Gildor's Homepage

Язык

  • English English
Главная Новости

  • Новости
  • Проекты
    • UE Viewer
    • ActorX Importer
    • Zlib
  • Downloads
  • Поиск
  • Donate
  • Форум
  • About me
  • Ссылки

UE Viewer readme file

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
RoopleTheme