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ConvictioNDR
29th November 2015, 05:17
Wanting to port a few guns from COD2, a little bored with modern and futuristic guns. Just got the game today for the xanims. Converted the xanims to cod4/5 with Tom-BMX's xanim exporter.
They are beyond messed up. Look like this in game too.
https://i.gyazo.com/cf3f8b97c5cf1292390fb40669e30956.png
Also tried bypassing his tool by editing the xanim with a hex editor. Still extremely messed up.

Without converting them to COD4/5 and putting them straight into Maya after exporting them to .tanim with Tom's tool, they're not as messed up, but still not ideal.
https://i.gyazo.com/e6fbde25de238f788d04a4c48304d285.png

Never worked with COD2 animations before, so I'd like to know if there is a trick to getting them working properly in COD4/5? or if it's a lost cause and I should just use WaW guns with the more boring to me animations. I was told this is the place to ask.

kung foo man
29th November 2015, 22:29
Did you read this thread for some tips / ideas? http://killtube.org/showthread.php?2114-Porting-animations-from-CoD5-CoD4-to-CoD2

Problem is: the only person who could debug and fix the exporting code is Tom, since the tool is closed source. Quite annoying, but better than nothing. Nobody came up yet with an open source variant.

the_law
29th November 2015, 22:58
Holy sh*t it's ConvictioNDR! You're the guy who did this right? https://www.youtube.com/watch?v=aSRRlptIrg8
Mind if I ask how you got those extremely detailed models into CoD4 without getting the "too many vertices" error? I tried porting the SVG-100 with modified Barrett anims but I can't figure out how to reduce it enough to get into CoD2 or CoD4. Then again Maya 6.0 doesn't give too many options for reducing models.

As for the topic at hand, I have no idea. With Maya 6.0 it just crashes when I import the .tanim. Seeing as you can actually import them, though, I could suggest this. Try it on the CoD2 viewhands instead, as I know that CoD4+ anims can't be simply ported into CoD2 because the fingers will be weirdly twisted. Maybe the rig is the root of your problem.

ConvictioNDR
30th November 2015, 00:12
Mind if I ask how you got those extremely detailed models into CoD4 without getting the "too many vertices" error? I tried porting the SVG-100 with modified Barrett anims but I can't figure out how to reduce it enough to get into CoD2 or CoD4. Then again Maya 6.0 doesn't give too many options for reducing models.

Try it on the CoD2 viewhands instead

I deleted the meshes that are there for the paintshop, but that's all I did. Took a little longer to convert but didn't give any errors.
As for COD2 viewhands, they don't really export very well for me. Is there a better program out there for that? Only one I found was from 2009. Or I guess is there one included with the mod tools? only saw british africa body in maya folder.
https://i.gyazo.com/2bcc53a449a0608ef6b4764bfbb9112c.png


Did you read this thread for some tips / ideas? http://killtube.org/showthread.php?2114-Porting-animations-from-CoD5-CoD4-to-CoD2

Problem is: the only person who could debug and fix the exporting code is Tom, since the tool is closed source. Quite annoying, but better than nothing. Nobody came up yet with an open source variant.

Problem with that topic is I'm going the opposite way. COD2 to COD4/5.
I messaged Tom and he says he is going to update the tanim plugin soon and will look at the COD2 animations at the same time. So guess I'll wait for that and see.

the_law
30th November 2015, 01:35
Try downloading the viewsleeves resources from here: http://wiki.modsrepository.com/index.php?title=Call_of_Duty_2:_Viewsleeves_Tutori al


I deleted the meshes that are there for the paintshop, but that's all I did. Took a little longer to convert but didn't give any errors.
Sorry if my terminology is a bit rusty, but could you please go more into detail? Unfortunately I'm not really sure what you meant.

ConvictioNDR
30th November 2015, 05:39
Try downloading the viewsleeves resources from here: http://wiki.modsrepository.com/index.php?title=Call_of_Duty_2:_Viewsleeves_Tutori al


Sorry if my terminology is a bit rusty, but could you please go more into detail? Unfortunately I'm not really sure what you meant.

Each of the weapons has 3 materials that are used to paint on in the game's paintshop. Each of these materials is assigned to a mesh that is basically a copy and paste of the meshes that make up both sides and the top where they can be painted, so in those spots verts are basically doubled. I just selected the objects with those materials and deleted. I didn't bother reducing anything else to keep it as high detail as possible, except a few materials if they used the same images.
Although i just opened the svg from the beta and it doesn't seem to have those materials, so next best option is to download a newer version of maya and reduce there.

the_law
1st December 2015, 02:39
Sorry I keep asking you for favors, but I was wondering if you were willing to fix up the model for me, since my trial of Maya 2012 expired and I would really prefer only pirating software when I'm forced to, like in the case of Maya 6.0.
In exchange I could probably share my anims for the SVG-100 so you could try getting it into CoD4. Here's a little example.

(Sorry for shit quality, just a quick playblast)

https://www.youtube.com/watch?v=vndJY5Mhchg&feature=youtu.be

ConvictioNDR
1st December 2015, 17:14
Just download a student version of 2014 and install the plugin. http://ugx-mods.com/wiki/index.php?title=Maya_2012-2014_Xmodel_and_Xanim_Export_Tool
Just search Autodesk Student Software. Student version lasts 3 years. Just put the last school you attended when it asks. 2014 doesn't have tanim support yet, but hopefully that's what Tom meant by he's updating the tanim plugins since 2012 is difficult to come by legally for free. You can just use 6.0 for tanims though.

the_law
4th December 2015, 05:10
Nice, works like a charm. Just gotta tweak a few things and it'll be working perfectly! Thanks for your help :)

ConvictioNDR
4th January 2016, 22:22
Anyone can send me some COD2 viewhands to try? Still haven't been able to make them work with WaW viewhands.

kung foo man
4th January 2016, 22:53
You saw the link from the_law or you need more than the Thompson viewhands example?

http://wiki.modsrepository.com/index.php/Call_of_Duty_2:_Viewsleeves_Tutorial

Download of the viewsleeves: http://wiki.modsrepository.com/cod2_files/cod2_viewsleeve_files.zip

Also found this tutorial on my disc with quite some example files, maybe you can need it (thanks Everything.exe): http://killtube.org/downloads/cod2/weapon_import_cod2_english/

ConvictioNDR
5th January 2016, 00:49
Oh no, didn't see it above the quote. Thanks.

the_law
6th January 2016, 01:59
By the way ConvictioNDR, I think all the IK's and constraints on the CoD2 rig may be another reason as to what's causing it to crash when the tanims are imported. Maybe you could try using these viewhands as a workaround for the CoD2 anims. I found them in the CoD4 raw directory from the modtools. I haven't tested it yet to see if it works, but the meshes themselves appear to be exactly the same as the american MP hands in CoD2 and the rig is different (no sleeve deform, knife joint, and slightly different finger rig), so I think we're on the right track.

1009

ConvictioNDR
6th January 2016, 02:38
I'll have to take a look at that.

ConvictioNDR
6th January 2016, 03:49
That was actually much closer to not messed up. I could probably just fix those 2 fingers.
https://i.gyazo.com/2b824979ab0ae267f268359fab7f149b.png

Edit:
Much better
https://i.gyazo.com/ac77d843028490a18941ca536e22254b.gif

the_law
6th January 2016, 06:22
Nice job, glad you figured it out :)
Just watch out for that trigger finger on the PPS42 there.

ConvictioNDR
6th January 2016, 06:32
Still WIP but it's getting late for me so will continue this later. Added the knife tag to the hands so the knife will still work. Will have to touch up the knife anim to stop the stretching on the hand, although it's not very noticeable at normal speed. May just use the COD2 melee anims depending on how they act with the bowie knife in zombies. Won't be able to use the WaW weapons alongside the COD2 ones but whatever.

https://www.youtube.com/watch?v=cz8F34maA9c

the_law
6th January 2016, 06:48
It may be possible to do it with WaW viewhands. Try going through a similar process to that of this post: http://killtube.org/showthread.php?2114-Porting-animations-from-CoD5-CoD4-to-CoD2&p=11711&viewfull=1#post11711

Steps for making it work with CoD5 hands should be similar to that of steps 8-12 in that post, but use COD5 viewhands instead of the COD2 ones there.

ConvictioNDR
6th January 2016, 16:10
I looked at fixing the cod4/5 hands already, and without the sleeve reshapers the wrists look really bad. COD2 hands + all cod2 weapons will fit the mod better anyway.