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[PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

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moonpaladin
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

Post by moonpaladin »

Bigchillghost 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.
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 :eek: , but seems it need the reorganizer tool too :? Would you mind in take a look please? https://www.mediafire.com/file/bdxfmdx7 ... 1.ukx/file
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

Post by Bigchillghost »

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 :eek: , but seems it need the reorganizer tool too :?
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.
mesh_hsq_skel.png
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

Post by moonpaladin »

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.
Oh, I understand!Thanks for checking it out!. :D
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

Post by VendorX »

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

Post by moonpaladin »

Bigchillghost wrote: Sat Jun 10, 2023 10:23 am Same format as your previous sample.
Hello Bigchillghost! I have a file that seems compressed because cannot find any kind of indices :( , Would you mind in take a look please? :cry:
https://www.mediafire.com/file/khqfipjr ... 29.7z/file
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

Post by Durik256 »

moonpaladin wrote: Mon Jun 12, 2023 5:16 am compressed
looklike zlib, [78 **], use offzip
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

Post by moonpaladin »

Durik256 wrote: Mon Jun 12, 2023 5:57 pm looklike zlib, [78 **], use offzip
Hii Durik! I have used it, I was checking the output files and still cannot identify the headers to get a mesh :[
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

Post by VendorX »

Bigchillghost wrote: Sat Jun 10, 2023 10:23 am ...
Besides, the skeleton doesn't align with the mesh either.
...
It's because you are using skeleton from one of the animation data.

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

Post by moonpaladin »

VendorX wrote: Tue Jun 13, 2023 8:22 pm Offsets:
5495 -> RefSkeleton (95 bones)
421071 -> RawVerts (3430)
462237 -> RawWedges (4091)
503153 -> RawFaces (1594)
522283 -> RawInfluences (5342)
Hello VendorX, you was able to export the model with the bone info? :eek:
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

Post by VendorX »

Not yet, but (as you can see on the image above) I know package format - so it's only question of writing an exporter.
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

Post by VendorX »

Update:
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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

Post by moonpaladin »

VendorX wrote: Sat Jun 17, 2023 10:33 pm So as you see everything is OK with this mesh. ... no animations data in this package.
COOL!! There is not export option on that program that loads the package 😅?
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

Post by VendorX »

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

Post by moonpaladin »

VendorX wrote: Sun Jun 18, 2023 4:52 pm I need more samples (with animations) - especially package with animation for the mesh_hsq - so maybe animation will work also.
Here are the animations of that model : https://www.mediafire.com/file/hvpwg9za ... ms.7z/file
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Re: [PC/PS3] Splinter Cell Chaos Theory - How to convert Skeletal Meshes and Animations

Post by Pepsee »

moonpaladin wrote: Sun Jun 18, 2023 6:13 pm
VendorX wrote: Sun Jun 18, 2023 4:52 pm I need more samples (with animations) - especially package with animation for the mesh_hsq - so maybe animation will work also.
Here are the animations of that model : https://www.mediafire.com/file/hvpwg9za ... ms.7z/file
Hey, just wanted to ask: what game are these models from? Do they share the same structure as the Chaos Theory files?
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