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Author Topic: UE Viewer has been published [2008-2015 news]  (Read 73417 times)
Gildor
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« Reply #45 on: September 25, 2011, 16:24 »

I've added 2 exporter options (for "umodel -export") - "-uncook" and "-groups". They affects a folder name for exporting of each object.
Without these options umodel will compose a folder name (like before) from PackageName/ClassName. When the "-groups" options is specified, ClassName will be replaced with the object's group (this term should be clean for everybody who have worked in UnrealEd at least 5 minutes). The "-uncook" option will replace PackageName with the original package name for this object where object were made originally (before cooking).

uncook will allow you to exclude object duplicates.

It's recommended to use "-out=..." option because -uncook may produce a lot of directories.

For details about "what is package cooking" read this UDN article
http://udn.epicgames.com/Three/ContentCooking.html
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Gildor
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« Reply #46 on: November 06, 2011, 15:45 »

I've performed major rewriting of the StaticMesh subsystem. One of the most noticeable changes is that umodel now can show and export all StaticMesh UV sets. Check the umode's readme file for more details.
This feature will require ActorX Importer 1.17 in order to load mesh into the 3ds Max.
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Gildor
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« Reply #47 on: November 09, 2011, 23:13 »

Animation system were rewritten. Now umodel has support for UE3 "AnimRotationOnly" animations - i.e. for animations without translation tracks. TRON, Gears3 etc animations will work now.
psax format were eliminated. Now everything is stored in plain psa format, plus extended attributes are stored in a text file near the psa with extension .config. This file will be loaded automatically by ActorX 1.18 and newer. Config file contains enough information for correct import of the psa by hands into the UE3's UnrealEd (UDK etc).

Some UE3 animations which were worked without noticeable problems will work better for now. For example, you can attach UT3's female animation to the male model and it will look naturally. Before this male skeleton were deformed to fit female bone lengths.

For other changes check the included readme file.
« Last Edit: November 09, 2011, 23:22 by gildor » Logged
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« Reply #48 on: November 21, 2011, 23:14 »

I've just finished rewritting of SkeletalMesh system. The visible changes are like for StaticMesh: now multiple UV sets are fully supported, can be switched with <U> key in a viewer, and exported to pskx format (-pskx option is required!). ActorX Importer update is not required, I've reused changes made for StaticMesh.
I've tested it a lot, but I'm not a god, and some games may stop function now. Please notify me about any compatibility regression cases.
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Gildor
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« Reply #49 on: November 26, 2011, 22:56 »

I've uploaded new umodel version. Major changes:
- support for meshes with more than 64k vertices (3ds Max will require ActorX Importer of version 1.19 or higher); such meshes will be saved in pskx format even when no "-pskx" option was provided, because psk format is not capable of storing more than 64k vertices
- "-nooverwrite" option for exporter will prevent object from being exported when destination file is already exists - this could speedup export of large amounts of data (for example, when using batch export script from the "Documentation" section)
- "-pskx" option will use extended PSK format wisely: when there is nothing "advanced" in a mesh, standard psk format will be choosen even when -pskx option is supplied
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« Reply #50 on: December 01, 2011, 12:13 »

Implemented option to export textures to DDS format. To activate it use "-dds" command line switch. Only DXT textures are stored in DDS format, all other textures will be stored in TGA format as before.
Note: all XBox360 textures will be stored in TGA format.
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Gildor
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« Reply #51 on: December 05, 2011, 10:31 »

Note: all XBox360 textures will be stored in TGA format.
I've found a way to decode XBox360 textures without decompression. Now DDS is supported for this platform too.
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VendorX
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« Reply #52 on: December 05, 2011, 15:14 »

...from .utx or .xpr?
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Gildor
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« Reply #53 on: December 05, 2011, 15:20 »

.utx and .xpr are UE2 files, there is no UE2 on XBox360 (there's only one exception - Bioshock).
By the way, all games with DXT textures should be supported now.
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Tosyk
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« Reply #54 on: December 05, 2011, 16:09 »

Note: all XBox360 textures will be stored in TGA format.
I've found a way to decode XBox360 textures without decompression. Now DDS is supported for this platform too.
Great, just great. Thank you gildor. Cheesy
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« Reply #55 on: December 05, 2011, 17:07 »

Implemented option to export textures to DDS format. To activate it use "-dds" command line switch. Only DXT textures are stored in DDS format, all other textures will be stored in TGA format as before.
DDS support is great !
Is it possible to export full mipmaps dds ?
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Gildor
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« Reply #56 on: December 05, 2011, 17:09 »

No.
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Gildor
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« Reply #57 on: December 14, 2011, 14:39 »

I've made export of sounds from XBox360 games in XMA format.
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Gildor
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« Reply #58 on: February 07, 2012, 12:59 »

Umodel now exports extra UV sets in format of Epic's ActorX plugin (available since June 2010).
Now, -pskx switch is not used anymore and it will be removed in future umodel versions. Meshes with multiple UV sets are stored with psk extension unless they have more than 64k incides (i.e. more than 21845 triangles). Also, UDK can import such meshes.
ActorX Importer plugin were also updated to load psk with multiple UV sets. pskx files extracted with previous umodel versions are still supported.
« Last Edit: February 07, 2012, 13:04 by gildor » Logged
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« Reply #59 on: February 07, 2012, 15:00 »

*high five*
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