Skip to content
View in the app

A better way to browse. Learn more.

ResHax

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.
Help us keep the site running.

Need help with various formats (.SkeletalMesh, .MeshAnimation, .StaticMesh, .Texture)

Featured Replies

  • Author
  • Localization

Pepsee, posted Fri Apr 14, 2023 1:39 pm (76387)


Hello, everyone! A while ago I tried ripping assets from various Splinter Cell games and was ultimately unsuccessful..
I had to resort to using Ninjaripper and despite it working for the most part, I still would really like to get a hold on the original rigging and especially the animations.
I tried ripping from 3 games that are on various edited versions of Unreal Engine (Unreal Engine 2.5).
  • Splinter Cell Chaos Theory
  • Splinter Cell Double Agent (Versus Mode)
  • Splinter Cell Spies Vs Mercs
The packages for the assets are in standard Unreal Format (.UKX for Animations/Skeletal Meshes, .USX for Static Meshes, .UTX for Textures and Materials)

By opening these archives in Watto's Game Extractor, I was able to export the contents of them. I obtained the following:
  • For .UKX archives: .SkeletalMesh, .MeshAnimation, .AnimNotify_Script
  • For .USX archives: .StaticMesh, .Package
  • For .UTX archives: .Texture, .TexTransformBasic, .SCX_unlit_material, .SCX_glow_material, .SCX_combine_material, .SCX_basic_material, .ProceduralTexture, .Palette, .Cubemap

Furthermore, parallels can be drawn between the classic Unreal Engine formats and these "custom ones":
  • .SkeletalMesh is equivalent to a .PSK file (Unreal Engine Skeletal Mesh)
  • .MeshAnimation is equivalent to a .PSA file (Unreal Engine Animation Archive)
  • .StaticMesh is equivalent to a .PSKX file (Unreal Engine Static Mesh)
  • .Texture would probably be close to a .DDS, .TGA or .PNG file

Image

I'm convinced the formats are slightly different between games however share a lot of similarities between them.
I have tried numerous times to import them with various Unreal Engine plugins for Blender, AutoDesk 3DS Max and even Noesis, however to no avail...
If anyone has any idea of what to do with this format or has ran into it prior, please help.
I have uploaded some samples of each title for your convenience.

Thank you for your time!

Quote:


Other links:
  • Author
  • Localization

coredevel, posted Fri Apr 14, 2023 10:21 pm (76391)


What gaming platform was this game made for? Data in these files are big-endian (reversed), which I would guess they are XBox 360 files.

Which means textures are probably DXT1 or DXT5. Looks like texture header (width, height) is at end of file.

There are lists of floats followed by list of WORD indices in StaticMesh, so somehow could use hex2obj to extract mesh data if they wanted without knowing much about format. But, that won't help with rigging and animation.

As you have might have guessed, these are not in classic Unreal format.
  • Author
  • Localization

Pepsee, posted Sat Apr 15, 2023 8:07 pm (76401)


coredevel wrote:
What gaming platform was this game made for? Data in these files are big-endian (reversed), which I would guess they are XBox 360 files.

Which means textures are probably DXT1 or DXT5. Looks like texture header (width, height) is at end of file.

There are lists of floats followed by list of WORD indices in StaticMesh, so somehow could use hex2obj to extract mesh data if they wanted without knowing much about format. But, that won't help with rigging and animation.

As you have might have guessed, these are not in classic Unreal format.


Hey! Thanks for your reply. As for platforms, initially these were console releases.
The origins of these files however are from their PC ports.
  • Chaos Theory, Spies vs Mercs were released initially on Xbox, PS2, Gamecube.
  • Double Agent was released for Xbox 360, PS3, Wii.
  • Author
  • Localization

VendorX, posted Sun Apr 16, 2023 10:38 pm (76418)


Except for doing everything by hand (finding offsets for different data type - each file will be different) there is nothing you can do with these exported pieces of data. You need to process the whole package (ukx, usx etc) because i.e. the bones names are saved in the package header (NameMap). Find a UE2.5 source code and learn SkeletalMesh class format so you can write an exporter.
... or ask on UE Viewer forum for support.
BTW: Names for online version of the package are XORed.
  • Author
  • Localization

VendorX, posted Thu Apr 27, 2023 5:42 am (76566)


Update: SCCT engine is more like heavily modified UE2 than UE2.5.

Extracted SamA SkeletalMesh from ESam.psk package:
SamA
  • Author
  • Localization

Pepsee, posted Fri Apr 28, 2023 6:05 pm (76586)


VendorX wrote:
Update: SCCT engine is more like heavily modified UE2 than UE2.5.

Extracted SamA SkeletalMesh from ESam.psk package:
SamA


Woah, that's awesome! How were you able to extract the mesh and preserve its rigging data?
Also I have posted about Splinter Cell games on Gildor's forums many times to no avail.
Gildor has no interest in old games and neither does anyone else there it seems. I was pretty much out of options...
Guest
This topic is now closed to further replies.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.