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  • Members
Posted

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.

image.png.5ba486e3d7f63d9097f71eab08d97122.png

Thank you for your time!! 

Animations.rar

  • Engineers
Posted (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):

CoopNPC.png.f8e99ca02918bb258a2a9d2ea412d5a0.png

(There's a lot of bones, around 85, so have fun to get them all with their matrices.)

Edited by shak-otay
typos
  • Members
Posted
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
Posted
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
Posted (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 by Pepsee
  • Engineers
Posted (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:

Hex2obj0.25b-CoopAnims.png.68bf17427c0de57fd09efef2c1242bea.png

If you search for 000102030405060708090A0B0C0D0E0F10111213 you'll find 969 assumed animation blocks (0x199A to 0x5A8B6+).

 

Edited by shak-otay

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