hhchunter wrote:I think they're also stored else where as well
No, they are NOT.
I've researched all hitman games from 1 to 6 (2016) and I'm telling you: glacier engine does not need names, so they are
not present in game files. It was like that in all their games. Let me give you an example:
There are 2 guards on a level. Each of them stored in properties tree of the level with its own position (x,y,z) and links to model, animation set, behavior script etc.
So these 2 guards may have absolutely different models (with no names), and the same animations and scripts. So there's no way to give them names, other that "1" and "2".
But in every game there are some clues that can be used to name models. In hitman 4 I used animation names, as they were more descriptive than script names. Like "scientist" or "SWAT". In 2&3 I just dropped all animation/script names in a text file for you to choose. In hitman 1 I used folder names. Notice that everything above (folders, anims, scripts) may be the same for different models, so this is only a clue, not an exact name.
Now to present time.
The main problem in absolution was to split packages into sections, such as models and textures. And I was able to do this. Now in 2016 its the opposite: I need to connect sections into packages, so you can tell which textures go with which model. This info is stored in properties tree. I've seen this a year ago when I first researched the new game.
hhchunter wrote:a string search of "[assembly:/"
Yes, but assembly names for all 5000 main game packages look like:
[[assembly:/Common/PC.layoutconfig].pc_layoutdef](0645).pc_resourcelib
which is not a very descriptive name, right?
So for Absolution and 2016 games, material names are really the best chance to identify models. And this is already done for Absolution.