL]

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/delphi/download/xvi32.zip[url]http://www.handshake.de/user/chmaas/delphi/download/xvi32.zip[/URL]

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 ?
 
Upvote 0
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
[URL="http://forums.tripwireinteractive.com/showthread.php?t=45804"][url]http://forums.tripwireinteractive.com/showthread.php?t=45804[/URL][/URL]

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"
[URL="http://www.handshake.de/user/chmaas/delphi/download/xvi32.zip"][url]http://www.handshake.de/user/chmaas/delphi/download/xvi32.zip[/URL][/URL]

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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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.

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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Huh :D
officeworkeronbiped.png
 
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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? :(
 
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