SergeantJoe wrote:shakotay2 wrote:I've already compared the differences between the 2010 and 2013 files, they are almost exactly the same except for some extra data at the top of the 2013 ones.
I tried to load your uploaded
BrawlerA.hkx (with the first 0xDE bytes cut) into Havok ToolStandAlone (2013) and this is the error message it purges:
Havok Preview Asset
---------------------------
Wrong platform for packfile
Then I compared two hk_2010 files,
GirlSkeleton and
muscle03 where the first is loaded and the latter fails with the same error as above.
These are the bytes in the header that are different:
hk_2010.1.0-r1.JPG
Once I'll get the muscle loaded I'll try it with a compressed animation.
Patching the BrawlerA just causes CTDs.
Maybe you could code a tool that logs the hkx headers? Should not be too hard.
Once we have that we could write a tool to create hkx headers.
edit: recompiling with Havok SDK 2013 (as if I knew it
)
got
hundreds of errors because of missing defines such as
HK_REFLECTION_DEFINE_SIMPLE,
HK_REFLECTION_DEFINE_VIRTUAL which where used in 2010's SDK
and seem to have gone away with SDK 2013
After I fixed that the next error popped up:
fatal error C1083: Cannot open include file: 'Physics/Dynamics/Entity/hkpRigidBody.h': No such file or directory
so it's gonna going to be an endless story (as always with Havok, niflib and so on)
After having copied dozens of folders from 2010's SDK to 2013 (it's not the very best idea
to force backwards compatibility, I know
)
I got syntax errors and that's the point where I state: too annoying to continue.
Maybe I should start with a simple "compressed animation sample" from SDK 2013, if so.
To be clear: figment is a great coder, so is his
hkxcmd tool for 2010 hkx.
Havok is a great SDK, too. But seems you'll have to start from scratch for 2013 hkx (although having a working project for 2010 ones).
That's ridiculous. (or I'm simply too dumb, maybe
)
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