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Author Topic: Lineage 2 ukx made with oaukx  (Read 11812 times)
Noff
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« on: December 08, 2008, 19:31 »

Hi,
You made a really good work, very helpfull Smiley .
But I need to extract from .ukx files made with oaukx.
I can't find a way to have a good exported file ( bones are always broken :S ).
I give you some ukx files crypted with oaukx.
I hope you can do something with it and add it to umodel, maybe be usefull for others too ^^ .
« Last Edit: December 10, 2008, 14:44 by Noff » Logged
SABREWULF
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« Reply #1 on: December 09, 2008, 01:32 »

Noff do u know program milkshape maybe u can help me coz i have problems with it
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Gildor
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« Reply #2 on: December 09, 2008, 12:18 »

When I'm trying to load your package with umodel, program crashed with "wrong name index" error. This means, that model format is broken. I don't know, why lineage can load such model, but really it shouldn't. I will not support this, sorry.
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Noff
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« Reply #3 on: December 09, 2008, 15:12 »

Lineage use a modified unreal engine, must be due to this x: .
L2ukx can extract obj of thses ukx but like I said, some vertex and things like that are missing /: .
It's a pity. Thanks anyway ^^ .

PS : Sabrewulf, i don't use milkshape , sorry ^^' .
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Gildor
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« Reply #4 on: December 09, 2008, 15:23 »

UKX files you are provided have error in skeleton structure - bad bone names. Possibly, Lineage do not access this structures because nobody attached animation to mesh, and it is not crashed. But my umodel verifies everything at load-time, and skeleton is also used when rendering or exporting mesh. There is no way to fix this, input data are invalid.
Why you need extraction of oakukx, when you can simply re-export data from 3ds max (of course, if these ukx files were made by yourself)?
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Noff
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« Reply #5 on: December 09, 2008, 16:04 »

Err... How could I say that... I have no more the sources /: .
I would like to get back the .obj to make only one ukx files with all of these, I think it's more convenient.
I can't reuse them for edit too /: . So if you consider that is nothing to have with your work, then I can't threaten you... huh ? lol, joking ^^ .
Thanks for your explanation. In addition to made a good software, you're a pleasant guy ^^ .
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Gildor
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« Reply #6 on: December 09, 2008, 16:27 »

Quote
Thanks for your explanation. In addition to made a good software, you're a pleasant guy ^^ .
Smiley

I was tried to suppress "wrong name index" error and received a bunch of another errors, which are more fatal.
No way, sorry. Try to use something like "3D Ripper DX" to grab model directly from game.
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Noff
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« Reply #7 on: December 09, 2008, 23:09 »

3D Ripper DX is amazing Grin .
Thanks a lot gildor, It works great for static object but for animated ones too ? Didn't see o: .
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Gildor
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« Reply #8 on: December 10, 2008, 12:16 »

You have a problem with extracting static objects, made with oaukx. Animated objects are supported by umodel (because they are created by UnrealEd, not by some hacky program Smiley).
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Noff
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« Reply #9 on: December 10, 2008, 14:46 »

Understood ^^ .
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danu
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« Reply #10 on: September 30, 2009, 05:46 »

you can use a tool called l2ukx to extract this models
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