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
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.
Download Link
http://www.megaupload.com/?d=9DSZ4IH4
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Titan Quest 3D Files Format
- Rimbros
- ultra-veteran
- Posts: 495
- Joined: Fri Jul 09, 2010 12:23 am
- Has thanked: 41 times
- Been thanked: 16 times
Titan Quest 3D Files Format
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
-
- mega-veteran
- Posts: 292
- Joined: Wed May 05, 2010 8:21 pm
- Location: Poland Głogów
- Has thanked: 21 times
- Been thanked: 742 times
Re: Titan Quest 3D Files Format
The contents of this post was deleted because of possible forum rules violation.
You do not have the required permissions to view the files attached to this post.
- Rimbros
- ultra-veteran
- Posts: 495
- Joined: Fri Jul 09, 2010 12:23 am
- Has thanked: 41 times
- Been thanked: 16 times
Re: Titan Quest 3D Files Format
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.
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.
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
- Rimbros
- ultra-veteran
- Posts: 495
- Joined: Fri Jul 09, 2010 12:23 am
- Has thanked: 41 times
- Been thanked: 16 times
Re: Titan Quest 3D Files Format
Tested, i see the bones are inverted in the half model and the animation its not loaded too. Any idea to fix this?.
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
- Rimbros
- ultra-veteran
- Posts: 495
- Joined: Fri Jul 09, 2010 12:23 am
- Has thanked: 41 times
- Been thanked: 16 times
Re: Titan Quest 3D Files Format
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.
Any idea how to fix this?
I adjust the base bones position manually, but when i load the animation this its inverted in some parts.
Any idea how to fix this?
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
- Rimbros
- ultra-veteran
- Posts: 495
- Joined: Fri Jul 09, 2010 12:23 am
- Has thanked: 41 times
- Been thanked: 16 times
Re: Titan Quest 3D Files Format
Maybe its posible fix animations?
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
- Rimbros
- ultra-veteran
- Posts: 495
- Joined: Fri Jul 09, 2010 12:23 am
- Has thanked: 41 times
- Been thanked: 16 times
Re: Titan Quest 3D Files Format
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.
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
-
- mega-veteran
- Posts: 292
- Joined: Wed May 05, 2010 8:21 pm
- Location: Poland Głogów
- Has thanked: 21 times
- Been thanked: 742 times
Re: Titan Quest 3D Files Format
The contents of this post was deleted because of possible forum rules violation.
- Rimbros
- ultra-veteran
- Posts: 495
- Joined: Fri Jul 09, 2010 12:23 am
- Has thanked: 41 times
- Been thanked: 16 times
Re: Titan Quest 3D Files Format
Something advance in animations?
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
Re: Titan Quest 3D Files Format
The contents of this post was deleted because of possible forum rules violation.
-
- mega-veteran
- Posts: 292
- Joined: Wed May 05, 2010 8:21 pm
- Location: Poland Głogów
- Has thanked: 21 times
- Been thanked: 742 times
Re: Titan Quest 3D Files Format
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.
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.
- Rimbros
- ultra-veteran
- Posts: 495
- Joined: Fri Jul 09, 2010 12:23 am
- Has thanked: 41 times
- Been thanked: 16 times
Re: Titan Quest 3D Files Format
This tamashi can show the animations? cause maybe i can use Gameassasin tool on this and try extract the animations.
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
Re: Titan Quest 3D Files Format
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.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.
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
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
Re: Titan Quest 3D Files Format
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.
let me check it out with the latest importer version, and i'll be back to you this evening.