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007 Quantum of Solace
- Tosyk
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Re: 007 Quantum of Solace
I'm sure most of the npc could share one hands model. try to find a model of the hands separately.
- Andrakann
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Re: 007 Quantum of Solace
Most of NPC bodies have hands, but I found separate hands model airport\airport\hands_black_1.mesh.ascii
- Tosyk
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Re: 007 Quantum of Solace
It's common practice to share resources throughout the game characters to reduce the size of the final game size. So yes, I think these hands are used for different characters.Andrakann wrote:Most of NPC bodies have hands, but I found separate hands model airport\airport\hands_black_1.mesh.ascii
- Tosyk
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Re: 007 Quantum of Solace
here's some files from world at war on which unpacker crashed:
http://www.mediafire.com/download/3d9wv ... example.7z
also here's list of archives from quantum of solace. the ones with -- in front of the names are crashed as well: basically almost all the archives related to multiplayer are crashed on unpack - for world at war and for quantum of solace. some of them crashed on extracting characters. will be cool if you look at them.
http://www.mediafire.com/download/3d9wv ... example.7z
also here's list of archives from quantum of solace. the ones with -- in front of the names are crashed as well: basically almost all the archives related to multiplayer are crashed on unpack - for world at war and for quantum of solace. some of them crashed on extracting characters. will be cool if you look at them.
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Re: 007 Quantum of Solace
Most of those crash at the very end of file, you can safely ignore that. All meshes extracted there. Can you name one that crashes on character?Tosyk wrote:also here's list of archives from quantum of solace. the ones with -- in front of the names are crashed as well
- Tosyk
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Re: 007 Quantum of Solace
the one was "civilian_..."-something and the "bond_miami_..." (from one of the mp_ files). can check only when I get home this evening.daemon1 wrote:Most of those crash at the very end of file, you can safely ignore that. All meshes extracted there. Can you name one that crashes on character?Tosyk wrote:also here's list of archives from quantum of solace. the ones with -- in front of the names are crashed as well
noticed that most of the crashes were also after "skydome..." models. the models that have a crash are 0 bytes when extracted, even characters.
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Re: 007 Quantum of Solace
Added support for MW. Again a lot of differences, and the worst is that this oldest game uses a lot of links inside files. These will be impossible to resolve, so many models will have missing parts. Anyway, here are the latest versions for all 3 games.
I could swap XZY, but this messes up normals completely. Until we know how to handle normals, I'll not change axes. I did too much research in these days, so now I need some rest.
I could swap XZY, but this messes up normals completely. Until we know how to handle normals, I'll not change axes. I did too much research in these days, so now I need some rest.
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- Tosyk
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Re: 007 Quantum of Solace
so you saying this missing parts are just in other archives or completely missing?daemon1 wrote:Added support for MW. Again a lot of differences, and the worst is that this oldest game uses a lot of links inside files. These will be impossible to resolve, so many models will have missing parts
the thing is that normals could be easily redone in 3d software without affecting the animation but flip models will ruin animation in any case. so if swap is not hard thing to do it would be great to have it.daemon1 wrote:I could swap XZY, but this messes up normals completely. Until we know how to handle normals, I'll not change axes.
thanks for your work, man. didn't know anyone could handle the COD archives but you actually did. hope you'll take a look at the aw archives.daemon1 wrote:I did too much research in these days, so now I need some rest.
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Re: 007 Quantum of Solace
They are in the same archive. But there's no way to tell where (until they loaded in memory).Tosyk wrote:so you saying this missing parts are just in other archives or completely missing?
You can't get these models animated anyway, because the bones have no local rotations. Actually they have, but I didn't extract them, because I didn't think anyone will animate them.Tosyk wrote:flip models will ruin animation in any case
- Tosyk
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Re: 007 Quantum of Solace
well sure if axis extraction it is a trivial thing it would be cool to get them for animation purposes.daemon1 wrote:You can't get these models animated anyway, because the bones have no local rotations. Actually they have, but I didn't extract them, because I didn't think anyone will animate them.Tosyk wrote:flip models will ruin animation in any case