Hitman Absolution, Sniper Challenge archive/model/texture tools.
1. Drop .pc_resourcelib onto Hitman5.exe. It will extract all resources from it. Corresponding .pc_headerlib files must be in the same dir. The tool will search all .pc_headerlib files for needed information.
2. Drop .TEXT file onto Hitman5DDS.exe. It will convert all textures to DDS or TGA.
3. Drop .BORG file onto Hitman5Model.exe. Corresponding .PRIM file must be there too. <BORG>/<PRIM> files will be near each other (in pairs). This will produce SMD model with skeleton and all lods. You can separate them by materials. Later I will maybe make an option to skip low lods or something.
Cloth support (model tool). If some .CLOS files will be there too, they will be converted to static .OBJ files with cloth geometry. Cloth driver will be present in a main SMD model. This driver will have weights and move with the skeleton. You should be able to apply driver movements to actual cloth model after that. Note: The geometry generation algorythm was not completely reversed so some minor errors may appear.
Sniper Challenge separate archive/model tools are used same way as for absolution, textures can be extracted with Hitman5DDS.
Currently the tool will ONLY unpack segments if some skeletal models will be there. This is only about 300 packages from all 5000 (according to headers). So if you run it on all of them, 300 folders will be created. After that, you can find the model name in MATI files as material name will include it.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Hitman / Kane & Lynch series model tools
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Hitman / Kane & Lynch series model tools
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Last edited by daemon1 on Sun Apr 02, 2017 12:07 pm, edited 18 times in total.
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Re: Hitman / Kane & Lynch model tools
Hitman 4 (Blood Money), Kane & Lynch 2 model tools.
Usage: Drop .PRP file onto the tool or use command line, .PRM file must be in the same dir.
The tool only currently unpacks animated characters, and not all of them work. Mostly human models. Each model can be repeated with variations or without, because of game files structure. One model usually will contain many clothes variations. Filename includes material number followed by model variation.
Usage: Drop .PRP file onto the tool or use command line, .PRM file must be in the same dir.
The tool only currently unpacks animated characters, and not all of them work. Mostly human models. Each model can be repeated with variations or without, because of game files structure. One model usually will contain many clothes variations. Filename includes material number followed by model variation.
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Last edited by daemon1 on Thu Feb 23, 2017 5:38 pm, edited 5 times in total.
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Re: Hitman / Kane & Lynch model tools
Hitman 2/3 models.
Usage: Drop .PRM file onto the tool or use command line, .GMS file must be in the same dir.
I had no time to reverse their properties tree, so the tool only currently unpacks animated characters, like humans, pigs, rats, birds etc. The possible names are dumped into names.txt file.
Hitman 1 tools here: viewtopic.php?f=16&t=15695
Usage: Drop .PRM file onto the tool or use command line, .GMS file must be in the same dir.
I had no time to reverse their properties tree, so the tool only currently unpacks animated characters, like humans, pigs, rats, birds etc. The possible names are dumped into names.txt file.
Hitman 1 tools here: viewtopic.php?f=16&t=15695
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Last edited by daemon1 on Thu Feb 23, 2017 4:15 pm, edited 8 times in total.
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Re: Hitman / Kane & Lynch series model tools
Oh my god. I didn't think Hitman would ever get modeling tools and we'd be stuck with .obj rips and fan rigs. Time to get to work downloading these games.
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Re: Hitman / Kane & Lynch series model tools
This is awesome!
Seems like UV's are Vert Flipped on some models?
If source was published could this eventually lead to geometry mods for Blood Money?
Also if it's not too much trouble would it be possible to get a obj or FBX version as well?
Seems like UV's are Vert Flipped on some models?
If source was published could this eventually lead to geometry mods for Blood Money?
Also if it's not too much trouble would it be possible to get a obj or FBX version as well?
Last edited by hhchunter on Sun Feb 19, 2017 8:56 am, edited 1 time in total.
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Re: Hitman / Kane & Lynch series model tools
obj tool for hitman 4 existed for 10 years, made in 2006.
And I'm never working with fbx because its very unstable and non-standard format.
And I'm never working with fbx because its very unstable and non-standard format.
Geometry formats are mostly simple. So yes, modding is very possible.hhchunter wrote:could this eventually lead to geometry mods?
Last edited by Gh0stBlade on Thu Feb 23, 2017 3:07 pm, edited 1 time in total.
Reason: Double post merge.
Reason: Double post merge.
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Re: Hitman / Kane & Lynch series model tools
Hitman 2/3 tools posted.
Hitman 4 tools updated: skeletons mirrored to correct right handed coordinate system. Normals added.
So now all hitmans from 1 to 4 are covered. Only absolution left. Will be ready soon.
Hitman 4 tools updated: skeletons mirrored to correct right handed coordinate system. Normals added.
So now all hitmans from 1 to 4 are covered. Only absolution left. Will be ready soon.
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Re: Hitman / Kane & Lynch series model tools
ok i have very good progress on all variations of glacier engine, so I will probably be able to get all models with skeletons and proper names for Absolution, and probably for 2016 game too.
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Re: Hitman / Kane & Lynch series model tools
Looking good! From the professional point of view it's also nice to have all the LODs of the game model. I hope you willing to lying your hands on the items/vehicles/static as well — they're great in the last 2 games.
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Re: Hitman / Kane & Lynch series model tools
For what it's worth, I already created a model converter for Hitman 2016. But I didn't bother with weights and skeletons, so if you add that, would be nice. If you can read python, my script will probably help you a lot with the format. It's quite close to Deus Ex: Mankind Divided since they use the same engine. That's why I always try to release source code, so others can learn and improve for the benefit of alldaemon1 wrote:ok i have very good progress on all variations of glacier engine, so I will probably be able to get all models with skeletons and proper names for Absolution, and probably for 2016 game too.
viewtopic.php?p=126983#p126983
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Re: Hitman / Kane & Lynch series model tools
Yes I know, but my main point is to add skeletons and sort everything out with names, and this is completely absent in your script as we know.volfin wrote:I already created a model converter for Hitman 2016.
I can read python, but from my experience, its usually easier to research the format myself, than read someone else's code. Especially considering the fact, that I already researched Absolution and it seems completely the same as 2016.
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Re: Hitman / Kane & Lynch series model tools
Actually sometimes I can't understand even my own code after a while. It's just like I better grasp the data than the code.
Absolution tools posted in the thread start.
Absolution tools posted in the thread start.
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Re: Hitman / Kane & Lynch series model tools
Thank you for the new tools. A couple questions:
-That's a LOT of files to go through. Any way to find out what's what without going through the whole process?
-Is there a way to convert textures?
EDIT: Referring to Absolution
-That's a LOT of files to go through. Any way to find out what's what without going through the whole process?
-Is there a way to convert textures?
EDIT: Referring to Absolution