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Author Topic: Important thread, strangely compiled PSA  (Read 3155 times)
JackPutak
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« on: June 09, 2013, 21:09 »

Gildor,
Big thanks in advance for your effort invested in your umodel tool, keep working on it.

There on the forum were been posted many questions about anims, how they're stored, how can be extracted the vertex anims, how separate each single anim from UKX's PSA etc...
I'm coming with a different issue, perhaps first of its kind.

This time ruined KnowWonder studio has released in yr 2001 game Harry Potter and the Sorcerer's Stone and in yr 2002 the second sequel Harry Potter and the Chamber of Secrets. Both two games were assembled in first Unreal Engine (resp. HP1 involves Unreal Gold). That means - no independent ukx packages, no independent usx staticmesh packages, nothing cushy - (HP1) everything except maps is crammed into one .u file, music is 'somehow' packed in .umx as a .mp2 not midi, sounds are also packed in one .u file as a .mp2 files and similar crap. This also applies to HP2 except music and sound.
Both two games are not supported by umodel as well (only third sequel HP3, which works with umodel very well). By evading that, everything - except anims - is possible extract too. That sensibly means, exporting of that kind of anims is not supported, perhaps is. Now, these anims are PSA skeletal anims, not vertex anims. There is sample code from original source code for importing skeletal mesh and animation for Harry (HP1) with comments from authors:
Code:
#exec ANIM  IMPORT ANIM=skharryAnims ANIMFILE=models\skharry.PSA COMPRESS=1 MAXKEYS=999999 IMPORTSEQS=1
#exec MESH  DEFAULTANIM MESH=skharryMesh ANIM=skharryAnims

// Digest and compress the animation data. Must come after the sequence declarations.
// 'VERBOSE' gives more debugging info in UCC.log
#exec ANIM DIGEST  ANIM=skharryAnims VERBOSE

There's no detailed definition for command DIGEST on the whole internet. Also the MAXKEYS operation looks pretty crazy.
Gildor, i want to know what happened with these anims and is there any chance to draw back these anims, it's absolutely important for me.
If it is core.dll and engine.dll required to submit, i will.
For best results i will reward you by donation.
Cheers
Jack
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Gildor
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« Reply #1 on: June 10, 2013, 13:44 »

Hi,
I think I took a look at previous parts of Harry Potter game before (don't remember exactly). I think it uses some custom animation system, because skeletal animation system in UE1 was in very initial state which was not satisfied developer's needs.
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JackPutak
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« Reply #2 on: June 11, 2013, 01:53 »

Hi,
Thanks for relatively quick reply.
Custom animation system - sounds badly. Do you think it is still chance rip them out? In those days they couldn't used advanced solutions though ..
I still believe
Jack
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Gildor
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« Reply #3 on: June 11, 2013, 13:20 »

I wouldn't waste my time for such an old game. I think there will be just a few models, but this will require a lot of time to support.
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