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Republic Commando Mods?


Lando Griffin
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  • 2 weeks later...
  • 1 month later...

I think that's just it. Prime had to make his own, because he couldn't use the game ones. Not that he would want to, but still.

 

But by all means, if you get them over, release them on pcgamemods. The UT admins don't care. They have all kinds of models ported from other games hosted.

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damn that game. They have hard-coded the textures and models to be run only on the RC Editor. I tried converting them to a rawer .jpg/.tga/.bmp etc. format, but it's just not exporting the textures. The models are really beyond me, so... expect nought from me.

 

BTW... I'll release my other UT Skins on pcgamemods, if I get the time...

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The textures you can extract by setting the texture view to 100 percent and hitting print-screen then pasting in a paint program and resaving - it’s sort of a hack way of doing it but it works.

 

The models you can reconstruct vertex by vertex since you can see the wire-frame and how the model was constructed. If you’ve any will to do this it’s great practice, just use one of the appropriate sized UT models as a base of reference.

 

Then you just have to line up the UVs to match the texture.

 

Technically it is illegal though, if you're using them in another game - whether or not anyone cares is another story.

 

/Edit - Eh, actually you can simply right click>export to file, then add a .bmp or .tga to export texture files. Not sure why I thought that wouldn't work considering I'd done it before :p

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  • 5 weeks later...

Slightly OT: Looks like Mars Marshall made some RC models that look pretty faithful. If all else fails, Sabertooth, you could always just port those in with his permission. Cuts back on the illegality, too.

 

But whatever. Just a suggestion if the desire is still there regardless of how you fair in getting the in-game models out.

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  • 8 months later...
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Sorry to resurrect such an old thread..

 

I am searching for a way to export textures from Republic Commando so I can convert some of the maps for play on Raven Shield servers.

 

Also, there is a relatively easy way to export Static Meshes from Republic Commando to other Unreal Engine Games..

 

If this thread is still viable, I would be happy to share it with everyone, providing there are no legal issues in the sharing..

 

SODsniper

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  • 1 month later...
SODsniper, I am trying for a long time to extract the LAAT from Republic Commando. If you are still around please share with me how to extract it!

 

It's an easy, albeit tedious process made harder by the lack of TEXTURE EXPORT for the RepCom UED.

 

It's rather ironic, but I just typed in the entire process for another fellow mapper...

 

I'll just cut and paste what I wrote there. It's mostly all applicable to you.

 

 

1. Locate the SM you want. Note it's textures that it uses in the MATERIALS section of the SM Browser.

 

2. Find the appropriate textures in the TEXTURE Browser and export them. Note that you cannot EXPORT Shaders or Combiners or the like. If your SM, uses a shader or what have you, then you will need to go into the properties of the Shader or whatever, and locate it's base texture(s) and export that. We will cover how to IMPORT shaders etc etc in a subsequent step.

 

2a. Now, you will note that most of the textures you export will be in .dds format. There MAY be an issue when trying to import these DDS textures into RVS's UED and it crashes. I have ran into situations where this happens. And, unfortunately, there is no way to tell until you actually try it. If you do find your self with these types of DDS files, download an ATI program called THE COMPRESSONATOR.. It will take the DDS files and re-save them in a manner that UED RVS likes. If I find that I have a lot of these types of DDS files, I just use the BATCH part of THE COMPRESSONATOR and do the conversion en masse. Once you have all the Textures ready, you import them into RVS UED. It is VITAL that you retain the same texture name for the textures. This will become evident why later...

 

3. OK, so you have imported all the necessary textures into RVS UED.

NOTE RE SHADERS, ETC. You really can't "import" these textures. So, what I do is to import the base texture and then simply recreate the shader, combiner or whatever in RVS's UED. You do this by selecting FILE <===> NEW in the Texture Browser and copy the shader, combiner, whatever bit for bit from the properties of the shader (whatever) in the UED you are working from. It's a tedious process, but very effective...

 

So, when all is said and done, you should have an exact duplicate of the texture package for the specific SM in RVS UED.

 

 

4. Now go back to the UED that has the SM you want and place the SM on the anywhere on the "map". Note that you don't actually have to have a real "map" opened up. You can just place the SM anywhere..

 

5. Right click on the SM and select CONVERT <===> BRUSH. This will create a red builder brush in the exact form of the SM. The SM should still be highlighted. Delete the SM. This isn't really necessary to do, but it helps keep your workspace clean..

 

6. Now EXPORT the **BRUSH** (BRUSH <===> EXPORT) giving it the same name as the SM in the UED you are in right now. NOTE: This is only necessary if you are doing a MAP CONVERSION. If you are simply pulling an SM out for you to use in RVS, you don't need to bother with the naming conventions..

 

7. Go back to RVS UED and IMPORT (BRUSH <====> IMPORT) the brush you just created... Note that you must give it the exact name that the SM had in the other UED. Again, if you are just pulling out a single SM, you don't have to worry about the naming convention.

 

8. Now, you have a red builder brush in the shape of the SM. Click ADD.... Now, if you did the texture importing right (paying close attention to insure that the texture names are all identical) then you should have a perfect representation of the SM as an ADD brush.

 

9. You then simply CONVERT that Brush to a Static Mesh and viola... A perfectly duplicated SM from the other UED to RVS's UED..

 

Now, this process may appear tedious and unwieldy and it is.. But, if you are only using it to get a couple SMs out of other UED Games, it's not that bad.. It looks worse than it really is..

 

It's only when you are trying to convert an entire map that it get's REAL tedious. Very Happy

 

And it could be a LOT worse.. With Republic Commando's UED, the have disabled the EXPORT TEXTURE feature.. So what end up doing there is, instead of EXPORTing the textures from RepCom UED, I have to take a screen shot of the texture, open it up in PSP, crop it to exact measurments and then save it as a BMP..

 

Now THAT is tedious...

 

I know I just threw a LOT of info at you.. Feel free to follow-up with anything you don't clearly understand...

 

 

SODsniper

Building A Better RavenShield Community..One Map At A Time..

S3.gif

Pain heals.. Chicks dig scars.. Glory. lasts forever...

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/Edit - Eh, actually you can simply right click>export to file, then add a .bmp or .tga to export texture files. Not sure why I thought that wouldn't work considering I'd done it before :p

 

 

Oh my fracking god!! I can't believe that I missed this part!!

 

Thanx M3r|1n.. You just saved me a ton of work!!!

 

 

Now, if I can just get my RepCom UED to make nice with my 8800 GTS Video Card, I would be a happy clam...

 

SODsniper

Building A Better RavenShield Community..One Map At A Time..

S3.gif

Pain heals.. Chicks dig scars.. Glory. lasts forever...

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  • 3 months later...
Hello Lando Griffin,

 

The RC modding community is small but the quality of work is really starting to come through now. Some of the mappers are also starting to move into coding and modelling so things are progressing nicely.

 

We keep our modding site here http://rc.injapan.org

and store our map and mod files here http://hosted.filefront.com/arramus

 

 

Hey, I tried downloading some of those, but when I try to create the game, those maps don't show up. When I got the file downloaded, I ran it, and put the file resulting from that in my maps folder.

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