Members Pepsee Posted yesterday at 02:16 AM Members Posted yesterday at 02:16 AM 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 19 hours ago Engineers Posted 19 hours ago (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 19 hours ago by shak-otay typos
Members Pepsee Posted 18 hours ago Author Members Posted 18 hours ago 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 17 hours ago Engineers Posted 17 hours ago 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 16 hours ago Author Members Posted 16 hours ago (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 16 hours ago by Pepsee
Engineers shak-otay Posted 16 hours ago Engineers Posted 16 hours ago (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 15 hours ago by shak-otay
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