At first I thought of a script that generates the values of the reorganizer but thinking about it better I still get to see them when taking out the other values. . Sadly are some models that are not in rest pose, but I have found another kind of file that it have bone info and seems it have mesh info too, all merge , but seems it need the reorganizer tool too Would you mind in take a look please? https://www.mediafire.com/file/bdxfmdx7 ... 1.ukx/fileBigchillghost wrote: ↑Sat Jun 10, 2023 5:49 am No, I don't think so. The reorganizer was designed only for validation purpose so you're gona need a script for that. But if you have anything in mind as to "reduce the process a bit", I'd be glad to hear it.
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[PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
- Bigchillghost
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
Same format as your previous sample. Actually, there're 0x1007 bytes at the front missing in that file. Unfortunately, it's not possible to handle the blend indices/weights of this format with AXE as the number of weight slots per vertex is not constant. Besides, the skeleton doesn't align with the mesh either.moonpaladin wrote: ↑Sat Jun 10, 2023 6:32 am Sadly are some models that are not in rest pose, but I have found another kind of file that it have bone info and seems it have mesh info too, all merge , but seems it need the reorganizer tool too
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- An Imitable Workflow for Reverse Engineering a Game Model
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
Oh, I understand!Thanks for checking it out!.Bigchillghost wrote: ↑Sat Jun 10, 2023 10:23 am Unfortunately, it's not possible to handle the blend indices/weights of this format with AXE as the number of weight slots per vertex is not constant. Besides, the skeleton doesn't align with the mesh either.
Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
When will you guys learn how to read the Unreal Engine package?
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
Hello Bigchillghost! I have a file that seems compressed because cannot find any kind of indices , Would you mind in take a look please?
https://www.mediafire.com/file/khqfipjr ... 29.7z/file
- Durik256
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
looklike zlib, [78 **], use offzip
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
Hii Durik! I have used it, I was checking the output files and still cannot identify the headers to get a mesh
Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
It's because you are using skeleton from one of the animation data.Bigchillghost wrote: ↑Sat Jun 10, 2023 10:23 am ...
Besides, the skeleton doesn't align with the mesh either.
...
Offsets:
5495 -> RefSkeleton (95 bones)
421071 -> RawVerts (3430)
462237 -> RawWedges (4091)
503153 -> RawFaces (1594)
522283 -> RawInfluences (5342)
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
Hello VendorX, you was able to export the model with the bone info?
Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
Not yet, but (as you can see on the image above) I know package format - so it's only question of writing an exporter.
Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
Update:
So as you see everything is OK with this mesh. ... no animations data in this package.
So as you see everything is OK with this mesh. ... no animations data in this package.
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
COOL!! There is not export option on that program that loads the package ?
Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
I need more samples (with animations) - especially package with animation for the mesh_hsq - so maybe animation will work also.
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
Here are the animations of that model : https://www.mediafire.com/file/hvpwg9za ... ms.7z/file
- Pepsee
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations
Hey, just wanted to ask: what game are these models from? Do they share the same structure as the Chaos Theory files?moonpaladin wrote: ↑Sun Jun 18, 2023 6:13 pmHere are the animations of that model : https://www.mediafire.com/file/hvpwg9za ... ms.7z/file