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Topic Starter Topic: [CoD 4] - TOXEC v.0.1 Released

Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 04-14-2008 07:19 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Wanted to let those of you interested in modeling for Call of Duty 4 that the tool I've been working on has an alpha out now.

Get it here: http://files.filefront.com/TOXECzip/;10 ... einfo.html

I'm still working some kinks out and Ill be adding .xsi file format support to get bones for animations working. Right now it only supports creation of static meshes.

If you don't know about it, TOXEC is "The Obj to Xmodel_Export Converter". Basically you use the modeling program of your choice, export the model to .obj then use this tool on it to get a functional .xmodel_export file.

If you spot any bugs that arent listed in the readme.txt please be sure to let me know.

Thanks!




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foolproof
foolproof
Joined: 11 Jan 2001
Posts: 7927
PostPosted: 04-15-2008 01:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


Nice one :up:

Over the years I have become pretty handy using Radiant, and at this point I CSG stuff in Radiant that could probably be handled better by a modeling app.

I'm learning Blender so I can finally mess around with models, at the moment for CoD4.
I'm just interested in making simple static meshes, so I'm not worried about the lack of animation support.

I see myself having a strange workflow, where I rough out ASEs in Radiant and then import and detail them into Blender, and then export them back into CoD4 again.
But I think that's the only for me to have a grasp on scale, at first.


Wish I had more time sooner, but I'll try to report back on how I fare using this tool this weekend.
Thanks for your efforts.




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 04-15-2008 11:34 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Thanks Plan B.

There's something I talked about in the original thread posted on Infinity Ward's forums that I failed to mention here and on the readme.txt

There's an issue where you have to name the Material entry in Ass Man a certain name or the texture wont get applied to the model and you'll probably get an error when trying to convert the xmodel entry.

When naming your Material entry you need to name it texturename_col. For instance, if I had a texture named redbrown_wood.tga I would make the entry in Ass Man named redbrown_wood_col




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 05-03-2008 06:23 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Started work on the next version of this tool called AXE (DAE Xmodel_Export)

Removing support for the .obj model format and replacing it with COLLADA's .dae format.

This will fix current known bugs and add support for skeletal structures (animations).

Pretty kickass if you ask me.




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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 12-29-2010 08:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


Necrobump.. what's the status on this tool Silicone? Did you ever get it finish up to a releasable state?



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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 12-29-2010 10:36 AM           Profile   Send private message  E-mail  Edit post Reply with quote


lol wow. I don't remember ever starting this thread here.

It's kind of a long story but the CoD 4 modding community got broken up and the remainder pretty much gave me a big "fuck you" so I stopped working on anything CoD related.




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