KF Mod Version 3 - progress  (Read 238793 times)

Vanico

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Re: KF Mod Version 3 - progress
« Reply #330 on: November 27, 2011, 13:42 »
Santa Clause, NOOO!

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #331 on: November 27, 2011, 20:35 »
I'm not sure if we need this, but I wish to have a Linux version of the next release. Therefor I've made an installer script with many features (e.g. cache extractor).
Haven't tried it yet, but when V3 comes I will build a package with it.

Just to present any result:
Code: [Select]
#! /bin/sh

# Killing Floor mod installer deluxe made by N3Cr0

echo "\033[32m Welcome to \033[1mN3Cr0\033[0m's KFmod installer.\n\n It will install KFmod into your /home directory\n"
echo "Killing Floor Mod requires UT2004 3369 patch and UT2004 Megapack.\n"
echo "say 'y' to proceed installation or 'n' to cancel."
read kfinst
if [ $kfinst = y ]
then
Copying files, please wait.
cp KFMod20 ~/.ut2004
echo "Killing Floor mod has been installed."
else exit 0
fi

echo"\nDo you wish to have a starter on your desktop? (y/n)\n"
read desk
if [ $desk = y]
then cp kfmod252.desktop ~/Desktop
else sleep 0
fi

echo"\nDo you wish to install the cache extractor script for Killing Floor mod? (y/n)\n"
read ckf
if [ $ckf = y]
then cp "cache-extractor-linux -> Killing Floor" ~/Desktop
else sleep 0
fi

echo"\nDo you wish to install the cache extractor script for general UT2004? (y/n)\n"
read cut
if [ $ckf = y]
then cp cache-extractor-linux ~/Desktop
else sleep 0
fi

echo "\nDo you wish to install the UT2004 playlist generator script? (y/n)\nIt's a work around for the broken ingame playlist editor.\n\n requirements: perl"
read upl
if [ $upl = y]
then
cp playlist_editor ~/.ut2004
echo "The playlist generator has been installed to ~/.ut2004/playlist_editor"
else sleep 0
fi

echo "\033[31m(Experimental! Only tested on one Ubuntu 64bit system)\n \033[32mDo you wish to install the pulse audio plugin (for surround sound and software mixing) \033[31msystem wide \033[32minto your UT2004? \n(the old OSS based openal.so will get backed up)\n "
echo "This requires root rights. (and sudo) (y/n)"
read pa
if [ $pa = y]
then
sudo mkdir /usr/local/games/ut2004/System/backup
sudo cp /usr/local/games/ut2004/System/openal.so /usr/local/games/ut2004/System/backup/openal.so
sudo rm /usr/local/games/ut2004/System/openal.so
sudo cp libopenal.so.1.12.854/usr/local/games/ut2004/System/openal.so
sudo else sleep 0
fi

echo "Done.\nEnjoy the game."

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Snipe34

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Re: KF Mod Version 3 - progress
« Reply #332 on: November 27, 2011, 21:44 »
I'm not sure if we need this, but I wish to have a Linux version of the next release. Therefor I've made an installer script with many features (e.g. cache extractor).
Haven't tried it yet, but when V3 comes I will build a package with it.

Just to present any result:
Code: [Select]
#! /bin/sh

# Killing Floor mod installer deluxe made by N3Cr0

echo "\033[32m Welcome to \033[1mN3Cr0\033[0m's KFmod installer.\n\n It will install KFmod into your /home directory\n"
echo "Killing Floor Mod requires UT2004 3369 patch and UT2004 Megapack.\n"
echo "say 'y' to proceed installation or 'n' to cancel."
read kfinst
if [ $kfinst = y ]
then
Copying files, please wait.
cp KFMod20 ~/.ut2004
echo "Killing Floor mod has been installed."
else exit 0
fi

echo"\nDo you wish to have a starter on your desktop? (y/n)\n"
read desk
if [ $desk = y]
then cp kfmod252.desktop ~/Desktop
else sleep 0
fi

echo"\nDo you wish to install the cache extractor script for Killing Floor mod? (y/n)\n"
read ckf
if [ $ckf = y]
then cp "cache-extractor-linux -> Killing Floor" ~/Desktop
else sleep 0
fi

echo"\nDo you wish to install the cache extractor script for general UT2004? (y/n)\n"
read cut
if [ $ckf = y]
then cp cache-extractor-linux ~/Desktop
else sleep 0
fi

echo "\nDo you wish to install the UT2004 playlist generator script? (y/n)\nIt's a work around for the broken ingame playlist editor.\n\n requirements: perl"
read upl
if [ $upl = y]
then
cp playlist_editor ~/.ut2004
echo "The playlist generator has been installed to ~/.ut2004/playlist_editor"
else sleep 0
fi

echo "\033[31m(Experimental! Only tested on one Ubuntu 64bit system)\n \033[32mDo you wish to install the pulse audio plugin (for surround sound and software mixing) \033[31msystem wide \033[32minto your UT2004? \n(the old OSS based openal.so will get backed up)\n "
echo "This requires root rights. (and sudo) (y/n)"
read pa
if [ $pa = y]
then
sudo mkdir /usr/local/games/ut2004/System/backup
sudo cp /usr/local/games/ut2004/System/openal.so /usr/local/games/ut2004/System/backup/openal.so
sudo rm /usr/local/games/ut2004/System/openal.so
sudo cp libopenal.so.1.12.854/usr/local/games/ut2004/System/openal.so
sudo else sleep 0
fi

echo "Done.\nEnjoy the game."


cool man, this will help 100GPing100 and Linux users!

Thanks!

100GPing100

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Re: KF Mod Version 3 - progress
« Reply #333 on: November 30, 2011, 22:09 »
The ragdoll program. What is it exactly? What type of files does it create?

The reload animation seems a timing issue when the reloading state was coded. If that is the case it would just be a matter of changing and testing until it got right.

I also noticed that when I use multy firemode weapons it changes the weapon mode (automatic, semi-automatic) when I aim down the sights. I do not know if this is intentional, but it should be something changeable by a key on the keyboard (say Z) and not by the mouse.

I am able to get you whatever animations you want from files of the game. I can extract everything from the game. So if you need an animation to tweek it I can extract it for you.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #334 on: November 30, 2011, 22:55 »
The ragdoll program. What is it exactly? What type of files does it create?

The reload animation seems a timing issue when the reloading state was coded. If that is the case it would just be a matter of changing and testing until it got right.

I also noticed that when I use multy firemode weapons it changes the weapon mode (automatic, semi-automatic) when I aim down the sights. I do not know if this is intentional, but it should be something changeable by a key on the keyboard (say Z) and not by the mouse.

I am able to get you whatever animations you want from files of the game. I can extract everything from the game. So if you need an animation to tweek it I can extract it for you.

The KAT program creates a karma ragdoll.  KAT: (under this page heading "Getting KAT" gives a link for download) http://udn.epicgames.com/Two/KarmaAuthoringTool.html

The KAT program produces .ka files.  .ka files can be found in KFMod20\KarmaData.  .ka are also editable in notepad.
The best ragdoll creation tutorial: http://www.unreal.shaungoeppinger.com/devragdollkat.html   This tutorial got me very close but editing a few details in the ragdoll file made ragdolls work nearly exactly as I wanted.

I agree, changing firemode by pressing Z or some other key would be better than the mouse.  Everytime raising the gun and it changes, single / auto, is yes, very irritating.

The Taurus and Winchester empty fire.  If they are in the anim "Raise" the Empty anim looks ok.  But if they are lowered, they jump to "raise" and activate 'empty' (emptyfire) anim.  It doesn't look correct.  Knife has 'smoothing' code that bypasses certain anims - I think that's similar to the Taurus and Winchester problem.
But I was also thinking of deleting the empty and empty fire anims from the code which may save some work?

You can extract any file to tweak!! Amazing!!  I would like to modify the KFSoldier to include the new 3p weapons reloads.  And this may also mean I can add another solider character...  Perhaps even modify some of the weapons to include "Raise" - the Deagle for example.

poompoom500

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Re: KF Mod Version 3 - progress
« Reply #335 on: December 01, 2011, 08:49 »
 :-\ To 100GPing100,

Quote
I am able to get you whatever animations you want from files of the game. I can extract everything from the game. So if you need an animation to tweek it I can extract it for you.
Oh my Guutness! That is what I have been looking for. You have an apps that extracts and compile the files? Can you share it with me too? I want to tweak the characters (zombies) and weapons for my own personal use.

NOTE: I have a UMake apps, but I don't exactly know how to use it.
« Last Edit: December 01, 2011, 08:52 by poompoom500 »

100GPing100

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Re: KF Mod Version 3 - progress
« Reply #336 on: December 01, 2011, 12:14 »
To recompile the extracted animation, etc, I allways use the editor. After I've changed what I wanted I go to the editor open the package where I extracted it from, delete the old one and add in the new one with the same name.

I never used UMake, so I'm not sure how it works.


@Sniper34 When I extract something, I extract everything from a file. So, if I want to extract something from a static mesh package I extract all the static meshes. But if I also want the textures for it I need to extract the textures file.

So, do you need 1 specific skeletal mesh (and animations for it), or also the textures? (Combiners and shaders do not get exported because there is no file type for them out of the UnrealEnginel).

poompoom500

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Re: KF Mod Version 3 - progress
« Reply #337 on: December 01, 2011, 13:37 »
 :( To 100GPing100,

I am sorry for butting in, but exactly do you extract a file? What application do you use?

100GPing100

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Re: KF Mod Version 3 - progress
« Reply #338 on: December 01, 2011, 17:22 »
UModel/UEViewer created by created by Gildor.

http://www.gildor.org/en/projects/umodel

It is a console application.

poompoom500

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Re: KF Mod Version 3 - progress
« Reply #339 on: December 01, 2011, 18:59 »
 :) To 100GPing100,
 
Thanks much bud! Will try it now.

UPDATE: I tried using "cmd" in "Run" and I get the DOS mode. What do I need to type to extract a *.u file? Can you type help? What's the code for options?
« Last Edit: December 01, 2011, 19:29 by poompoom500 »

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #340 on: December 01, 2011, 20:10 »
I didn't try it yet, but you should have taken a look to the download page. It seems easy to handle (as far as you know the name of the package you wanna view/extract - take a look in the Animations folder): Just define the path as an argument.

for example:
Code: [Select]
umodel -path=c:/games/ut2004/KFMod20 KFCharacterModels
the line above will show you all contents of that package

To extract it try this:
Code: [Select]
umodel -path=c:/games/ut2004/KFMod20 -export KFCharacterModels
This should work and Linux and Windows the same way.

EDIT: By the way:
1st try: For me it displays much more (the full help text) - even without setting any argument (poompoom500, don't use symbols like "?" or "/" behind the command)
Just to demonstrate what I see in my terminal (Linux version):
Code: [Select]
basti@basti-ubuntu:~/Spiele/UT2004/umodel_linux$ ./umodel
UE viewer / exporter
Usage: umodel [command] [options] <package> [<object> [<class>]]

    <package>       name of package to load, without file extension
    <object>        name of object to load
    <class>         class of object to load (useful, when trying to load
                    object with ambiguous name)

Commands:
    -view           (default) visualize object; when <object> is not specified,
                    will load whole package
    -list           list contents of package
    -export         export specified object or whole package
    -taglist        list of tags to override game autodetection

Developer commands:
    -log=file       write log to the specified file
    -dump           dump object information to console
    -check          check some assumptions, no other actions performed
    -pkginfo        load package and display its information

Options:
    -path=PATH      path to game installation directory; if not specified,
                    program will search for packages in current directory
    -game=tag       override game autodetection (see -taglist for variants)
    -pkg=package    load extra package (in addition to <package>)

Compatibility options:
    -nomesh         disable loading of SkeletalMesh classes in a case of
                    unsupported data format
    -noanim         disable loading of MeshAnimation classes
    -nostat         disable loading of StaticMesh class
    -notex          disable loading of Material classes
    -sounds         allow export of sounds
    -3rdparty       allow 3rd party asset export (ScaleForm)
    -lzo|lzx|zlib   force compression method for fully-compressed packages

Platform selection:
    -ps3            override platform autodetection to PS3
    -ios            set platform to iOS (iPhone/iPad)

Viewer options:
    -meshes         view meshes only
    -materials      view materials only (excluding textures)

Export options:
    -out=PATH       export everything into PATH instead of the current directory
    -all            export all linked objects too
    -uncook         use original package name as a base export directory
    -groups         use group names instead of class names for directories
    -uc             create unreal script when possible
    -pskx           use pskx format for skeletal mesh
    -md5            use md5mesh/md5anim format for skeletal mesh
    -lods           export all available mesh LOD levels
    -notgacomp      disable TGA compression
    -nooverwrite    prevent existing files from being overwritten (for performance)

Supported resources for export:
    SkeletalMesh    exported as ActorX psk file or MD5Mesh
    MeshAnimation   exported as ActorX psa file or MD5Anim
    VertMesh        exported as Unreal 3d file
    StaticMesh      exported as psk file with no skeleton (pskx)
    Texture         exported in tga format
    Sounds          file extension depends on object contents
    ScaleForm       gfx
    FaceFX          fxa
    Sound           exported "as is"

List of supported games:
Unreal Engine 1:
  Unreal 1, Unreal Tournament 1 (UT99), The Wheel of Time, DeusEx, Rune,
  Undying

Unreal Engine 2:
  Unreal Tournament 2003,2004, Unreal Championship, Splinter Cell 1,2,
  Splinter Cell: Conviction, Lineage 2, Land of Chaos Online (LOCO),
  Battle Territory Online, Star Wars: Republic Commando, XIII, UE2Runtime,
  Tribes: Vengeance, SWAT 4, Bioshock, Bioshock 2, Ragnarok Online 2, Exteel,
  Killing Floor

Unreal Engine 2X:
  Unreal Championship 2: The Liandri Conflict

Unreal Engine 3:
  Unreal Tournament 3, Gears of War, Gears of War 2, Gears of War 3,
  Infinity Blade, Bulletstorm, EndWar, Rainbow 6: Vegas 2, Mass Effect,
  Mass Effect 2, BlackSite: Area 51, Mortal Kombat vs. DC Universe,
  Mortal Kombat, Turok, Fury, TNA iMPACT!, Stranglehold, Army of Two,
  Destroy All Humans, Huxley, The Last Remnant, Mirror's Edge,
  X-Men Origins: Wolverine, Magna Carta 2, Batman: Arkham Asylum, Crime Craft,
  AVA Online, Frontlines: Fuel of War, Homefront, 50 Cent: Blood on the Sand,
  Borderlands, Dark Void, Legendary: Pandora's Box,
  TERA: The Exiled Realm of Arborea, Blade & Soul, Alpha Protocol,
  All Points Bulletin, The Bourne Conspiracy, Transformers: War for Cybertron,
  Transformers: Dark of the Moon, America's Army 3, Mortal Online,
  Enslaved: Odyssey to the West, Medal of Honor: Airborne,
  Medal of Honor 2010, Berkanix, Undertow, Singularity, Nurien,
  Hunted: The Demon's Forge, Dungeons & Dragons: Daggerdale,
  Shadows of the Damned

For details and updates please visit http://www.gildor.org/en/projects/umodel
basti@basti-ubuntu:~/Spiele/UT2004/umodel_linux$

So I would say, if you can work with a console (it's not as difficult as many people think) you should be able to handle it easily.

EDIT2:
Holy Sh!t 111
I just opened the KFCharacterModels , it immediately started loading all the content and then a new window has opened , rendering a clot.
personally I like this tool - it fits my style ;)

EDIT3:
Wow, I didn't know the chaingunner is still in V2.52
Nice! ^^
« Last Edit: December 01, 2011, 20:28 by N3Cr0 »
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Snipe34

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Re: KF Mod Version 3 - progress
« Reply #341 on: December 01, 2011, 21:46 »
UModel/UEViewer created by created by Gildor.

http://www.gildor.org/en/projects/umodel

It is a console application.

Thx N3cro for that advice!

100GPing100, thx I will use the app to extract!

poompoom500

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Re: KF Mod Version 3 - progress
« Reply #342 on: December 01, 2011, 23:47 »
 :( To Necro,

Where will the UModel place the exported files?

First of all, I placed the UModel.exe under a folder from C:\Program Files\UmodelUViewer. And I run it under DOS mode using the "cmd" in "Run". Then I change the directory to C:\Program Files\UModelUViewer. Then I run umodel. And I got the options (see picture below):
« Last Edit: December 02, 2011, 00:12 by poompoom500 »

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #343 on: December 02, 2011, 06:15 »
Oops, haven't tried extracting yet (I will do that when I'm back home), but I guess it will store the files eighter in the same directory as the .exe or the directory where you specify the path.
OK, now where you got the program running the rest is very easy:
your fault was you have not set any parameters - this can't do anything except of displaying you how to use this tool.
Well, what you entered in the cmd was
Code: [Select]
umodel.exe(with or without the .exe extension - it should make no difference under Windows)
But you had to type in the following:
Code: [Select]
umodel -path=c:/games/ut2004/KFMod20 KFCharacterModels  or if you only wnat to export all content
Code: [Select]
umodel -path=c:/games/ut2004/KFMod20 -export KFCharacterModels 
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100GPing100

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Re: KF Mod Version 3 - progress
« Reply #344 on: December 02, 2011, 08:10 »
I think there are some user made GUIs, so that it makes it easier for people who do not know how to use the console.

http://www.gildor.org/smf/index.php?topic=330.0



@poompoom500 to extract files from a .u package I use ucc.exe.

For example, to extract all classes from a .u file I open CMD and do:

cd C:\Unreal Anthology\UT2004\System
ucc batchexport .\MyuFile.u classes .uc ..\MyuFile\Classes\

"cd C:\Unreal Anthology\UT2004\System" will make the current directory the one indicated, in this case my System directory.
I can then call ucc.exe with ucc because I am currently in it's folder, the system folder.
I use the command batchexport that allows me to export things.
I indicate what file I want to export with. ".\" indicates it is the current directory and then the file name.
I tell the compiler I want to export classes into a file type of '.uc'.
Last I need to tell the compiler where to place the extracted files, so I use "..\" to indicate 1 directory back from the current directory ("...\" for 2 directories and so on). I told ucc to extract it into "C:\Unreal Anthology\UT2004\System\MyuFile\Classes\" so I can compile it without needing to move folders.