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3 Dimensional Chat / what commercial games have .x models?

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thm120
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Posted: 19th Aug 2009 07:58 Edited at: 19th Aug 2009 07:59
i'm trying learn how to convert models from a game to .x.. idk what program or knowledge i need, i'd like to convert Models from COD and other games of that nature, any help? i'd even settle for a tutorial on how to just convert/ use another game's animnations in my own model
Azunaki
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Posted: 19th Aug 2009 08:44
its illegal to do what your asking.

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Sid Sinister
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Posted: 19th Aug 2009 08:57
thm120, what you are asking for illegal. Plus, I highly doubt you'll know how to implement the ripped models/animations into your own stuff if you don't even know how to create your own in the first place. My advice? Produce your own work.

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crumbaker
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Posted: 19th Aug 2009 11:03
It's not illegal if he owns the game and doesn't sell or give away the models or a game he creates with them. Milkshape is good about taking various model types and converting them to an x format. Although I have no idea what call of duty uses.
Azunaki
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Posted: 19th Aug 2009 11:08
for one commercial games copyright all of their content. so taking anything from any commercial game and using it for your own product is illegal.(commercial or non)

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Cyborg ART
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Posted: 19th Aug 2009 11:13
Is it illegal to print your own money if you only use it for yourself? Yes.

Van B
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Posted: 19th Aug 2009 11:53
The mod community is the place to look, but it depends, like many have said already, on what you plan to do.

If you just want to look at the models, maybe learn something from them then I say look for a converter for COD's models, maybe convert to .OBJ or .3DS which should be supported quite well. If you plan to use the stuff in your own game, then your a fool, and a noob .

There's a lot you can learn from looking at a pro's work, maybe better to look at tutorials and free media instead though, a lot more legal and a lot less hassle.


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thm120
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Posted: 19th Aug 2009 15:54 Edited at: 19th Aug 2009 15:57
o it is? anyways i create my own models(noob like), just saw a topic that said you could take animations from a game and tweak it to your liking.. i need to learn how to make good animations and models by myself but... idk where to begin
Quik
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Posted: 19th Aug 2009 16:37 Edited at: 19th Aug 2009 19:54
thm120: begin with taking a look at the Great Graphic Resource thread, look for a good 3d modeller, learn to model, and then you move on to animation or texturing, also, http://google.com use to have great tutorials, just type: "3d tutorials" and BAM you got a lot of them!^^ Good luck


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Azunaki
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Posted: 19th Aug 2009 17:58
thm. what you want to look for is .FBX files. they are the file type bones and animations are stored in. (not in games on sites)

i know most commercial ones support it nativly or has a plugin for it.(autodesk has one for all its programs) but im not sure if blender supports it.

you should be able to find some on turbosquid.

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BiggAdd
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Posted: 19th Aug 2009 19:56
Edited your post Quik to include a link!

SJHooks
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Posted: 20th Aug 2009 07:32
Use content from a game? Honestly, (I know we covered this,) and really, no offense, but do you think that the creators of the games, who spent a lot of money to hire a team of people to make and animate these models/animations, are just going to put what they spent and got money on/from free for the public? Plus, their animations are made for their specific characters, for if you noticed all the characters have the same physical features/overall physic, just different appearances, therefore they can reuse each animation over and over again for different models. Not only would you have to make models that have those requirements, but you would also have to do some serious rigging. On behalf of everone who answered so far (and what I mean is I'm just saying what you all said) just make your own models, as in not even copy these professional company models, just make your own designs and models. But, I guess it is like what everyone said so far, it all depends on what you're going to do with these models in the end. Will you use them in a commercial game (which could still be illegal because of taking the character designs) or just make a private game out of it all as practice. And if you were worried in any way, making 3D models is very easy once you get the hang of it. In fact, there are free programs out there (completely 100% free and legal, without any need of licensing) that you can use to make high quality models. It just takes practice, or in other words, don't go off expecting to make the Call of Duty models in the first week once you start the whole thing. It takes time to perfect your skills in this field, just ask anyone.
Azunaki
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Posted: 20th Aug 2009 07:49
it is nice to be able to see professionally made models rigging and animation in wire frame ive learned a lot from youtube...

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thm120
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Posted: 20th Aug 2009 15:37 Edited at: 20th Aug 2009 15:38
@SJHOOKS -- i just wanted to learn how to rip the animations from it and tweak it to my own liking... i wasnt going to actually use it in the game( i'm smarter than that) and besides that, all my games are private.. none commercial
SJHooks
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Posted: 21st Aug 2009 04:23 Edited at: 21st Aug 2009 04:27
Quote: "i just wanted to learn how to rip the animations from it and tweak it to my own liking"
Oh, that's good to know . I see your point now, animating is hard overall, but it actually really depends what you use. If it's characterFX, then of course you'll be tempted to want these professionally made animation. Though if you use a program like Autodesk Softimage, then things are much easier. From what I know games like Devil May Cry 4 and Metal Gear Solid 4 were animated (including mouth animations) with Soft Image. In MGS4, (I read an article about it, I can post the link if you want) they used a low poly mouth model and animated that using bones, then they applied the same animation to the high poly mouth model of the characters, so they easily got away with making the mouth animations synchronized with seperate languages, such as English and Japanese. In fact they have two videos (now only one, since they took the original videos off the website, and now other websites hosting the article cannot play this particular video). The one remaining Video is about the MGS4 Mouth animating. EDIT: and oh yeah, the thing about applying the same animation to different models is pretty was actually shown in the first video that got taken down. It showed Old Snake being animated, and then the corresponding easter egg character (Solid Snake in an Assassin's Creed [Altiar's] costume). They rigged the model so that when they moved the hand of the Old Snake model, the exact same thing happened with the Assassin's Solid (the name of the Assassin's Creed/Metal Gear Easter egg) character. That, and like I said, they always go with the simple way and just reuse the same animations for all the characters, and all the characters have the same body structure (except for MGO, where there are female and male characters, but they just did double the animation).
teamhalo
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Posted: 21st Aug 2009 06:24 Edited at: 21st Aug 2009 06:27
Totally Possible.
I've managed to get a lot of media from many games successfully into fpsc.
You just have to be a skilled ripper.
Just if you do ever learn the ways, please
don't distribute.

This was just some testing and goofing around a while backvv


SJHooks
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Posted: 21st Aug 2009 22:12 Edited at: 21st Aug 2009 22:12
Teamhalo, those aren't the real models are they? I mean it seems unlikely that they would put the real models out to the public, more like homemade models (Plus, the textures aren't the same either o.O)
teamhalo
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Posted: 21st Aug 2009 23:14 Edited at: 23rd Aug 2009 01:32
The warthog was extracted from halo 2 and that battle rifle was aswell but I severely edited the battle rifle texture because the original was only 512. Yes they are the real models.

NeX the Fairly Fast Ferret
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Posted: 22nd Aug 2009 13:44
Quote: "the textures aren't the same either"


No, that's exactly what the Warthog looks like without the custom shaders Halo 1/2/3 use.

SJHooks
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Posted: 23rd Aug 2009 01:28
Quote: "The warthog was extracted from halo 2 and that battle rifle was aswell"
Even though I don't support taking other game's contents, out of curiousity what is the poly count for the warthog and battle rifle? And do they have triangular polys or tri and quad polys?
teamhalo
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Posted: 23rd Aug 2009 01:32
Warthog has 3376 tri's
Battle Rifle has 3655 tri's (not including magazine)

SJHooks
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Posted: 23rd Aug 2009 01:35
Quote: "Warthog has 3376 tri's Battle Rifle has 3655 tri's (not including magazine)"
Really? It seems as they had a budget of how many polys they wanted, and it seemed that about 3500 was the limit for all objects? I'd say about 3000-4000 or so for the characters, and about 10,000 polys for the entire stage (maybe more). hmm...
Azunaki
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Posted: 23rd Aug 2009 04:27
Quote: "and about 10,000 polys for the entire stage (maybe more). hmm... "

umm...are you talking about the maps.. or the scenes..or in view at one time..

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SJHooks
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Posted: 23rd Aug 2009 05:49 Edited at: 23rd Aug 2009 05:54
Quote: "or in view at one time"
I'd say the view at one time, depending on what the view is at. Why, am I wrong? . Oh yeah, and Sid Sinister once suggested a sight to me that gave info about poly counts. For halo one, I got this:
Quote: "Halo, Xbox, 2001
Masterchief – 2,000 polygons"
It didn't mention any other Halo, but the change from Halo 1 to 2, I'd say Master Cheif is based around 4000, and assuming from that, other stuff.
Azunaki
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Posted: 23rd Aug 2009 10:48
yea master chief was probably around that. but 10,000 in view at one time is a very very small amount... it was probably around 150,000-300,000 possibly even more on some of the bigger views.

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Deathead
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Posted: 23rd Aug 2009 15:47
Quote: "Is it illegal to print your own money if you only use it for yourself? Yes."

Well technically you will be using it for others use, as if you use it you're buying stuff, so the store getting your money is then being spread onto their staff, so you can't really print your own money and use it for your own use.



teamhalo
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Posted: 23rd Aug 2009 17:14
halo 2's chief is actually only 3042 tri's

shocking, I know.

Azunaki
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Posted: 23rd Aug 2009 21:30
if they use a normal map it isn't that surprising.

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thm120
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Posted: 23rd Aug 2009 21:33
wow this thread has really gone off-topic.. anyways, i got 3ds Max, but i need a plugin that allows me to import and export .x models, i tried panda, but it didnt work.. i have 3ds Max 2010
SJHooks
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Posted: 24th Aug 2009 01:14
Quote: "halo 2's chief is actually only 3042 tri's shocking, I know."
Actually, seeing as he is in full body armor, they avoid major high poly details, (expecially on the face) and replace it with a few low poly details on the armor and mask, so technically they get away with stuff like this (and another high poly facial feature they get around is hair).
teamhalo
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Posted: 24th Aug 2009 05:07
Quote: "wow this thread has really gone off-topic.. anyways, i got 3ds Max, but i need a plugin that allows me to import and export .x models, i tried panda, but it didnt work.. i have 3ds Max 2010"

Hey bro max can't import .x file, there is no importer at this time. You'll have to convert it to a compatible format.(3ds,obj etc.)
Panda is an exporter.

thm120
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Posted: 24th Aug 2009 06:28
dam, you'd think that such an expensive program would atleast have that feature... dissapointments
da power pwnerer
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Posted: 25th Aug 2009 00:32 Edited at: 25th Aug 2009 00:32
You'd also think that if you owned such an expensive program, you could make your own models rather than rip them from other games... disappointments

Perhaps you pirated the software rather than paying for it also?

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SJHooks
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Posted: 25th Aug 2009 00:43 Edited at: 25th Aug 2009 00:44
Or maybe he's a noob right now and doesn't know the basics of making any media for games, therefore he bought the first one without really putting much research into other programs (which is ok, because 3ds max is a very good program), and people like you jump to conclusions because someone's a noob to the whole thing... think, 3ds Max and Photoshop are probably (to me) the most popular program's I've heard of for game making, so if I were a noob to the whole thing and had plenty of spare money, I'd get them (though I would research everything first)... I'm not insulting you or anything i'm just saying to jump to conclusions
teamhalo
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Posted: 25th Aug 2009 00:57
Quote: "You'd also think that if you owned such an expensive program, you could make your own models rather than rip them from other games... disappointments

Perhaps you pirated the software rather than paying for it also?"

Just because I like seeing how developers have made there models doesn't mean all I do is "rip" media. I model, all the time and am trying my best to become better. I'm not some punk who just rips and distributes models all over the net. I own every game that I have examined. Don't get so quick on pointing the finger at someone.

SJHooks
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Posted: 25th Aug 2009 01:14
wait a minute, who are we talking about, thm120 or teamhalo? Eitherway, the models taken from other games, it's understandable as long as it remains private, as in no distribution or use in commercial products, or public products for that matter. I mean, don't we all have a curiosity about what these professional games do? What size texture, what poly counted model, what type of polies, what style of everything, etc.. Using them is different, unless you're just using these models as practice only, then I guess it's fine, I mean, if Bungie hasn't done anything about it yet, then they probably don't care as long as it's not used publicaly ^^, still da power pwnerer has a point (somewhat) it's better, in probably everyway, to make your own models then it is to take them from somewhere else...
teamhalo
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Posted: 25th Aug 2009 01:36
Quote: "still da power pwnerer has a point (somewhat) it's better, in probably everyway, to make your own models then it is to take them from somewhere else..."

-_-I make my own models, I don't just 'take' them, I just examine them and fool around sometimes, never anything even serious...

SJHooks
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Posted: 25th Aug 2009 02:19
I know I know, I'm not talking directly to you, I'm saying it to anyone reading this article considering this method, just a friendly tip
da power pwnerer
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Posted: 25th Aug 2009 03:21
I was referring to thm120, not teamhalo. I have seen teamhalo's models and they are actually pretty decent.

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thm120
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Posted: 25th Aug 2009 03:42 Edited at: 25th Aug 2009 09:03
Quote: " You'd also think that if you owned such an expensive program, you could make your own models rather than rip them from other games... disappointments

Perhaps you pirated the software rather than paying for it also? "

or maybe i bought the student edition u smart "bleep"... i havint seen any models from you so please get of my nuts.. nobody needs your negativity...
SJHooks
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Posted: 25th Aug 2009 03:56 Edited at: 25th Aug 2009 03:58
Ok, da power pwnerer, then you really don't have a right to say that, for there are ligit reasons, and thm120, I know you're defending yourself but watch your language, this isn't a place to start fights and make enemies, just a place for us to help each other out, and it doesn't matter really what type of 3D modeling program you have to make great 3D models, I've seen great stuff made with Blender 3D and The Gimp (and even greater things, sometimes, with photoshop and blender), both license free (I think, right?), and overall cost free, and both great program.
Azunaki
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Posted: 25th Aug 2009 04:31 Edited at: 25th Aug 2009 05:16
Quote: "(and even greater things, sometimes, with photoshop and blender)"

photoshop isn't free

Quote: "it doesn't matter really what type of 3D modeling program you have to make great 3D models, I've seen great stuff made with Blender 3D and The Gimp"

and yea your right.

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SJHooks
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Posted: 25th Aug 2009 04:37 Edited at: 25th Aug 2009 05:15
Asunaki, I know I didn't say what I said in an "organized" way, but when I said photoshop, I mean that photoshop was good with pretty much any 3D modeling program such as Blender, I didn't mean it was free. And when you say I'm right, do you mean the fact that blender and the gimp are free (which I know) or they are both license free? And just in case, to save the trouble I'll do it to myself... *NOOB SLAP* *NOOB SLAP*
Azunaki
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Posted: 25th Aug 2009 05:14
lol alright i shall use quotes to make me understandable lol(man i hate going through the effort of doing that..i'll update the other post with it)

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thm120
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Posted: 25th Aug 2009 06:10
Quote: " Ok, da power pwnerer, then you really don't have a right to say that, for there are ligit reasons, and thm120, I know you're defending yourself but watch your language, "
i'm sorry, certain type of ignorance brings out the worst in me
SJHooks
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Posted: 25th Aug 2009 06:14
Quote: "i'm sorry, certain type of ignorance brings out the worst in me"
No real need to apologize as long as you just watch your language. And besides, normally an argument on these forums resolve simply, but when it comes to anything legal it's a big deal to anyone
da power pwnerer
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Posted: 26th Aug 2009 05:20
Well after seeing this thread something just leads me to believe that thm120 is just a child. And for the most part, children don't afford expensive modeling programs, academic versions or not. Just what I think. You guys can agree/disagree with me all you like.

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SJHooks
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Posted: 26th Aug 2009 05:45
Umm, ok da power pwnerer, after seeing that website I agree with you to a limit, but still, it's off topic and at least we should try to keep the topic of this forum right, for all we know that could be a thread older than this one, and he's starting a new slate.
da power pwnerer
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Posted: 26th Aug 2009 05:57
Okay will do

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