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Forum: All Forums : Call of Duty 4
Category: CoD4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: [WIP] Blender Add-Ons for Call of Duty series - Info / Contributers wanted!
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD4 General
Posted: Sunday, Jul. 17, 2011 11:14 pm
Hey there,
i came in contact with Flybynyt, who wrote two Python scripts a while ago for the free, open-source Blender 2.4x 3D modelling software, which add support for XMODEL_EXPORT and XANIM_EXPORT file formats. These can be converted with asset manager to xmodels and xanims. At least CoD2, CoD4 and CoD5 will be supported, as they share the same format versions. The outputs might be suitable for vCoD/UO and CoD6+ as well.

I thought it would be great for the CoD community, if someone would update the scripts to make them work with the new, re-designed Blender 2.5x - and it became me xD

I got the xanim_export already to function and added notetrack support. xmodel_export is quite more difficult and will take alot more work.

Nonetheless, i want to announce this work-in-progress project now to let you know and perhaps find a couple python scripters, who want to contribute.

Project is hosted at Google Project here:
http://code.google.com/p/blender-cod/

Browse the Source code

If you're experienced in Blender or CoD modding, you can contribute as tester of course. There might be bugs that I and Flybynyt aren't aware of at all, so please post a comment if you find one!
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BraX
General Member
Since: Apr 29, 2008
Posts: 413
Last: May 26, 2012
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Level 5
Im a fan of MODSonair
Category: CoD4 General
Posted: Monday, Jul. 18, 2011 10:54 am
Great job, i'll test plugin in free time.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD4 General
Posted: Saturday, Jul. 23, 2011 01:47 pm
I commited a messy pre-alpha for importing XMODEL_EXPORT: blender_25\import_xmodel.py parses the input file and creates a Blender Armature with the read rig data.

If you want to test, open Blender, switch to Scripting scene view, open textblock, load the script, change the path of the input file at the very bottom and click Run script. Make sure you're in Object mode when running!
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
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Level 5
Im a fan of MODSonair
Category: CoD4 General
Posted: Thursday, Aug. 25, 2011 09:25 pm
Hey i have a question about that

after i broke several fingers and beeing more than angry about damn blender xD i need to know if it is possible to create animated models (non playermodels) for Multiplayer?
in the tutorial about blender & animated models it is SP i guess, so im not sure about that
http://sites.google.com/site/blendertocod2/xanim

the model should have a looped anim then without any script (like the driving tank model)

so is it possible? x:
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD4 General
Posted: Thursday, Aug. 25, 2011 09:47 pm
hm, off-topic question imo...

well, you can't animate script_models or something like that in MP (doesn't matter if Blender or Maya). The setanim functions are missing, only CoD6 (MW2) has a special script function to animate static models in multiplayer.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD4 General
Posted: Monday, Aug. 29, 2011 02:30 pm
I wrote down the format specs of XMODEL_EXPORT and XANIM_EXPORT, just in case anyone is interested into it:

http://wiki.modsrepository.com/index.php/Call_of_Duty:_XMODEL_formats
http://wiki.modsrepository.com/index.php/Call_of_Duty:_XANIM_formats

Status of Blender addon:
I'm re-organizing the UI code (50% done), exporting xmodel_export is not yet working, but I'm pretty much done researching Blender API and Flybynyt's original script, so it should be easy to implement now

I'll upload an Alpha-version soon (export only), which should be good enough to create static models and animations. Perhaps rigged models will work too, depends on how easy or difficult it will be to integrate the vertex weight code of a stock exporter.

Features I've planned:
- static and rigged model export
- animation export, supporting notetracks and negative frame range to reverse it
- export animation as separate models (posed, static models)

- support for vCoD (anim v3, model v5), not sure about CoD:UO - anyone got a UO xmodel_export/xanim_export file?
- support for CoD2 and CoD4 (anim v3, model v6)
- support for CoD5 and CoD7 (anim v3 with separate notetrack export, model v6)

- MAYBE xmodel/xanim import: if Regolith adds xmodel_export/xanim_export to his Xmodel Exporter, i'll look deeper into it, hoping that there's no important data stripped from the binary xmodel/xanim files...
- MAYBE auto-generation of LOD, utilizing Blender's Decimate modifier
- MAYBE gdt creation for Asset Manager, to speed up model/anim conversion.

- Your feature here, post your idea and I'll see what I can do :)

Things I don't know - help appreciated:
- There is vertex painting in Blender, but i'm not sure how to use it (especially how to access the data via Python API). It might be interesting for modelling, as vertex colors appear to be supported by CoD2+
- I create a simple test model with Flybynyt's Blender 2.4 script and it had all faces poiting inwards, which means it looks really strange ingame and there are no impact marks on the outside. I inverted the normals in Blender to see if this fixes the problem, but it did no help. Using cullFace Front or None for the model's material fixes it visually, but still no impact marks and therefore an improper / bad model. I hope this won't happen with my script too...
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BraX
General Member
Since: Apr 29, 2008
Posts: 413
Last: May 26, 2012
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD4 General
Posted: Monday, Aug. 29, 2011 02:51 pm
Sevenz writes...
Quote:
- support for vCoD (anim v3, model v5), not sure about CoD:UO - anyone got a UO xmodel_export/xanim_export file?


Xmodels and Xanims are same for both CoD1 and CoD:UO.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 General
Posted: Monday, Aug. 29, 2011 03:28 pm
I guessed so, but is it the same for *.XMODEL_EXPORT and *.XANIM_EXPORT? Or did you mean the intermediate plaintext files?
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BraX
General Member
Since: Apr 29, 2008
Posts: 413
Last: May 26, 2012
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD4 General
Posted: Monday, Aug. 29, 2011 04:24 pm
Sevenz writes...
Quote:
I guessed so, but is it the same for *.XMODEL_EXPORT and *.XANIM_EXPORT? Or did you mean the intermediate plaintext files?


CoDUO xmodels and xanims (compiled and sources) work in CoD1 and vice versa because rendering engine wasn't changed in any part. File formats are the same. The only diference between CoD1 and UO is that uo has few more script functions, sprint, more tweakable weapon files and vehicles in mp.
BTW. Message me on 2nd xfire (braxpl) if you need help with coding/testing plugins.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 General
Posted: Thursday, Sep. 29, 2011 04:02 pm
[Release] Alpha 2 (v0.2.2):

Features:

XMODEL_EXPORT v6
- Supports mesh export with automatic triangulation
- Armature export (bones)
- Vertex colors
- Mesh modifiers except Armature (optional)
- UI: File > Export > CoD Xmodel (.XMODEL_EXPORT)

XANIM_EXPORT v3
- Supports armature animation export
- Frame range and framerate can be specified
- Inline notetrack export (for vCoD, CoD2, CoD4)
- UI: File > Export > CoD Xanim (.XANIM_EXPORT)

Remarks:

- Blender v2.59 is required
- 'Pose animation' works for current frame only at this time
- Notetrack export for CoD5 and CoD7 is not implemented yet; if selected, notetracks will be exported inline

Installation:

- Download the archive, but don't unzip it!
- Run Blender
- Click menu "File" > "User Preferences..."
- Click "Install Add-On..." button at the bottom
- Double-click the archive
- The following entry should be shown: "Import-Export: CoD model/anim addon (alpha 2)"
- Tick the checkbox on the right to enable it
- Click "Save As Default" button at the bottom to enable it permanently
- Export options will be available from File > Export menu

Download:
http://code.google.com/p/blender-cod/downloads/detail?name=Blender-CoD_Addon_v0.2.2_alpha2.zip
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