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 Post subject: Hitman 1 models
PostPosted: Sat Jan 07, 2017 2:37 pm 
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Getting models from the very first hitman was not very easy. So many things were done completely different in 2000 than today. I will probably make a new tutorial with this.

To unpack game level you will need these files:
- Pack.SPK - level package
- PackRepeat.DXT - textures descriptions for this level
- Repeat.DXT - all textures package, located in game root

Put these files into the folder with a tool and run it. If one of DXT files will be missing, only models will be unpacked, no textures.

All objects are packed in an tree with links to textures, UVs, skeletons, and all the other model properties. So there's no other way to unpack them other than create the full tree. There will be many files and folders, so full directory/name length may exceed the limit. In this case, place files into short named directory, like "C:\hitman"

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Last edited by daemon1 on Sun Jan 22, 2017 7:23 pm, edited 3 times in total.

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 Post subject: Re: Hitman 1 models
PostPosted: Mon Jan 09, 2017 11:27 am 
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Greatly appreciate! I have been waiting this for years.

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 Post subject: Re: Hitman 1 models
PostPosted: Wed Jan 11, 2017 8:21 pm 
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ha, nice!

How many poly's is the C47 model?


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 Post subject: Re: Hitman 1 models
PostPosted: Wed Jan 11, 2017 8:30 pm 
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His main model (with two ties) has 1172.


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 Post subject: Re: Hitman 1 models
PostPosted: Wed Jan 11, 2017 8:42 pm 
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Whole mesh is double faced. So half of it I suppose.

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 Post subject: Re: Hitman 1 models
PostPosted: Thu Jan 12, 2017 4:14 pm 
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Tosyk wrote:
Whole mesh is double faced. So half of it I suppose.


Well, mesh is PARTIALLY double faced. So its somewhere around 700 or 900 polys.


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 Post subject: Re: Hitman 1 models
PostPosted: Sun Jan 15, 2017 9:29 pm 
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Still need more testing. These modern technologies...

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 Post subject: Re: Hitman 1 models
PostPosted: Sun Jan 22, 2017 7:24 pm 
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Tool published.


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 Post subject: Re: Hitman 1 models
PostPosted: Sun Jan 22, 2017 7:51 pm 
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daemon1 wrote:
Tool published.
great work on the formats. really appreciate for this! :mrgreen:

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 Post subject: Re: Hitman 1 models
PostPosted: Sun Jan 22, 2017 8:43 pm 
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daemon1 wrote:
Tool published.

That's impressive, but how does the game handle face animations when there's a bone only for head?


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 Post subject: Re: Hitman 1 models
PostPosted: Sun Jan 22, 2017 9:20 pm 
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Nightstalkery wrote:
That's impressive, but how does the game handle face animations when there's a bone only for head?


They are done with morphs.


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 Post subject: Re: Hitman 1 models
PostPosted: Fri Feb 24, 2017 3:11 pm 
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Thanks, but what about for .ANM, .PAL and .WAV files?


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 Post subject: Re: Hitman 1 models
PostPosted: Sat Feb 25, 2017 7:36 am 
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AnonBaiter wrote:
Thanks, but what about for .ANM, .PAL and .WAV files?


anm - animations
pal - paletted textures, the same as dds
wav- sounds


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 Post subject: Re: Hitman 1 models
PostPosted: Sun Mar 12, 2017 3:06 pm 
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The effort spent on this tool must be cosmic. There're some problems with it however. UVs usually turn out to be flipped vertically, but that's easy to fix. More problematic are .smds which aren't rigged to any bone, and import broken as the result. Could you take a chance at fixing it?
Image
That's Beretta92_Slide.smd located in Items/GunBeretta92


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 Post subject: Re: Hitman 1 models
PostPosted: Sun Mar 12, 2017 3:37 pm 
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Nightstalkery wrote:
The effort spent on this tool must be cosmic.
...
That's Beretta92_Slide.smd located in Items/GunBeretta92


Yes, I know those are broken. Those had additional weird table in the data, needed to be researched. However, I've spent so much time on this ancient game, so probably no, or much later.


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