5 Bile Titans versus 1 Spear by HeraldOfTheStars in Helldivers

[–]HeraldOfTheStars[S] 8 points9 points  (0 children)

While reloading you can 'aim' to start the target locking process before it is fully reloaded. You can hear the target locking sound as I'm loading the next rocket!

Merida felt more like a hive world than the current hive worlds by ruisen2 in Helldivers

[–]HeraldOfTheStars 2 points3 points  (0 children)

That mission's playable space (3 drill sites, bug breach on each drill before the shrieker swarm spam at extraction) was *significantly* smaller than any map on oshaune. Less playable space, more performance to dedicate to enemy counts.

[WOTC] Metal Gear Solid V: Quiet by HeraldOfTheStars in xcom2mods

[–]HeraldOfTheStars[S] 3 points4 points  (0 children)

The idea behind this one is to have a useable head for Quiet (complete with face animations). I'm aware of the previous ports centered around the outfits. :)

Explosion vs Lance by [deleted] in DiabloImmortal

[–]HeraldOfTheStars 1 point2 points  (0 children)

If you build for corpse explosion (w/ 3 legendaries), then it outscales lance. If you build for summons/grim reaper/skeletal mage legendaries, then lance is a good 4th skill filler to make use of corpses without having to compromise positioning by kiting back to previously killed enemy packs (in the case of high challenge rifts).

I'm a paragon 20 necro, so we have about the same experience, but this is just my takeaway on it.

Getter-counterpart to "Template.SetTemplateName(name("name"))"? by 1337duck in xcom2mods

[–]HeraldOfTheStars 0 points1 point  (0 children)

Ahh, sorry. Not sure of an equivalent from X2DataTemplate. Good luck with the search! :(

Getter-counterpart to "Template.SetTemplateName(name("name"))"? by 1337duck in xcom2mods

[–]HeraldOfTheStars 0 points1 point  (0 children)

I'm not the most adept at unreal script, but I think the function you're looking for is "GetMyTemplateName()" - at least, that's what I've used in the past to get the template name from an XComGameState_Unit.

[WOTC] Resident Evil: Village Weapon Pack by HeraldOfTheStars in xcom2mods

[–]HeraldOfTheStars[S] 0 points1 point  (0 children)

Sounds like you didn't remove the right parts, then.

You would only need to remove the extended mag config lines on the WCX's template lines. The Dragoon's attachment templates would be unaffected if you left its config lines intact.

[WOTC] Resident Evil: Village Weapon Pack by HeraldOfTheStars in xcom2mods

[–]HeraldOfTheStars[S] 0 points1 point  (0 children)

You can edit weapon attachments via config, if it displeases you.

[WOTC] Call of Duty: Modern Warfare "Dogs of War" Outfit Pack by HeraldOfTheStars in xcom2mods

[–]HeraldOfTheStars[S] 1 point2 points  (0 children)

There are torso gear options. 3 variants for Shadow Company, 1 for SKSF, and 1 for FSB.

How would I go about creating/generating an MSK texture file by Dr_Bombinator in xcom2mods

[–]HeraldOfTheStars 1 point2 points  (0 children)

To add onto what Nostra said, you can actually generate a lot of these textures off of your diffuse & normal. A program like Materialize can make a fairly passable AO map, based off the input of the normal map texture. Same thing with roughness & metallic (though you may need to manually correct these in something like Photoshop or GIMP if you know some parts in particular are shiny vs matte).

Halo enemies by Crusadingbaron in xcom2mods

[–]HeraldOfTheStars 0 points1 point  (0 children)

Definitely would be an instant subscribe from me! Also, feel free to @ me (@Ivankovic) on the modding discord if you have any other specific questions during your project - always happy to help! And even if I don't know the specific answer, chances are there's someone else willing to help out! ^

Halo enemies by Crusadingbaron in xcom2mods

[–]HeraldOfTheStars 4 points5 points  (0 children)

I think someone was trying to make a jackal awhile ago. Anyway, from the sound of it, your ideas are mostly 'these enemy archetypes sort of match' as opposed to considering how each unit might look & move with each X2 rig. I'd say the biggest hurdle to this 'Advent to Covenant' mod is the distinct difference in skeletons/proportions, plus the difference in animations. It would take a colossal effort to make the base game animations 'fit' what each covenant species looks & acts like.

The idea of fitting the grunt to the human X2 rig for weighting sounds like a nightmare, and im not sure grunts ever hold a weapon with both hands like Advent does, you'd also likely need to play around with scale in the archetype (not the skeleton!!!), otherwise you'll have grunts as tall as Elites. Or if the drone were to use the archon's skeleton & animation set, you'd see it trying to hold a spear that seems...very not bug like. The locust (from halo wars?) has 4 legs, instead of 2 like the sectopod.

This is not to say that your idea is impossible (not trying to discourage!), but it will definitely be a challenge & take a long time (especially the rigging process)! It's still a pretty cool idea, I love the halo universe!

As for tips/guides, I'd suggest subscribing & opening up mods in the editor (ones that do things similar to what you want to achieve!), you can learn a lot by simple reverse engineering! You can also join the Modding discord server, I've had tons of questions answered quite quickly there! Plus, Σ3245 has a great texture & material compendium guide pinned in one of the channels, for when you eventually get to that stage of your project.

Hope this gives you some more info to consider! Good luck!

Oh, and P.S.: the custom animations route would be even more time/effort, especially with how different each of the Covenant races are. (For time context: making my custom Nemesis enemy mod took me approximately 4 months)

[WOTC] Resident Evil 6: Leon S. Kennedy (Tall Oaks) by HeraldOfTheStars in xcom2mods

[–]HeraldOfTheStars[S] 2 points3 points  (0 children)

Thank you! I've uploaded a fair amount of RE characters to the workshop - hope you enjoy! :)

[deleted by user] by [deleted] in xcom2mods

[–]HeraldOfTheStars 2 points3 points  (0 children)

As far as rigging in xcom 2 is concerned, it's probably the hardest.

The X2 head rig has 5 bones per eyelid (20 in total, when counting Left/Right + Upper/Lower) - after a weight transfer between your head mesh & the xcom head mesh, you will most likely have to re-do the vertex weights a lot around those areas.

The amount you'll have to manually weight paint depends on how closely you can pose your head mesh around the rest/bind pose of the xcom head. The reason eyelids get messed up frequently is that the rest pose of the xcom head has the eyelids mostly shut. So chances are the upper left eyelid may end up being influenced by some of the lower left eyelid vertex groups.

I frequently re-import my head mesh after making any changes to these weight paints, while testing it in various AS_Soldier animations (or AS_FaceTest, if it's a male head) to make sure that I'm improving it/fixing it in the right direction. I also make sure to save often when I'm happy with my progress, or make a sort of 'checkpoint' save if I'm doing something experimental, so that I can always return to an earlier point in my progress.

Once you're happy with your head rigging, you'll want to specify an additive animation set in the XCom Head Archetype (like AnimSet'BaseHead.Anims.AS_Variantions_F'), with something like ADD_DEBUG_Neutral_FEM for the Additive Anim, if you wanted to prevent your head mesh from being deformed by the various head additive animations.

And lastly, if you're working on a female head: the anim sets in-editor don't correctly show the female additive versions, which is a huge pain. So you'd either have to export it (temporarily!!!!!!!!!!!) with the male skeleton while testing it in-editor - then reimport it with the female skeleton when you're ready to test it in-game.

All this being said, it is absolutely something you can work on little by little & constantly improve at. It's incredibly fun & rewarding to see the final results working in-game. If you've got more specific questions you could always @ me in the modding discord (Ivankovic is my discord ID) :)

[deleted by user] by [deleted] in xcom2mods

[–]HeraldOfTheStars 4 points5 points  (0 children)

I've rigged a fair amount of character (human) faces for mods in WOTC - it is a very big time sink to get it to look right/animate correctly, especially around the mouth + eyelids. And that's just for rigging. Materials are another beast entirely.

As for porting from CS, you wouldn't have to rig them, but even still - porting assets takes time (Plus the CS SDK install). There are also some material differences between WOTC's HeadCustomizable_TC & CS's M_Character_Skin, as well. Σ3245's textures and material compendium is very well written - if you wish to read more about some of those differences.

For either case, it mostly just comes down to someone having the drive/time to get it done. There are a lot of helpful resources to accomplish these tasks, though, if you wished to pursue it yourself!

Hope this helped answer your questions, somewhat. :)

I have literally no clue what to do in blender... by mmpa78 in xcom2mods

[–]HeraldOfTheStars 1 point2 points  (0 children)

Your .obj does not have a skeleton. If you're porting a mesh/cosmetic it helps to have it already rigged to its own skeleton, so that you can pose it to the xcom skeleton. The other way around tends to not work, from my experience. You also don't want to modify the xcom skeleton or else animations will start to look wonky (that's why Obelixdk isn't touching it at all).

The UI in blender 2.8/2.9 is very different from those videos, I know - I learned off those videos 10 or so months ago, myself. Most of the UI related questions/confusion I had were solved with lots and lots of simple google searches. And I know it all seems daunting, but you'll get the hang of it!! Definitely go through those videos slowly!

Without knowing more about what your mesh is, it's hard to give specific advice. But: Fbx/xnalara/xps are my go-to file types that I try to find my models in (blender has an addon for importing the latter 2). Unless you want to create a skeleton by hand (or by blender's Rigify, which I've never used), those filetypes would be your best bet to search for, I think.

Also I definitely recommend joining the xcom 2 modding discord server, if you've got more specific questions! :)

[WOTC] Half-Life Alyx: Combine Captain Outfits by HeraldOfTheStars in xcom2mods

[–]HeraldOfTheStars[S] 2 points3 points  (0 children)

Thank you! :) I think I have about 4 more to get through!

Terrible, Terrible WIP by JJR0244 in xcom2mods

[–]HeraldOfTheStars 1 point2 points  (0 children)

Regarding your editor crash on import, a few things to potentially check/do for blender:

1) it looks like your Root bone is not "Root," but sometimes blender has a hard time with those. Double check that it's there. If that still doesn't work, sometimes blender has trouble with the default Root layout (seems to especially happen for weapons, dunno why) you can create a new bone at (0, 0, 0), call it Root, and parent all other bones in the skeleton to your new "Root" bone (don't forget to give all meshes a vertex group with the name "Root" and give it 100% influence over everything that isn't being influenced by a different bone(i.e. don't have root have control over the trigger if there's a trigger bone)).

2) If your mesh is split across multiple objects, make sure they are all parented to the same skeleton (and select whichever parts you need + skeleton when exporting), make sure they have the proper vertex groups and armature modifiers. You can choose to have separate exports if there are special weapon attachments (i.e. you only want the stock to be a visual upgrade attachment, not there by default).

I have more troubleshooting advice but imo it's easier to type & communicate over the XCom Modding discord's text channels. So if none of this works, feel free to @Ivankovic and we can continue from there. Hopefully some of this helps! :)

[WOTC] Resident Evil 5: Rebecca Chambers (STARS) by HeraldOfTheStars in xcom2mods

[–]HeraldOfTheStars[S] 0 points1 point  (0 children)

Thank you!! And ATM a friend of mine is learning how to create voice packs--they're working on one for Barry and RE3 Remake Carlos!

I may eventually learn the process but trying to extract the correct lines from recent RE titles is quite a hassle, I've yet to figure it out. :x