Re: OT-Ghostrecon adv warfighter meshes in XSI?

Date : Thu, 05 Oct 2006 17:07:42 +0930
To : XSI(at)Softimage.COM
From : Raffaele Fragapane <jaco(at)thejaco.com>
Subject : Re: OT-Ghostrecon adv warfighter meshes in XSI?
It still seems that you have de-packing in mind.
I have no idea about this particular game, but considering it's a frenchise and from a fairly big and reputed company, there are good chances their packaging and handling has been reverse engineered by now, so some form of reader or depackaged for it might exist.


The practice however is fairly different from what the mod community does, which is introducing new content into a new game, through an approved of layer.

Depackaging is illegal in some countries, and in a gray area in some other, and whil yes, it might help you figuring out some of the topology choices etc that went into the game, and maybe even figure out several maps used by the pixel shaders, it's still a fairly objectionable practice, and illegal or not it is a breach of the eula that gets rammed down your throat as soon as you look at the box cover art of a game.

If what I described is what you are after, then you're basically after learning from reverse engineering, which isn't necessarily a bad thing all the time (many people learnt a lot from reverse engineering other people's IP, very often legally so as it was OSS or propriety of the company they were working for).

For what you're after there's ways other then reverse engineering to get get the learning job done, and more "traditional" learning processes to choose from which you might want to go for.
Tutorials, forums, artists' galleries, checking the credits of the games and following them up to the personal sites of some of the artists and all that are perfectly acceptable and clearer methods to do it.


******************************
|     Raffaele Fragapane       |
|     Rising Sun Pictures      |
| "Remember, TD is for TopDog" |
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Tim Leydecker wrote:

Hi Andre,

thanks for the clarification. I´m sorry if I was misleading,
what I meant was to ask for officially supported ways of
using/viewing the gamecontent and associated (model) files.

Like using an existing (released to the public) SKD or any
of the tools supplied in the GRAW\tools folder, importing
existing meshes into [3D ap of choice] and getting an idea.
Stuff like that, no intend to bring anyone into harm(´s way).

Been to the forums at ubisoft.com and found quite a bit
of interesting things, bundle viewer, god mode, such stuff.

Whatever, I like the detailed look of the game alot, I´ll
see what else I can learn form the *.dds files and *.xml.

Props to the guys who made it.

Cheers

tim

P.S: I´ll obivously not continue this thread here, no worries.


----- Original Message ----- From: "Andre DeAngelis" <andre.deangelis(at)ubisoft.com>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, October 04, 2006 4:05 PM
Subject: RE: OT-Ghostrecon adv warfighter meshes in XSI?



Hi Tim,

Mush as we would like to help, sharing assets in any way would breach a whole litany of rules and workplace agreements.

What I can tell you is that there are no techniques I am aware of being utilised that aren't standard in the industry.

Andre

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Tim Leydecker
Sent: October 3, 2006 7:28 AM
To: XSI(at)Softimage.COM
Subject: OT-Ghostrecon adv warfighter meshes in XSI?


Hi guys,

since there´s quite a couple of ubisoft guys
hanging around here I dare ask if there´s a
way to have a look at the charactermeshes
of GRAW using XSI?

Alternatively, I could use Maya or even a
30day trial of Max, just want to get an idea
how the meshes and textures are done, the
proportions, animations and overall style are
lovely - great reference to work up to. Guess
I´ll have to take a close look at "Vegas" also.

I´d also appreciate a link to a forum for mods
or the likes, don´t think I´d build one but would
still be interested what´s going there, too.

Cheers

tim


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