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Author Topic: Unreal Championship 2 (UE 2X) combatability request  (Read 35438 times)
Shred
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« on: September 08, 2009, 13:53 »

Hi,

Someone was able to make an over 4 year old dream come true. Characte models from UC2 imported to Unreal Tournament 2004, my favorite game. Somethng I always wanted. This just recently occured adn is super cool. I myself tried to extract the models for years without success. I wanted to get anything I could from UC2 into UT2004. Well eventually I made a few maps with exported textures using mitee.xpr. I readcreated many maps for UT2004 from UC2, but I have only released one. I have a lot of "shells". If you Google DM-Deadbolt ][2 you can see my work. Or google UT200x files and search "Deadbolt". It's a map called Dm-Deadbolt from UC2 I made. I had to recreate every mesh myself from scratch for that one map. It took an insane amount of time. I've been working on meshes with the whole "Praxis" style of Nahkti maps for like 4 years. I'm almost there, but it's tedious, time consuming and I'm in school and my graphics card broke awhile back and I could not go any further and I've yet to upgrade the PC or replace the card Anyways, The reason I'm going into all of thisis, if I, and other UT2004 mappers could get a hold of the static meshes from the .usx files and export them to UT2004, it would be a long time dream come true for me, and many others.

I have access to .usx files from UC2 if you need them to make it happen in a future update. I kind of assumed you guys already have access to these files.

I also figured I'd throw a request out ther to be able to extract .utx files from UC2 as well, bu ti know it's a strectch. If you need any .utx files or .usx files from Unreal Championship 2 Unreal Engine 2X, email me at sith_assassin@telux.org.

Thanx and TIA if you give umodel the funtionality to export some Unreal Championship 2 .usx files or .utx files or hopefully both.

Thanx for your tremendous work already that lead to getting characters in UT2004 from UC2.

PLEASE MAKE .USX FILES EXPORTABLE FROM UNREAL CHAMPIONSHIP 2 into Maya or 3dsmax =D

Thanx
« Last Edit: September 08, 2009, 13:55 by Shred » Logged
Gildor
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« Reply #1 on: September 08, 2009, 14:04 »

UC2 textures should be already supported by umodel.
Static meshes will be supported later. I want to completely support all games made by Epic Games (except Unreal 2). All other games made with Unreal Engine are optional.
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urPackage
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« Reply #2 on: September 09, 2009, 04:11 »

Indeed, thanks again Gildor for this awesome tool.

As far as the textures...they extract but are 0kb size .tgas
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Gildor
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« Reply #3 on: September 09, 2009, 08:57 »

Some textures are extracted, some - not. When umodel cannot find corresponding xpr file, texture image has null size Sad
If somebody knows a way to find more textures - any feedback is welcome.
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urPackage
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« Reply #4 on: January 30, 2010, 07:52 »

I have donated for animation/static mesh support of UC2...Gildor let me know if you need any files from the disk
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Gildor
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« Reply #5 on: January 31, 2010, 15:18 »

I'm currently working on support for this game. It is also possible that I can support its StaticMeshes. I need a few usx files (30-40Mb of files ...)
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urPackage
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« Reply #6 on: January 31, 2010, 18:23 »

I'm currently working on support for this game. It is also possible that I can support its StaticMeshes. I need a few usx files (30-40Mb of files ...)

Here is the entire static mesh folder from the game: http://www.filefront.com/15468011/XboxStaticMeshes.rar/

Hope that is enough and thanks again Gildor you are awesome!
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Gildor
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« Reply #7 on: February 07, 2010, 16:20 »

Done ...
Two weeks of work. Completely rewritten animation system ...




Some Unreal Engine 2X features will not work:
  • parts of animations are stored in xpr files - not yet researched this feature
  • this engine has ability to disable bone translation for particular animation - it is not supported by psa format, so animations will be exported incorrectly (possibly I will extend psk format so my importer will correctly load such animations, but this will not be compatible with UnrealEd Sad)

Static meshes will be supported later.
« Last Edit: August 19, 2019, 18:59 by Gildor » Logged
urPackage
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« Reply #8 on: February 07, 2010, 20:10 »

Holy crap!

Gildor thank you very much for your time on this!  You are awesome and i will donate again when i get a chance.

On the .psa issue...is it possible just to export to md5? I guess i will check it out and see.
« Last Edit: February 07, 2010, 20:38 by urPackage » Logged
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« Reply #9 on: February 10, 2010, 23:10 »

Yeah looks like there is still issues with exporting the anims...in either psa or md5 format.
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Gildor
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« Reply #10 on: February 11, 2010, 12:21 »

What's wrong?
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urPackage
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« Reply #11 on: February 12, 2010, 04:38 »

Here is my log file from umodel:

Code:
******** K_Female.ukx ********

External animations in LA_Specific
External animations in DV_Specific
External animations in SA_Specific
ERROR: assertion failed: index >= 0 && index < DataCount

GetBonePosition <- ExportObject:MeshAnimation'Female_Common' <- Main


******** K_Male.ukx ********

External animations in RD_Specific
External animations in BR_specific
External animations in MA_specific
External animations in SO_specific
External animations in AP_specific
ERROR: assertion failed: index >= 0 && index < DataCount

GetBonePosition <- ExportObject:MeshAnimation'male_common' <- Main


******** K_Nali_Slaughter.ukx ********

External animations in Nali_Slaughter

******** K_Skaarj.ukx ********

External animations in RA_Specific
ERROR: assertion failed: index >= 0 && index < DataCount

GetBonePosition <- ExportObject:MeshAnimation'Skaarj_Common' <- Main


******** K_Weapons.ukx ********

External animations in HandsNM_RW
External animations in HandsLauren_RW
External animations in HandsLiandri_RW
External animations in HandsSK_RW
External animations in RWeapLiandri
External animations in ShockRifle
External animations in RWeapNakhti
External animations in Razorjack
External animations in HandsGorge_RW
External animations in RocketLauncher
External animations in RWeapTerran
External animations in FlakCannon
External animations in HandsMalcolm_RW
External animations in SniperRifle
External animations in GrenadeLauncher
External animations in Minigun
External animations in HandsNM_SR
External animations in HandsSK_XR
External animations in HandsNM_XR
External animations in RWeapTerran_Gorge
External animations in HandsLiandri_XR
External animations in HandsSK_SR
External animations in RWeapTerran_Malcolm
External animations in HandsLiandri_SR
ERROR: assertion failed: index >= 0 && index < DataCount

GetBonePosition <- ExportObject:MeshAnimation'RWeapSkaarj' <- Main


The only package that seems to export a full set of animations correctly is K_Nali.ukx but when i load into 3ds max with ActorX importer i get this:



Seems like the anims are not mapping correctly to the skeleton Sad
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Gildor
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« Reply #12 on: February 12, 2010, 12:28 »

I will check exporter problems.

Importing is not supported - you should remove translation from bones manually (I don't know how to do that). Read this:
Some Unreal Engine 2X features will not work:
...
  • this engine has ability to disable bone translation for particular animation - it is not supported by psa format, so animations will be exported incorrectly (possibly I will extend psk format so my importer will correctly load such animations, but this will not be compatible with UnrealEd Sad)
Psa and md5anim are both incompatible with animations without translation. I need to extend psa format and max importer in order to support such engine feature Sad
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urPackage
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« Reply #13 on: February 12, 2010, 21:37 »

Ok thanks for clearing that up for me Gildor Smiley

If you could update your importer to load these animations that would be great!
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Gildor
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« Reply #14 on: February 22, 2010, 19:13 »

I have finished UC2 animation support. Now umodel can load animations from xpr files (indirectly - these files are used by ukx). You may attach different animation sets in a viewer using Ctrl+A keys (as for UE3-based games).

A few notes about UC2 StaticMeshes. Umodel will load them without errors, but meshes will be "empty" - that's because UC2 has moved vertex data to xpr files (like textures and animations). I've made searching and loading of necessary data blocks from xpr, I have updated xpr support, I have made a lot of research (spent about 1 month - it's too much for a single game). But there are 2 problems:
  • most static meshes (from XboxStaticMeshes directory) has no corrsponding data inside xpr - probably these data are inside .lin-files, I don't know (lin is not a package, so umodel will not load it)
  • data blocks which umodel found has strange layout - I cannot realize how to use it

So, I've decided to stop UC2 static mesh research. Probably I will continue this research later, but not now.

Sorry.
« Last Edit: February 22, 2010, 21:10 by gildor » Logged
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