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Titan Quest 3D Files Format

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Rimbros
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Titan Quest 3D Files Format

Post by Rimbros »

I investigate abouth how to extract animation and meshes files from this game? i read something on the forum but nothing its clear, then i post here a resume of wath i found...

The packed files are .ARC files
can be unpacked with arcexplorer
unpaked files are
.msh = Meshes
.tex = Textures
.anm = Animations
I read something in the forums of TQ but i not see nothing good, then i post here the ARCExplorer tool and the TextureViewer tool for .tex files this tool can open the .tex files and export
Image
of course i post too the .msh .anm and .tex files from one unpacked folder, i hope someone can make a script or something to read this formats.

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Re: Titan Quest 3D Files Format

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Re: Titan Quest 3D Files Format

Post by Rimbros »

WTF, you rock man, i agree you this game looks very good, this game use low-medium poly models but the models are created with the exactly number of vertexs to look very nice.

Only to understand, the animations bones are right but the base model bones bad its ok?
then i can import the animations and take the base bones from any animation and skin the model.
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Re: Titan Quest 3D Files Format

Post by Rimbros »

Tested, i see the bones are inverted in the half model and the animation its not loaded too. Any idea to fix this?.
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Re: Titan Quest 3D Files Format

Post by Axolotl »

Any progress with bone position?
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Re: Titan Quest 3D Files Format

Post by Rimbros »

Not only the bone position of base bones are damaged the animation bones too are damaged
I adjust the base bones position manually, but when i load the animation this its inverted in some parts.

Image
Image

Any idea how to fix this?
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Re: Titan Quest 3D Files Format

Post by Rimbros »

Maybe its posible fix animations?
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Re: Titan Quest 3D Files Format

Post by Rimbros »

Wath its the probability of make a plugin for Noesis for this game? cause animations are amazing but i think none can make a working script to read animations right.
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Re: Titan Quest 3D Files Format

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Re: Titan Quest 3D Files Format

Post by Rimbros »

Something advance in animations?
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Re: Titan Quest 3D Files Format

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Re: Titan Quest 3D Files Format

Post by Szkaradek123 »

Most games use point as bone.
Blender use edge as bone.
For importing skeleton in Blender we must convert point to edge .
I think, in this case bone heads are correct, but maybe bone tails are not.
I don't know.
I used Tamschi'MeshView for exporting bones as .dae format, but i get wrong armature (i used Noesis for converting .dae to another format).
Blender 249 and 25 import bad .dae format from MeshView.
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Re: Titan Quest 3D Files Format

Post by Rimbros »

This tamashi can show the animations? cause maybe i can use Gameassasin tool on this and try extract the animations.
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Re: Titan Quest 3D Files Format

Post by gameboyo »

Szkaradek123 wrote:Most games use point as bone.
Blender use edge as bone.
For importing skeleton in Blender we must convert point to edge .
I think, in this case bone heads are correct, but maybe bone tails are not.
I don't know.
I used Tamschi'MeshView for exporting bones as .dae format, but i get wrong armature (i used Noesis for converting .dae to another format).
Blender 249 and 25 import bad .dae format from MeshView.
sorry but i was unclear: you are great just for taking the time to pull this result out. the importer works incredibly well despite the bone problem.
i meant that, since the february version correctly exported the bones in one side, if you'd figure out how to fix the other side, i'm sure the animations would follow suit.
i know a bit of blender so i can tell you that if you move bones from their original positions after you recorded an animation, the animation will play incorrectly
the latest version of the importer seems to correctly import the armature (meaning that it's evenly distributed) but since the bones orientations are incorrect, animations are very warped.

wonder if you can solve this mistery :D

by the way, i don't know if this can help but i found it around:
http://wordwood.merseine.us/TitanQuest- ... entStart=0

you can find specific bone information in the comments,
4 byte for number of bones.

A bone consists of:

32 byte for name
4 byte (integer) for index of child bone
4 byte (integer) for number of childs
3 * 3 floats for axis of the bone
3 floats for position of bone
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Re: Titan Quest 3D Files Format

Post by gameboyo »

hold on. i might have figured out something.
let me check it out with the latest importer version, and i'll be back to you this evening.
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