UMODEL (UE Viewer)
(c) Konstantin Nosov (Gildor), 2007-2012
Please support the development by making a donation here:
http://www.gildor.org/en/donate
System requirements
~~~~~~~~~~~~~~~~~~~
Windows or Linux operating system
x86-compatible CPU with SSE support
OpenGL 1.1 videocard (OpenGL 2.0 is recommended)
SDL 1.2 (for Linux only, windows distribution has included sdl.dll)
List of supported games
~~~~~~~~~~~~~~~~~~~~~~~
Supported all Unreal engine versions (1-3). The list of supported games consists of
more than 100 game titles, it is not reasonable to include it here. Some game titles
has limited support or not supported at all. Detailed information can be found here:
http://www.gildor.org/projects/umodel/compat
Web resources
~~~~~~~~~~~~~
Umodel home page and forum:
http://www.gildor.org/en/projects/umodel
or Russian page:
http://www.gildor.org/projects/umodel
Umodel FAQ:
http://www.gildor.org/projects/umodel/faq
Some tutorials available here:
http://www.gildor.org/projects/umodel/tutorials
Other documentation:
http://www.gildor.org/smf/index.php/board,9.0.html
Some usage information
~~~~~~~~~~~~~~~~~~~~~~
This is a console application, there is no GUI.
For the list of command line options run 'umodel' without arguments.
Note: if you will launch program from Windows explorer etc, you will get a console window
with a help message, but this window will immediately disappear.
Keyboard:
H show/hide full keyboard help
ESC exit from the umodel
PgUp/UpDn browse through loaded objects
Ctrl+S take a screenshot into the file Screenshots/ObjectName.tga
Ctrl+PgUp/PgDn scroll onscreen texts
Ctrl+L switch lighting modes
Ctrl+G toggle OpenGL 2.0 / OpenGL 1.1 renderer
Ctrl+X export all objects from the current scene
Notes about psk/psa export
~~~~~~~~~~~~~~~~~~~~~~~~~~
To load psk or psa into 3ds Max you'll need this script (ActorX Importer) created by me:
http://www.gildor.org/projects/unactorx
Its announcements thread is here:
http://www.gildor.org/smf/index.php/topic,228.0.html
Some meshes contains information which cannot fit into psk standard. In this case I've
extended the format to hold advanced information such as extra UV sets etc. Files in this
format has extension pskx and cannot be loaded into UnrealEd or other application with
ActorX support. There only one tool with pskx support at the moment - ActorX Importer for
3ds Max which was mentioned above.
Notes about md5mesh/md5anim export
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To use these exporters you should add "-md5" option to the command line options.
MeshAnimation and AnimSet objects are exported as multiple md5anim files (one file for
each animation track). "bounds" section in md5anim is filled with dummy data. "hierarchy"
section also does not contain real skeleton hierarchy, because Unreal engine uses
hierarchy from the mesh, not from animations. Some md5 viewers/importers does require
md5anim hierarchy, some - does not.
There is a 3ds Max md5mesh/md5anim importer script available on umodel forum:
http://www.gildor.org/smf/index.php?topic=87.0
or here
http://www.gildor.org/downloads
This script was originally created by der_ton, but was updated by me.
Notes about StaticMesh support
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
StaticMesh export is performed into psk format. This format was originally designed for
SkeletalMesh export, but umodel uses it for StaticMesh too. Exported mesh will not have
skeleton and vertex influences. Resulting psk files are cannot be imported directly into
UnrealEd (that's why their extension were changed to pskx).
Notes about material export
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Materials are exported in a custom format. File extension is ".mat". At the current moment,
this format is supported by my ActorX Importer plugin only. Unreal engine materials are
very complex, it's hard to separate a few channels (diffuse, specular, bump etc) from it.
Umodel tries to do this by using some heuristics. Umodel will never export full materials
(GLSL script etc). Do not expect too much from this.
Used third-party libraries
~~~~~~~~~~~~~~~~~~~~~~~~~~
zlib
(c) Jean-loup Gailly and Mark Adler
http://zlib.net/
lzo
(c) Markus F.X.J. Oberhumer
http://www.oberhumer.com/opensource/lzo/
libmspack
(c) Stuart Caie
http://www.cabextract.org.uk/libmspack/
NVIDIA Texture Tools
(c) NVIDIA
http://code.google.com/p/nvidia-texture-tools/
PVRTexLib Library
(c) Imagination Technologies Limited
http://www.imgtec.com/powervr/insider/
Changes
~~~~~~~
25.01.2012
- implemented Brothers in Arms: Hell's Highway animation support
24.01.2012
- implemented Rise of the Argonauts and Thor: God of Thunder animation support
19.01.2012
- implemented Batman: Arkham City support (everything but animations)
11.01.2012
- updated support for recent Battle Territory Online version
10.01.2012
- command line arguments now may be specified in any order; before that, all options had to
go before the package name; example: "umodel <package_name> -meshes" (did not worked
before)
14.12.2011
- implemented XBox360 XMA audio export
05.12.2011
- implemented XBox360 DDS texture export
01.12.2011
- implemented DDS texture export, activated with -dds option (used for DXT textures only)
29.11.2011
- fixed incompatibility with SkeletalMesh from recent UE3
- improved on-screen layout of the animation information
26.11.2011
- implemented support for Batman: Arkham City packages
25.11.2011
- exporter improvements:
- no more crashes when umodel is unable to create output file due to invalid characters etc
- added option "-nooverwrite" to prevent existing files from being overwritten; this may
be useful to speedup export process when the same object could be exported from different
packages
- umodel will save mesh with .psk extension when "-pskx" option is specified but there is
no format extension required, and it will save as .pskx when it is not possible to store
mesh as .psk, even when "-pskx" is not specified
- tga: no more zero-length tga files, at least 1x1 correct tga image will be created in a
case of error
23.11.2011
- implemented support for SkeletalMesh with more than 64k vertices
21.11.2011
- major rewritting of SkeletalMesh subsystem; implemented support for multiple UV sets,
which can be switched in viewer by 'U' key and exported to psk when "-pskx" option is
supplied
17.11.2011
- added option "-log=filename" to write whole umodel output to the specified file
13.11.2011
- fixed AnimRotationOnly for Mass Effect
- displaying animation translation mode on the screen
- controlling translation mode with 'Ctrl+R' key
09.11.2011
- highlighting current mesh in a viewer in multipart mesh rendering mode
- taking into account bounds of all meshes of multipart mesh when positioning camera
- Ctrl+X in a viewer will export all objects which are currently shown on the scene
08.11.2011
- animation system were rewritten
- implemented support for UE3 rotation-only tracks
- removed export into psax format - now everything is saved into psa format, additional
atttributes are stored in the text configuration file near the psa file
- improved positioning of the mesh in viewer
06.11.2011
- major rewritting of the StaticMesh subsystem
- implemented UE3 LOD support:
- LODs are exported when "-lods" switch is passed to the command line
- LODs can be switched in the viewer with 'L' key
- using tangents from UE3 mesh instead of calculating them
- implemented loading of all UV sets instead of only the first one, can switch them in the
viewer with 'U' key
- implemented export of all UV sets
21.10.2011
- implemented support for more than 64k indices (more than 22k triangles) for UE3 StaticMesh
25.09.2011
- added new exporter options "-uncook" and "-groups"
24.09.2011
- implemented APB: Reloaded skeletal mesh support
19.09.2011
- updated support for the August 2011 UDK
15.09.2011
- no more errors with old GLSL systems
13.08.2011
- implemented Battle Territory Online sound support
08.08.2011
- implemented APB: Reloaded package support
21.07.2011
- updated support for the June 2011 UDK
27.06.2011
- implemented Transformers: Dark of the Moon support
24.06.2011
- implemented Shadows of the Damned support
17.06.2011
- fixed Alice: Madness Returns compatibility issue
01.06.2011
- implemented Dungeons & Dragons: Daggerdale support; "-game=dnd" is required
31.05.2011
- implemented Hunted: The Demon's Forge support; "-game=hunt" is required
19.05.2011
- updated Nurien support
13.05.2011
- software skinning code were remade using SSE instructions, works 4 times faster now
07.05.2011
- implemented Medal of Honor: Airborne StaticMesh support
27.04.2011
- implemented Blade & Soul beta support
- limited renderer FPS to reduce CPU usage
24.04.2011
- fixed bugs in recent UE3 SkeletalMesh code (GOW3 beta support fixed)
21.04.2011
- implemented Mortal Kombat (2011) support; animations are not supported, PS3 SkeletalMesh
is not supported
- implemented Borderlands animation support
12.04.2011
- fixed crash in exporter when exported object has unicode name
08.04.2011
- win32 version has upgraded to use SDL 1.3 and got some improvements:
- Alt+Enter will toggle fullscreen mode
- minimized umodel will no more waste CPU time
06.04.2011
- added ScaleForm SwfMovie export (gfx files), activated with "-3rdparty"
- added FaceFXAsset and FaceFXAnimSet export (fxa files), activated with "-3rdparty"
- added "-notgacomp" option to disable exported TGA image compression (required for
playback of extracted gfx files using ScaleForm FxMediaPlayer)
- implemented XIII SkeletalMesh and texture support
02.04.2011
- fixed problems with ATI OpenGL drivers
27.03.2011
- implemented looking for resources in "startup_xxx" package
26.03.2011
- added "-materials" switch to exclude textures from viewing
25.03.2011
- improved UE material emissive rendering
- implemented UE3 cubemap (TextureCube) support
- improved mesh positioning in a viewer
- changed viewport background color
17.03.2011
- implemented DC Universe Online TFC texture support
- implemented Homefront support (StaticMesh is not supported)
12.03.2011
- implemented Enslaved PS3 support
11.03.2011
- updated support for the March 2011 UDK
24.02.2011
- fixed compatibility with some Bulletstorm animations
- animation exporter will warn user about requirement of the psax format when needed
09.02.2011
- implemented UE1 and UE2 sound support
06.02.2011
- implemented Singularity StaticMesh support
- implemented UE3 audio (SoundNodeWave) export, activated with "-sounds" option
05.02.2011
- added switches to override compression method of the fully compressed packages:
-lzo, -zlib, -lzx
- implemented Undertow support; requires "-game=undertow -lzo" switches
02.02.2011
- fixed Mirror's Edge compatibility issue
29.01.2011
- added U8V8 and BC5 texture format support
- improved rendering of some UE3 materials
28.01.2011
- updated support for the latest UE3 SkeletalMesh
26.01.2011
- implemented Bulletstorm support
10.01.2011
- implemented support for The Bourne Conspiracy (everything but animations)
09.01.2011
- updated Battle Territory Online support
08.01.2011
- implemented EndWar package, texture, skeletal and static mesh support (requires
"-game=endwar")
30.12.2010
- updated TERA: The Exiled Realm of Arborea autodetection
29.12.2010
- implemented Fury support
27.12.2010
- implemented DC Universe Online support
21.12.2010
- Splinter Cell 4 (Double Agent) SkeletalMesh support is implemented (requires "-game=scell")
- implemented support for Undying textures (requires "-game=undying")
16.12.2010
- implemented support for LightMapTexture2D objects
- command line "umodel <package> <object>" will now find all objects with the name
<object> (not only the first one)
- implemented support for Splinter Cell 3 and 4 packages (requires "-game=scell")
14.12.2010
- implemented support for Turok animations and StaticMesh
13.12.2010
- optimized PVRTC decompression code - works 3.5 times faster
- implemented UE3/iOS material specularity
12.12.2010
- implemented iOS (iPhone/iPad) texture support, activated with "-ios" switch
09.12.2010
- updated support for recent versions of the XBox360 UE3
- updated TERA: The Exiled Realm of Arborea support
- "-noxbox" has been replaced with "-ps3" switch
29.11.2010
- implemented support for the recent UE3 animations (September 2010+ UDK)
- implemented support for the Destroy All Humans! Path of the Furon
26.11.2010
- updated UDK support for November 2010 version
16.11.2010
- implemented Berkanix support
07.11.2010
- improved multipart mesh display: Ctrl+T will tag/untag mesh, supports animations for
all parts
- added "-pkg=<package>" option to load extra package (may be useful when animation is
placed separately from mesh)
24.10.2010
- updated Land of Chaos Online (LOCO) support
22.10.2010
- implemented support for the recent UE3 materials
15.10.2010
- fixed bug reading UE3 SkeletalMesh with multiple UV sets
11.10.2010
- implemented Medal of Honor 2010 support
06.10.2010
- added "-out=directory" option to specify place where to export data (otherwise export
will be made into the current directory)
04.10.2010
- implemented Enslaved: Odyssey to the West StaticMesh support
03.10.2010
- improved XBox360 Bioshock support:
- disabled Havok parsing for XBox360 version of Bioshock (prevent umodel from crash)
- implemented support for XBox360 version of Bioshock textures
01.10.2010
- implemented Enslaved: Odyssey to the West SkeletalMesh support
30.09.2010
- updated Mortal Online support
16.08.2010
- suppressed useless message "WARNING: Export object ...: unsupported type ..."
30.07.2010
- updated UDK support for July 2010 version
27.07.2010
- implemented game autodetection override with "-game=tag" switch, list of possible
game tags can be obtained with "-taglist" option
- implemented SWAT 4 support (use "-game=swat4")
23.07.2010
- implemented pskx/psax mesh and animation export - activated by "-pskx" command
line switch; pskx and psax formats are supported by ActorX Importer 1.10 and
higher
14.07.2010
- skeletal mesh LODs will have reduced skeleton (removing unused bones)
02.07.2010
- implemented Transformers: War for Cybertron SkeletalMesh support
30.06.2010
- implemented Transformers: War for Cybertron StaticMesh support
25.06.2010
- implemented Transformers: War for Cybertron package and texture support
24.06.2010
- implemented Unreal Championship 1 package and animation support
19.06.2010
- implemented APB SkeletalMesh and StaticMesh support
29.05.2010
- implemented APB package and Texture2D support
28.05.2010
- implemented Alpha Protocol support
05.05.2010
- implemented support for TERA: The Exiled Realm of Arborea
03.05.2010
- updated UDK support for April 2010 version
24.04.2010
- updated Army of Two: the 40th Day detection code
17.04.2010
- updated UDK support up to March 2010 version
14.04.2010
- added "-noxbox" switch which can be used to disable XBox 360 texture decryption
(may be useful to load ps3 packages)
- implemented support for UE3 animation compression "method #5"
12.04.2010
- implemented AVA Online StaticMesh support
03.04.2010
- implemented Battle Territory Online support
23.03.2010
- implemented Star Wars: Republic Commando animation support
11.03.2010
- implemented attachment socket support for UE3 SkeletalMesh
- umodel usage page: changed appearance of list of supported game titles
- fixed annoying "WARNING: Unknown class 'Package' for object ..."
10.03.2010
- added new SkeletalMesh exporter option "-lods" - allows to export lower mesh LODS
as well as basic mesh
09.03.2010
- implemented support for Rainbow 6: Vegas 2 packages
- implemented support for oldest UE3 Texture2D, SkeletalMesh and StaticMesh formats
08.03.2010
- implemented Star Wars: Republic Commando SkeletalMesh and StaticMesh support
04.03.2010
- some fixes in Bioshock-specific code
23.02.2010
- implemented Legendary: Pandora's Box SkeletalMesh support
21.02.2010
- implemented support for loading external Unreal Championship 2 animations
18.02.2010
- implemented Bioshock 2 SkeletalMesh and StaticMesh support
15.02.2010
- implemented Bioshock 2 package support
08.02.2010
- added Mass Effect (1) for XBox 360 support (updated autodetection code)
07.02.2010
- implemented support for Unreal Championship 2 animations
29.01.2010
- implemented Huxley StaticMesh support
24.01.2010
- implemented TNA iMPACT! package support
23.01.2010
- implemented Mass Effect 2 support
20.01.2010
- implemented Dark Void support (except StaticMesh)
11.01.2010
- implemented Army of Two: the 40th Day package and SkeletalMesh support
05.01.2010
- remade lighting for StaticMesh objects with normalmap support
- using better normals for UE3 SkeletalMesh
30.12.2009
- implemented StaticMesh support for the following games:
- Mortal Kombat vs. DC Universe
- BlackSite: Area 51
- Borderlands
29.12.2009
- implemented StaticMesh support for the following games:
- Batman: Arkham Asylum
- Mass Effect
- The Last Remnant
27.12.2009
- implemented support for UE3 StaticMesh (versions from GoW1_XBox360 to UDK)
15.12.2009
- implemented Land of Chaos Online (LOCO) support
11.12.2009
- updated Borderlands support for DLC
06.12.2009
- implemented bloom rendering effect
23.11.2009
- implemented Frontlines: Fuel of War support
21.11.2009
- implemented Wheelman package support
20.11.2009
- implemented Star Wars: Republic Commando package support
- implemented AVA Online package and SkeletalMesh support
17.11.2009
- implemented 50 Cent: Blood on the Sand support
12.11.2009
- implemented Magna Carta 2 support
06.11.2009
- implemented UDK support
03.11.2009
- implemented Borderlands Texture2D and SkeletalMesh support
28.10.2009
- filtering output spam from ATI GLSL compiler
- UE2 renderer: improved complex material support (Shader, Combiner)
27.10.2009
- completely rewritten UE2 renderer:
- support normalmaps for Tribes: Vengeance and Bioshock meshes
- support specular mask
- export UE2 materials
23.10.2009
- implemented Tribes: Vengeance, Bioshock and Mass Effect compressed normalmap support
(DXT5n and 3Dc/ATI2 texture compressions)
- Ctrl+S will take screenshot into file Screenshots/ObjectName.tga
21.10.2009
- fixed translucent surface drawing (not erased by opaque surfaces)
- skeletal mesh LOD model drawing now have full features (show normals, influences
etc)
17.10.2009
- renderer: implemented support for material light emission
- implemented UE3 material export (*.mat file, custom format)
16.10.2009
- renderer: implemented specular and opacity map support
15.10.2009
- integrated GLSL Validator to check compatibility with GLSL standard
- improved compatibility with 3DLabs (and ATI) GLSL
13.10.2009
- renderer: implemented normalmap (bumpmap) support for UE3 materials
11.10.2009
- remade skeletal mesh drawing; now LODs supports lighting
07.10.2009
- implemented OpenGL 2.0 shader support; can be disabled/enabled on-fly with
'Ctrl+G' key (switch to fixed pipeline and back)
29.09.2009
- implemented StaticMesh export (psk format)
17.09.2009
- implemented Stranglehold SkeletalMesh support
15.09.2009
- implemented Stranglehold package support
14.09.2009
- implemented Crime Craft SkeletalMesh support
11.09.2009
- implemented Batman: Arkham Asylum animation support
10.09.2009
- implemented Batman: Arkham Asylum SkeletalMesh support
- added code to avoid "... unread bytes" when loading Texture2D from unknown UE3 games
(now Damnation is fully supported)
03.09.2009
- implemented full support for UE3 forced exports (loading from another packages)
01.09.2009
- implemented new UE3 SkeletalMesh and animation support (tested with Mortal Online)
27.08.2009
- implemented Mass Effect animation support
26.08.2009
- implemented Mortal Online package support
- implemented Mirror's Edge animation support
03.08.2009
- implemented X-Men Origins: Wolverine animations support
27.07.2009
- implemented Nurien support
30.06.2009
- Bioshock: implemented support for FacingShader class and hi-res textures
29.06.2009
- Bioshock: implemented SkeletalMesh support
26.06.2009
- Bioshock: implemented parsing of Havok data structures
10.06.2009
- Bioshock: implemented quick support for materials
09.06.2009
- Bioshock: implemented static mesh support
08.06.2009
- Tribes: Vengeance: implemented static mesh support
06.06.2009
- Bioshock: implemented package support
29.05.2009
- improved UE3 material rendering (better diffuse texture detection)
- implemented Army of Two SkeletalMesh support
28.05.2009
- creating subdirectories when exporting data from packages
26.05.2009
- implemented support for loading UE3 fully compressed packages (mostly used for *.u)
25.05.2009
- exporter improvements
- correct exporting skeletal meshes with unregistered materials (both psk and md5mesh)
- correct handling of duplicate skeletal mesh bone names (md5mesh only)
- when exporting 2 objects with the same name index suffix (_2, _3 etc) will be appended
to the filename
22.05.2009
- implemented support for Mortal Kombat vs. DC Universe (package, texture, SkeletalMesh)
20.05.2009
- implemented support for old UE3 property formats
18.05.2009
- implemented support for BlackSite: Area 51 SkeletalMesh
15.05.2009
- implemented support for Zlib-compressed UE3 packages
14.05.2009
- implemented support for Blacksite: Area 51 packages
08.05.2009
- implemented support for Huxley
07.05.2009
- better game root autodetection when "-path" is not specified
06.05.2009
- implemented StaticMesh support for UT2003/2004 and UE2Runtime
- added "-nostat" command line switch to disable StaticMesh loading
29.04.2009
- implemented support for some kind of unknown UE2 SkeletalMesh-es
(supported Rainbow 6: Raven Shield)
27.04.2009
- implemented support for Mass Effect SkeletalMesh
17.04.2009
- implemented support for The Last Remnant animations
09.04.2009
- improved stability of loading bad UE3 animation tracks (GOW1 Geist_Reaver)
08.04.2009
- implemented bone influence visualization for SkeletalMesh (activated with key 'I')
07.04.2009
- fixed texture mapping for UE3 SkeletalMesh LODs
24.03.2009
- implemented export of skeletal mesh and animation to md5mesh/md5anim format
(activated with "-md5" command line switch)
- psk export: when possible, real material names are used instead of "material_N"
19.03.2009
- faster (almost 2x) UE3 mesh loading
- added simple path autodetection from full package filename
18.03.2009
- completely rewritten "-path" handling - now works with UE3 games too
- significantly faster (10 times) UE2 package loading
17.03.2009
- added "-meshes" command line switch to disable material viewer (object browser
will iterate meshes only)
- added "-uc" command line switch to allow creating scripts for exported meshes
(was created unconditionally before)
- improved initial positioning of UE3 mesh in viewer
16.03.2009
- implemented support for UE3 texture cache (textures.tfc) - for XBox360 games
- improved GOW2 animation support
13.03.2009
- implemented support for GOW2 animations
12.03.2009
- implemented support for animations, compressed with "remove every second key"
algorithm
11.03.2009
- implemented support for loading compressed XBox360 packages
05.03.2009
- restoring UE3 mesh from GPU skin when needed
- added "-notex" command line option to prevent Texture/Texture2D class loading in a
case of unsupported data format
26.02.2009
- 'Ctrl+A' key will switch animations sets for current skeletal mesh
- implemented support for loading XBox360 packages
25.02.2009
- implemented support for UE3 AnimSet (all compresion algorithms are supported except
ACF_Float32NoW)
23.02.2009
- implemented support for UE3 SkeletalMesh lods
- fixed duplicate weights for some UE3 SkeletalMesh vertices
- fixed zooming with right mouse button
19.02.2009
- implemented quick support for UE3 Material and MaterialInstanceConstant texturing
(diffuse only)
- significantly improved mesh rendering speed
17.02.2009
- writting uc-script when exporting SkeletalMesh
16.02.2009
- implemented Mirror's Edge SkeletalMesh support
11.02.2009
- implemented UE3 SkeletalMesh support
- releasing OpenGL texture memory when closing material viewer (smaller memory usage)
09.02.2009
- fixed bug with Splinter Cell animation loading (code was conflicted with
UE2Runtime animations)
- fixed loading UE3 textures with missing first mipmap levels
- implemented support for TEXF_L8 (UE2) and PF_G8 (UE3) greyscale texture formats
03.02.2009
- added "-nomesh" command line option to prevent SkeletalMesh class loading in
a case of unsupported data format
- implemented UE3 UTexture2D class support
- fixed bug in UE3 package decompression code
23.01.2009
- implemented loading of texture mips from xpr files (for Unreal Championship 2)
18.01.2009
- implemented support for Unreal Championship 2 skeletal models
17.01.2009
- implemented support for loading Unreal Championship 2 packages
12.01.2009
- implemented support for loading UE3 packages (supported UT3 and Gears of War)
25.12.2008
- implemented Exteel support
24.12.2008
- updated Lineage2 material support for version 123/37
16.12.2008
- added "-all" command line option - modifier for exporting logic
09.12.2008
- workaround for strange ATI bug with recent Catalyst drivers: texturing were
disappeared, background color becomes black and everything colorized red; bug
description is here: http://bugzilla.icculus.org/show_bug.cgi?id=3526
01.12.2008
- implemented (temporary) support for different lighting modes: specular, diffuse
and ambient only; switched by Ctrl+L
26.11.2008
- implemented attachment socket visualization for skeletal mesh (key 'A')
25.11.2008
- additional fix for Lineage LOD models
23.11.2008
- fixed skeletal LOD model visualisation
- implemented skinning for LOD models
- Lineage2: implemented support for Lineage-specific LOD models
- Lineage2: restoring base skeletal mesh from 1st LOD when needed
21.11.2008
- fixed RGBA8 texture format loading (swapping red and blue channels)
- fixed PSK format export: material assignment was lost when importing mesh into
UnrealEd
- using bottom-top orientation when exporting TGA file, because UnrealEd prior to
UE3 have no top-bottom TGA support (texture is flipped vertically when imported)
14.11.2008
- implemented support for UE2Runtime mesh animation format
13.11.2008
- detecting UT2 (UT2003/2004) packages, separated UT2 support and generic UE2 support
10.11.2008
- updated Lineage 2 support (for latest Lineage 2 Gracia)
09.11.2008
- implemented support for unicode strings (sometimes used in Lineage 2 packages)
07.11.2008
- implemented serializers for most UE2 materials
- long texts on screen may be scrolled now with Ctrl+PgUp/Ctrl+PgDn keys
06.11.2008
- implemented material outline viewer (key 'M')
05.11.2008
- implemented quick support for Shader material (does works in most cases)
02.11.2008
- implemented Lineage 2 texture and MeshAnimation support
01.11.2008
- implemented Lineage 2 package and SkeletalMesh support
30.10.2008
- added "-noanim" command line option to prevent MeshAnimation (UE2) / Animation
(UE1) class loading in a case of unsupported data format
23.10.2008
- implemented Harry Potter and the Prisoner of Azkaban support
22.10.2008
- implemented Tribes: Vengeance support
09.10.2008
- implemented support for Unreal engine 1 UMesh class
- improved UE1 LodMesh support
08.10.2008
- linux: workaround for SDL bug caused undesired mesh rotation when pressing left
mouse button
06.10.2008
- implemented Rune mesh support
01.10.2008
- implemented VertMesh export into Unreal's .3d format
- fixed wrong orientation of VertMesh in viewer
- "dump" command now displays object properties
30.09.2008
- displaying of texture information in material viewer
28.09.2008
- implemented DeusEx VertMesh support
23.06.2008
- fixed error in compressed TGA export, caused format incompatibility with some
image viewer/editor software
15.06.2008
- skeleton dump has been moved to 'Ctrl+B' key (previously was automatically
made on mesh selection)
- fixed crash when handling broken object imports (import object from package,
which does not hold it)
- implemented UT1 SkeletalMesh support
11.06.2008
- added Unreal1 and UT VertMesh support
06.06.2008
- added Splinter Cell 2 support
- fixed "default" material loss when window is resized
03.06.2008
- added Splinter Cell support
14.05.2008
- added texture export
26.03.2008
- exporting whole package with a single command
20.03.2008
- advanced usage information
18.03.2008
- added support for Unreal1 paletted textures