I will upload the scripts when I made them a bit more robust. Some parts are now quickly made with the sole purpose of quick testing, so you wouldn't be able to use it yet. I hope to make a little headway soon, so stay tuned. (Holiday got me out of the project for a while)
I already have rig import and partial weights, but unfortunately I run into crashes when skinning the character to the rig. I must be doing something wrong but I don't know what. I haven't given it much time yet, so I will be looking at that when the scripts are a bit more optimized
We are in luck! For the heads I have investigated so far, one of the vertices for the eyes is always the same index. That means I was able to determine where the morph should end up and from there I could calculate the scale values needed for the morph file to start working! So now we have...
I'm having the same issue, only 4 years later... Using the same format description as above I did manage to get it working in a manual way:
So far I can mange to get some proper morphs when using the combination Deltaposition = IntFromMorph_pc / (2^scalar))Where the IntFromMorph_pc integers are...
I have done some work on this again. I figured out the ccmesh_pc file has identical information as the matlib_pc file, but it refers to the low-res materials that are default for the characters. All at the end of the file. I've managed to create a proper material parser, and I managed to use...
Okay, after some fiddling I figured out the structure at least. There are still a lot of unknowns though
int Align(int length){
local int val = FTell();
while (val > length) {
val = val-length;
}
val = length-val;
return val;
}
struct TEXTURENAME {
char Name[]...
Thanks man! To be honest I've been spending some time investigating the rig_pc files for characters and have now got a proper rig parser. Next Item on the agenda is to figure out the vertex weights to rig the character to the bones. I think I already found out how to do that.
After this I will...
Fixed a small issue in the importer, so now we have Oleg!
Download new version here:
I still haven't figured out where the proper scales are referenced. They should be in the files somewhere. It seems very unlikely that they are hardcoded.
Also still have to write a proper material parser...
Sure, but they are still in development so things are going to change over time;
SRIII formatdescription and maxscripts
There is already quite some blender stuff available I think;
http://forum.xentax.com/viewtopic.php?f=16&t=10987
http://forum.xentax.com/viewtopic.php?f=16&t=9361
Ps, here's a...
Well I've managed to get the Morph file working on Shaundi. The startingpoint is indeed the npc_basehead model. I'm just having some trouble finding the right scales to use as it seems that the X, Y and Z scales are variables. I'm sure they are defined somewhere in the files, so I will be...
Much appreciated! As it was almost two years ago since I had a last look at this I can't remember seeing these morph files, but this news is great. It should make it a lot easier to work out the highpoly face models now. I just hope that the npc textures will be okay on these morphed face...
Actually no. I read on Xentax (http://forum.xentax.com/viewtopic.php?f=16&t=9361) that the game uses an npc_basehead and morphs it to shape the head to the specific character. The players head uses the same head model and you can tweak that in the character setup of the game. So basically all...
Well I'm alive but not actively working on the model importer right now. So there is little new information I can give you at the moment.
Yes I was looking for the highpoly face models that come with the game. They are used in the cutscenes mostly. The lowpoly face you see in the screenshot is...
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