UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

What is a good tutorial for porting black ops 2 models?

broken avatar :(
Created 10 years ago
by ProGamerzFTW
0 Members and 1 Guest are viewing this topic.
3,740 views
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 10 October 2013
Last active: 3 months ago
Posts
541
Respect
Forum Rank
Zombie Enslaver
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
×
ProGamerzFTW's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
What is a good tutorial for porting black ops 2 models?

I know there is a few, not sure which is recommended. :P

Appreciate any help. :)
Last Edit: May 06, 2014, 05:30:38 pm by ProGamerzFTW
This topic contains a post which is marked as the Best Answer. Click here to view it.
broken avatar :(
  • n123q45
  • Deleted Member
×
broken avatar :(
n123q45
This user is deleted :(
there is no tut for specific games since its the same way for all of them except cod 4
broken avatar :(
×
broken avatar :(
The Voice in your Eyes
Location: deBavaria
Date Registered: 26 June 2013
Last active: 2 years ago
Posts
830
Respect
Forum Rank
The Decider
Primary Group
Community Mapper
My Groups
More
My Contact & Social Links
More
Personal Quote
Breton boys do what Breton boys do.
×
Alerion's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
As long as you have Lime (I don't know any other program which would be capable of porting models from BO2) you can just ude the models and images in your export folder and add them to a .gsc via the AssetManager as usual.
Marked as best answer by ProGamerzFTW 10 years ago
broken avatar :(
  • n123q45
  • Deleted Member
×
broken avatar :(
n123q45
This user is deleted :(
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 10 October 2013
Last active: 3 months ago
Posts
541
Respect
Forum Rank
Zombie Enslaver
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
×
ProGamerzFTW's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
heres a tut on zm...
http://www.zombiemodding.com/index.php?topic=12436.0

Thanks, and what's the difference between exports like

zombie_vending_tombstone_LOD_0.XMODEL_EXPORT
zombie_vending_tombstone_LOD_1.XMODEL_EXPORT
and
zombie_vending_tombstone_LOD_2.XMODEL_EXPORT
broken avatar :(
×
broken avatar :(
The King of Zombies
Location: usLouisiana
Date Registered: 24 June 2013
Last active: 4 years ago
Posts
2,148
Respect
Forum Rank
King of the Zombies
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Signature
Donate to me if you enjoy my work. https://www.paypal.me/thezombiekilla6
×
Dust's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Dust's Contact & Social LinksMrZ0mbiesFanaticdust103194MrZ0mbiesFanatic
Thanks, and what's the difference between exports like

zombie_vending_tombstone_LOD_0.XMODEL_EXPORT
zombie_vending_tombstone_LOD_1.XMODEL_EXPORT
and
zombie_vending_tombstone_LOD_2.XMODEL_EXPORT

There is different exports because some of them are for different parts of the xmodel, havent looked at tombstone xmodel, but im guessing one is for the bottom, one for the top, and one for the middle. You will need all 3 of them anyway
broken avatar :(
×
broken avatar :(
drago
Location: mx
Date Registered: 5 July 2013
Last active: 4 years ago
Posts
941
Respect
Forum Rank
The Decider
Primary Group
Member
My Contact & Social Links
More
×
jjbradman's Groups
jjbradman's Contact & Social Linksjjbradmanjjbradmanjjbradman
wow what a fail. LOD stands for "Level Of Detail"
they are the same model but in a different level of detail lolz. when you're close to a model the game sets the lod0 and then you have to define in asset manager the distance to switch to next lod.
so when you're away from the model the game will switch your model with a big poly count into the lowest lod which must have lest verts for easier rendering. as if the model is far from you you dont need to be rendering a high poly model
broken avatar :(
  • n123q45
  • Deleted Member
×
broken avatar :(
n123q45
This user is deleted :(
basiaclly those are the models that they use if ur far medium and close where close is the best detailed and far is the worst
broken avatar :(
×
broken avatar :(
The King of Zombies
Location: usLouisiana
Date Registered: 24 June 2013
Last active: 4 years ago
Posts
2,148
Respect
Forum Rank
King of the Zombies
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
×
Dust's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Dust's Contact & Social LinksMrZ0mbiesFanaticdust103194MrZ0mbiesFanatic
sorry for my fail xD i never use those different lods anyway, wasnt sure what they were for
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 10 October 2013
Last active: 3 months ago
Posts
541
Respect
Forum Rank
Zombie Enslaver
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
×
ProGamerzFTW's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
wow what a fail. LOD stands for "Level Of Detail"
they are the same model but in a different level of detail lolz. when you're close to a model the game sets the lod0 and then you have to define in asset manager the distance to switch to next lod.
so when you're away from the model the game will switch your model with a big poly count into the lowest lod which must have lest verts for easier rendering. as if the model is far from you you dont need to be rendering a high poly model

Ahh thanks, also isn't lime suppose to automatically generate a GDT for me since "Add to GDT' is checked, cause its not and I have to make it manually which is a bit of a pain. :P

Edit: And what would probably be good values for distance.

Edit2: Nevermind. Solved.

Post Merge: May 07, 2014, 04:07:17 am
One more thing, after porting and using asset manager, is there an easy way to get all materials, material_properties, images, and xmodels without having to get them all individually. So I can copy them on my other installation of WaW (The UGX installation). :)
Last Edit: May 07, 2014, 04:17:55 am by ProGamerzFTW
broken avatar :(
  • n123q45
  • Deleted Member
×
broken avatar :(
n123q45
This user is deleted :(
well the only thinf u really need to copy is their iwi's if its the same computer. and no sorry
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 10 October 2013
Last active: 3 months ago
Posts
541
Respect
Forum Rank
Zombie Enslaver
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
×
ProGamerzFTW's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
One more question, how does one hide xmodel tags?
broken avatar :(
  • steviewonder87
  • Deleted Member
×
broken avatar :(
steviewonder87
This user is deleted :(
For weapons add the tag you want to hide in 'hide tags' in the weapon file, for other models I don't know, other than deleting the tags/meshes in Maya
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 10 October 2013
Last active: 3 months ago
Posts
541
Respect
Forum Rank
Zombie Enslaver
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
×
ProGamerzFTW's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
For weapons add the tag you want to hide in 'hide tags' in the weapon file, for other models I don't know, other than deleting the tags/meshes in Maya

I do see an option that says allowHidingAllParts in assetmanager, but not sure if thats the right option.

 
Loading ...