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Titan Quest 3D Files Format

Posted: Mon Feb 21, 2011 9:54 pm
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.

Download Link
http://www.megaupload.com/?d=9DSZ4IH4

Re: Titan Quest 3D Files Format

Posted: Wed Feb 23, 2011 4:34 pm
by Szkaradek123
The contents of this post was deleted because of possible forum rules violation.

Re: Titan Quest 3D Files Format

Posted: Wed Feb 23, 2011 6:30 pm
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.

Re: Titan Quest 3D Files Format

Posted: Thu Feb 24, 2011 7:31 pm
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?.

Re: Titan Quest 3D Files Format

Posted: Sun Mar 06, 2011 6:36 pm
by Axolotl
Any progress with bone position?

Re: Titan Quest 3D Files Format

Posted: Thu Mar 10, 2011 1:36 am
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?

Re: Titan Quest 3D Files Format

Posted: Thu Mar 31, 2011 12:57 am
by Rimbros
Maybe its posible fix animations?

Re: Titan Quest 3D Files Format

Posted: Thu Apr 14, 2011 8:39 pm
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.

Re: Titan Quest 3D Files Format

Posted: Thu Apr 28, 2011 6:15 pm
by Szkaradek123
The contents of this post was deleted because of possible forum rules violation.

Re: Titan Quest 3D Files Format

Posted: Fri Apr 29, 2011 12:45 am
by Rimbros
Something advance in animations?

Re: Titan Quest 3D Files Format

Posted: Sat Jul 09, 2011 7:36 pm
by gameboyo
The contents of this post was deleted because of possible forum rules violation.

Re: Titan Quest 3D Files Format

Posted: Sat Jul 09, 2011 8:34 pm
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.

Re: Titan Quest 3D Files Format

Posted: Wed Jul 13, 2011 9:50 pm
by Rimbros
This tamashi can show the animations? cause maybe i can use Gameassasin tool on this and try extract the animations.

Re: Titan Quest 3D Files Format

Posted: Tue Jul 26, 2011 6:25 pm
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

Re: Titan Quest 3D Files Format

Posted: Tue Jul 26, 2011 7:08 pm
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.