Members Pepsee Posted October 26 Members Posted October 26 Hello, everyone!! I've been looking everywhere for ways to export the animations from Tom Clancy's Splinter Cell: Chaos Theory but have been unable to... Given it is an Unreal Engine 2 game (albeit, heavily edited) there's got to be a way to export the animations... I've uploaded them in the attachment. Thank you for your time!! Animations.rar
Engineers shak-otay Posted October 26 Engineers Posted October 26 (edited) Hello, everyPepsee! Did you try Animation Browser in Unreal Editor (UnrealEd)? I'd be surprised if someone took up the task from scratch (mesh, skeleton, and, at the very end: the animations). On a quick glance on CoopNPC.ukx I found this (as almost always, checked one sub mesh only): (There's a lot of bones, around 85, so have fun to get them all with their matrices.) Edited October 26 by shak-otay typos
Members Pepsee Posted October 26 Author Members Posted October 26 24 minutes ago, shak-otay said: Hello, everyPepsee! Did you try Animation Browser in Unreal Editor (UnrealEd)? No, because there is no Editor packed with Chaos Theory, there is only one for Versus which is a different engine entirely. Also the format has been changed up drastically, with a new algorithm for compressing the animations..
Engineers shak-otay Posted October 26 Engineers Posted October 26 48 minutes ago, Pepsee said: No, because there is no Editor packed with Chaos Theory, there is only one for Versus which is a different engine entirely. I was thinking of Unreal Tournament 2004. (I owned that game but I can't seem to find it atm.)
Members Pepsee Posted October 26 Author Members Posted October 26 (edited) 49 minutes ago, shak-otay said: I was thinking of Unreal Tournament 2004. (I owned that game but I can't seem to find it atm.) I just installed it and tried, here's what error pops up: Build UT2004_Build_[2005-11-23_16.22] OS: Windows NT 6.2 (Build: 9200) CPU: GenuineIntel PentiumPro-class processor @ 2912 MHz with 2047MB RAM Video: NVIDIA GeForce RTX 3060 Ti (8097) Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk. History: FMallocWindows::Malloc <- FMallocWindows::Realloc <- 00000000 -444662696 FArray <- FArray::Realloc <- -1129324661*8 <- FUnrealfileSummary<< <- LoadSummary <- ULinkerLoad::ULinkerLoad <- UObject::GetPackageLinker <- UObject::LoadPackage <- UEditorEngine::SafeExec <- (LOAD FILE="D:\Commissions\SCCT\Animations\ESam.ukx") <- UEditorEngine::SafeExec <- (OBJ LOAD FILE="D:\Commissions\SCCT\Animations\ESam.ukx") <- UEditorEngine::Exec <- (OBJ LOAD FILE="D:\Commissions\SCCT\Animations\ESam.ukx") <- UUnrealEdEngine::Exec <- WBrowserAnimation::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop Edited October 26 by Pepsee
Engineers shak-otay Posted October 26 Engineers Posted October 26 (edited) Too bad. (I'll try to search for UT2004 when I have some free time later in the year.) Here's some bones from a convert.guru online converter, no idea, why the (42?) bones are mixed up so horribly: Quote BR L Shoulder BR L Wrist BR R Shoulder B L Finger3 B L Finger0 B R Finger3 B SideCoatR B BackCoatR B R Finger2 B SideCoatL B R Forearm B L Forearm B R Finger21 BF NVGoggles B R Finger31 B BackCoatL BF R UprEyeLid B R UpperArm B L UpperArm B R Clavicle B L Finger1 B R Finger11 B R Finger0 BF L UprEyeLid B L Clavicle BR R Wrist BF L BtmMouth BF R BtmMouth BF R Mouth B L Finger11 B L Finger31 B R Finger01 B R Finger1 B L Finger01 B L Finger21 B L Finger2 BF L UprMouth BF R UprMouth BF L Mouth OneHandAwayBone Flashlight TwoHandAwayBone OneHandWeaponBone WeaponBone edit: CoopAnims.ukx contains a detailed mesh, btw: If you search for 000102030405060708090A0B0C0D0E0F10111213 you'll find 969 assumed animation blocks (0x199A to 0x5A8B6+). Edited October 26 by shak-otay
Members Pepsee Posted October 27 Author Members Posted October 27 21 hours ago, shak-otay said: Too bad. (I'll try to search for UT2004 when I have some free time later in the year.) Here's some bones from a convert.guru online converter, no idea, why the (42?) bones are mixed up so horribly: edit: CoopAnims.ukx contains a detailed mesh, btw: If you search for 000102030405060708090A0B0C0D0E0F10111213 you'll find 969 assumed animation blocks (0x199A to 0x5A8B6+). I managed to see their animation bank files with the help of Game Extractor 3.04, I'll upload these samples here as well. Animation_Bank_Rips.rar
Engineers shak-otay Posted October 27 Engineers Posted October 27 (edited) Highest lod of COOP_Player.SkeletalMesh is similar to the one in my previous post. (UVs are floats in an extra block.) In CoopBase.MeshAnimation blocks marked by 000102030405060708090A0B0C0D0E0F1011121314 can be found 753 times. ... 000102030405060708090A0B0C0D0E0F1011: 1079 blocks 000102030405060708090A0B0C0D0E0F: 1165 blocks 000102030405060708090A: 1584 blocks I get something like v 26.335938 -28.656250 -45.656250 v -113.644531 -30.535156 86.375000 v 78.417969 -31.347656 90.476563 v 86.351563 -31.285156 86.222656 v 82.093750 -31.535156 81.968750 v 81.847656 -31.785156 81.726563 v 81.609375 -31.972656 81.492188 v 81.679688 -31.910156 81.867188 v 86.058594 -31.535156 86.246094 v 90.296875 -31.347656 94.277344 v 94.253906 -31.347656 3.828125 which doesn't seem to be an animation curve. Edited October 27 by shak-otay
Members Pepsee Posted October 27 Author Members Posted October 27 (edited) 1 hour ago, shak-otay said: Highest lod of COOP_Player.SkeletalMesh is similar to the one in my previous post. (UVs are floats in an extra block.) In CoopBase.MeshAnimation blocks marked by 000102030405060708090A0B0C0D0E0F1011121314 can be found 753 times. ... 000102030405060708090A0B0C0D0E0F1011: 1079 blocks 000102030405060708090A0B0C0D0E0F: 1165 blocks 000102030405060708090A: 1584 blocks I get something like v 26.335938 -28.656250 -45.656250 v -113.644531 -30.535156 86.375000 v 78.417969 -31.347656 90.476563 v 86.351563 -31.285156 86.222656 v 82.093750 -31.535156 81.968750 v 81.847656 -31.785156 81.726563 v 81.609375 -31.972656 81.492188 v 81.679688 -31.910156 81.867188 v 86.058594 -31.535156 86.246094 v 90.296875 -31.347656 94.277344 v 94.253906 -31.347656 3.828125 which doesn't seem to be an animation curve. Hmmm.. Well, Game Extractor doesn't know the formats to pull from the .UKX file, so it assumes .MeshAnimation and .SkeletalMesh. But knowing how .UKX bundles are structured, the .MeshAnimation file is a .PSA file and the .SkeletalMesh is a .PSK file. So .MeshAnimation isn't an animation exactly, but rather an animation library. Edited October 27 by Pepsee
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