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Author Topic: Splinter Cell Series (SC1-4)  (Read 1743 times)
spiritovod
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Re: Splinter Cell Series (SC1-4)
« Reply #15 on: October 19, 2023, 20:07 »

I guess offline version of Chaos Theory and the rest of Double Agent wouldn't be supported for now, at least not until I'll get the idea behind their custom serialization, especially for struct properties. And Chaos Theory (offline) is using non-standard geometry - like triangle strips or quads - for most meshes, which is not supported by umodel in general.
« Last Edit: October 19, 2023, 20:11 by spiritovod » Logged
Joshhhuaaa
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Re: Splinter Cell Series (SC1-4)
« Reply #16 on: October 20, 2023, 04:42 »

I guess offline version of Chaos Theory and the rest of Double Agent wouldn't be supported for now, at least not until I'll get the idea behind their custom serialization, especially for struct properties. And Chaos Theory (offline) is using non-standard geometry - like triangle strips or quads - for most meshes, which is not supported by umodel in general.

Yeah, I already knew that Chaos Theory and Double Agent's offline won't be getting any further support for now, I just thought I'd share most of the Texture packages have a method to be extracted if anybody wanted them.

Was adding support for the Animation/SkeletalMesh for SCPT Versus and SCCT Versus considered difficult/unlikely at the moment? Those could be useful for something else I'm working on.

I've been trying to fix UnrealEd 3 (UE2) for modern hardware/Windows currently with a few people, so hopefully I'll have good news to share with that, but kinda unrelated with UModel.
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spiritovod
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Re: Splinter Cell Series (SC1-4)
« Reply #17 on: October 21, 2023, 01:56 »

@Joshhhuaaa: I have plans to look into the series again when I have more time, but not right now.
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Joshhhuaaa
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Re: Splinter Cell Series (SC1-4)
« Reply #18 on: October 30, 2023, 08:45 »

@Joshhhuaaa: I have plans to look into the series again when I have more time, but not right now.

No problem, thanks for the current progress so far. If I get anything else to share in the future that may help with extracting assets, I'll update them here.
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Pepsee
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Re: Splinter Cell Series (SC1-4)
« Reply #19 on: February 06, 2024, 01:08 »

Hey! I don't mean to sound rude, I'm just curious if any progress since last time, really looking forward to the possibility of extracting assets from Chaos Theory, Double Agent, SVM, etc.   grin
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Firblind
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Re: Splinter Cell Series (SC1-4)
« Reply #20 on: February 09, 2024, 07:52 »

Just posting here to also show interest in the possibility of the other three games in the serious with further support. Already EXTREMELY grateful about the first game getting StaticMesh support.
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spiritovod
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Re: Splinter Cell Series (SC1-4)
« Reply #21 on: February 09, 2024, 17:10 »

Unless I'm missing something, textures should be supported in all versions where possible - other games are using either non-standard packages or encrypted. As for the meshes, main issue with the rest of them in various Splinter Cell games is that they're using non-standard geometry, tringle strips. Even if they're passed directly to render - SDL2 supports OpenGL rendering of triangle strips - results are not correct in most cases. And they should be converted to full triangles for export, otherwise output is not compatible with existing tools. I did some research on it for other games like Brothers In Arms series, but in current state it's not very useful, also because of multiple mesh sections. Actually I wouldn't be surprised if various Splinter Cell games are using various approach for triangle strips on top of current mess. Considering all this, I'd not expect any updates on this any time soon.
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spiritovod
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Re: Splinter Cell Series (SC1-4)
« Reply #22 on: March 18, 2024, 16:30 »

Static meshes from Chaos Theory (offline) are now supported as well (those from dynamic-pc.umd). Also a few fixes for textures from that version are added to prevent crashes.
« Last Edit: March 19, 2024, 14:22 by spiritovod » Logged
Joshhhuaaa
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Re: Splinter Cell Series (SC1-4)
« Reply #23 on: April 09, 2024, 10:05 »

I'm a bit late seeing this but great work as always, really nice to have access to SCCT single player meshes.
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Joshhhuaaa
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Re: Splinter Cell Series (SC1-4)
« Reply #24 on: July 06, 2024, 07:22 »

Static meshes from Double Agent (online) are now supported as well. Though they're using custom material class for most materials and thus they don't work.

Hey spiritovod,

I was recently working with SCDA Online assets and know that custom material classes are not easy to implement into UModel. However, I was wondering if it’s any easier to simply read what the material IDs are instead of just putting null. To clarify, I would like to know the names of the materials on meshes. I don't really care about them displaying in the viewer correctly, it can stay using the null textures visually.



So, is it possible for you to easily get the names of the Material IDs instead of them being null? It would be really helpful if the material IDs were listed or included in the props.txt file. I was just curious if this is just as difficult to implement as displaying them.

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spiritovod
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Re: Splinter Cell Series (SC1-4)
« Reply #25 on: July 06, 2024, 16:10 »

@Joshhhuaaa: Such approach is even harder to implement than implementing actual reading of custom material class. Besides, I don't see how it may help if such material is using more than one texture or additional parameters, otherwise guessing from textures should be around the same, just without automation.
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Joshhhuaaa
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Re: Splinter Cell Series (SC1-4)
« Reply #26 on: July 06, 2024, 17:30 »

@spiritovod Alright, no worries then, I wasn’t sure if that would be any easier. For most of the assets, they use the “BasicModernMaterial” on SCDA Online, which I assume is similar to the “scx_basic_material” custom material class from SCCT single player that you implemented.

Knowing the basic material’s name without its additional properties would help in my case because I'm only interested in the diffuse, normal map, and specular for the BasicModernMaterial. If you know the BasicModernMaterial’s name, its associated textures usually share the same name but with _D, _N, and _S suffixes.
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spiritovod
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Re: Splinter Cell Series (SC1-4)
« Reply #27 on: July 07, 2024, 20:16 »

@Joshhhuaaa: scx_basic_material and Unreal3Material were implemented by Gildor when he was adding support for some Splinter Cell games. BasicModernMaterial is not inherited from any of those classes and it should be implemented separately. The main problem in UE2 games is compact index, which means some serialized variables are packed and it's hardly possible to just guess things from data itself, that's why materials are mostly out of my scope.
« Last Edit: July 07, 2024, 20:17 by spiritovod » Logged
Pepsee
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Re: Splinter Cell Series (SC1-4)
« Reply #28 on: November 04, 2024, 23:56 »

Was there any insight as to the animation format? I know it is much different from standard unreal packages, but it can't stray that far away from the original format, right? I am aware animations are much more of a challenge than static meshes, but I really love the Chaos Theory animations and would love to be able to finally have a better look at them one day..   azn
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