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Author Topic: Unreal Championship 2 (UE 2X) combatability request  (Read 35437 times)
invisibleman
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« Reply #30 on: May 29, 2012, 15:12 »

I try many other files... Sad  No results

May be a export it from UC2 not right...

Oh, I forgot to shot of script-error, sory. Later I do this and send the link.
« Last Edit: May 29, 2012, 15:20 by invisibleman » Logged
cr4zyw3ld3r
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« Reply #31 on: February 07, 2013, 10:56 »

Have you tried opening the mesh WIthout the.  .psk extension  Huh?
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AlCapowned
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« Reply #32 on: March 11, 2013, 04:59 »

I'm sure that I'm doing something wrong, but when I try to view Unreal Championship 2 meshes, I can't see them at all. The model information appears, but the models themselves don't appear like in the gallery. When I import the meshes into SkelEdit, I can only see the skeletons. 
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Gildor
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« Reply #33 on: March 11, 2013, 08:51 »

I've made some fixes, please try the new umodel.
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AlCapowned
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« Reply #34 on: March 11, 2013, 17:27 »

Whatever you did worked. Thank you very much!
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cr4zyw3ld3r
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« Reply #35 on: August 18, 2013, 21:05 »

seconded  Grin   Gildor thank you so much!!!
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VendorX
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« Reply #36 on: September 22, 2013, 12:39 »

Any idea about SM format? I can deserialize the whole export table, but don't know how to convert this data in to a regular SM format.
Tried in BUF, but no luck... Here is a simple plane data dump.
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Gildor
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« Reply #37 on: September 22, 2013, 12:50 »

No idea. Spent a lot of days trying to figure it out and completely stuck. Don't remember the details though.
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warrantyvoider
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« Reply #38 on: September 22, 2013, 21:22 »

maybe this helps: http://me3explorer.freeforums.org/done-research-static-meshes-t51.html I think you could make it fitting to your code

greetz WV
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Gildor
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« Reply #39 on: September 22, 2013, 21:30 »

UE2X uses absolutely different way to store mesh data, it looks different from everything I know.
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VendorX
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« Reply #40 on: July 14, 2014, 15:03 »

UE2X uses absolutely different way to store mesh data, it looks different from everything I know.
Sorry to bother you again, but I have an idea ... As I stated before, I can decompile SM, but don't know what to do with this data. Since you have made support for SKM, then maybe I can find some similarity in structure between SK and SKM. So my question is: can you tell me how you decode UC2 SKM data (Points, Tri, UVs, MatID etc.)?
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Gildor
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« Reply #41 on: July 14, 2014, 22:02 »

Umodel is looking for corresponding data in .xpr files. Unfortunately I didn't find any similar place for static meshes, despite I spent huge amount of time on this game.
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VendorX
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« Reply #42 on: July 15, 2014, 01:04 »

Yeah, I know, I know ... Question was about the calculations. You see, I have six floats - I've checked, they are two points in 3D space, but there is a possibility that UVs and MatID is merged with the floats. Something like: X with U, Y with V, Z with ID.
Some engines uses a shifting for such calculations - any idea ..?
« Last Edit: July 15, 2014, 01:10 by VendorX » Logged
Gildor
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« Reply #43 on: July 15, 2014, 10:23 »

I've just re-checked the code, it looks like xpr is used for StaticMesh and Animation, but not for SkeletalMesh. And I see no special code which converts mesh from UC2 format to standard.
I think you've found "streaming" array, which contains mixed vertex, uv and skinning data. Umodel doesn't interpret that data, so I can't help you with it.
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VendorX
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« Reply #44 on: July 16, 2014, 15:36 »

So, you will not give me the UC2 SKM format and not explain how to convert its data to .psk?  Huh?
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