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Author Topic: Unreal Championship 2 (UE 2X) combatability request  (Read 35441 times)
urPackage
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« Reply #15 on: February 23, 2010, 05:25 »

That is a bummer but you did all you could Sad

I wish i knew enough about bone translation to actually export the anims out.
« Last Edit: February 23, 2010, 05:27 by urPackage » Logged
Gildor
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« Reply #16 on: February 23, 2010, 12:16 »

Anims will be exported slightly later.
I cannot export anims in psa format - it is not suitable for such kind of anims. But if I'll modify psa format - it will not be imported into UnrealEd (it will crash). So, I need 2 different formats ...
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Gildor
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« Reply #17 on: July 23, 2010, 19:47 »

Sorry for long time without progress in this thread ...
I have published new umodel and Actor X Importer which allows you to use "extended Actor X format" (my own development) to transfer animation data from Unreal Championship 2 to 3ds Max.

http://www.gildor.org/smf/index.php/topic,228.msg4846.html#msg4846

To extract animations in psax format use extra switch "-pskx". Meshes will also have pskx extension, but really these meshes will be exactly the same as "psk" meshes.
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cr4zyw3ld3r
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« Reply #18 on: March 26, 2012, 09:22 »

gildor sorry about the bump, but have you had any time to work more on the mesh issues or are they fixed as of the latest updates to UE viewer for Unreal Engine 2x???
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« Reply #19 on: March 26, 2012, 09:26 »

No, I have no idea how to fix some problems with this game (static meshes and some missing textures).
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cr4zyw3ld3r
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« Reply #20 on: March 27, 2012, 03:17 »

would more game files help you?  that is if you were to take this task up again
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Gildor
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« Reply #21 on: March 27, 2012, 08:02 »

No, I have everything from this game.
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cr4zyw3ld3r
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« Reply #22 on: March 27, 2012, 22:14 »

gotcha, I wish epic had released more engine details to the public, I am sure then the progress would be easier Sad
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Gildor
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« Reply #23 on: March 28, 2012, 08:01 »

There is no reason for them to do so.
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invisibleman
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« Reply #24 on: May 26, 2012, 23:32 »

Hi people! Can somebody tall me how to import exported SkeletalMesh into 3DS Max via Actor X script ?
Error appear when i try do it ( http://narod.ru/disk/50639640001.dcc7d28c1800120f4babdfa092453a43/importerror.jpg.htmlCry

May be somebody can upload exported/imported models from this game , i'll be hapy  Cheesy

Sory for my English.


----------------------------

Ещё раз и по русски:

Товарищи! Помогите/объясните/покажите как импортнуть скелетую модельку в Макс , мучаюсь целый день, не выходит... плюётсья ошибкой и всё...
Может я чего-то не так экспортнул, читал-перечитал всё... При экспорте ничего такого не пишет, и файлы вроде все есть потом, но вот Raiden_body.psk импортироваться не хочет (да и все остальные так же само Sad ). Пробовал через md5 - импортируеться один скелет, да и тот корявый какой-то, но анимация на него ложиться.

Помогите, люди добрые!

Буду просто счастлив, если кто-то выложит эти модельки в удобоваримом виде. Конечная цель: получить отдельные *.max для каждой из анимаций.

P.S. Gildor is the MAN !
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Gildor
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« Reply #25 on: May 27, 2012, 09:49 »

Try to place exported files somewhere more near to the root of drive D:, and avoid using spaces in directory names.
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invisibleman
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« Reply #26 on: May 28, 2012, 00:34 »

I tryed use short path like C:\uc2\.... but nothing changed Sad
Will try use another game for my work.
Sory for throuble, and sory for my English.
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Gildor
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« Reply #27 on: May 28, 2012, 08:39 »

Show me the error again.
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invisibleman
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« Reply #28 on: May 29, 2012, 14:49 »

The error message is very simple:
"
  MAXScript

  Error loading file D:\umodel_res\K_Male\SkeletalMesh\Raiden_body.psk
"

P.S. Brandnew Boy ( the game for iOS is supported Smiley whith UE Viewer  http://rutracker.org/forum/viewtopic.php?t=4037993 )
P.S.2 Batman Arkham City Lockdown ( the game for iOS) supported to Smiley  http://rutracker.org/forum/viewtopic.php?t=4016478
« Last Edit: May 29, 2012, 14:56 by invisibleman » Logged
Gildor
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« Reply #29 on: May 29, 2012, 14:52 »

Probably there is something wrong with Raiden_body.psk?
Could you open MaxScript listener window (F11 key) and show me the contents of this window after error?
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