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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Wed Mar 23, 2016 8:35 pm 
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Hope this isn't too off topic, but do any of these work on Blood 2?

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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Mon May 29, 2017 12:22 am 
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Hey, I was wondering if there is any chance for the ABC models from 'Kiss Psycho Circus' (LithTech 1.5)?
It would be really great if I could get the models.

I have attached 3 models and their DTX textures. I've also included ModelEdit, a nice model viewer with texture support.

KPC.zip


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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Thu Jun 01, 2017 4:24 am 
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UED wrote:

i have no clue about the dtx texture samples :?
but the structure of your abc samples follows these specs
http://bop-mod.com/download/docs/LithTe ... ormat.html
that model format looks interesting, 6 float UV data? :eek:

i can get this from ARACHNICLOWN.ABC with Hex2obj :D

all of the meshes are sitting in the center on top of each other there,
but you can split and move them to the correct position in your favorite 3d software
Image
of course no UVs because i don't know how it works in the abc format :(

this is what the "Model Info" window shows in the ModelEdit program about UV coordinates
Image
if someone could explain how 6 float UV data should be interpreted that would be great! :D


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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Thu Jun 01, 2017 9:34 am 
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AceWell wrote:
if someone could explain how 6 float UV data should be interpreted that would be great! :D

UV1+UV2+UV3 for example :)


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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Thu Jun 01, 2017 11:48 am 
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it's a matter of sorting into a texture coords array vt_arr[vertex count][2] where the index is a face index (f[][]).
The problem is that you have 658 vertices here and a face cnt of 1149,
so there's 1149 x 3 (tx, ty) values.
In the end my code solution looks like this (cnt= face count, f[face count][3] is the array of face indices, FIs):
Code:
   for (l=0;l<cnt;l++) {             // tex coords/FIs, block with 33 bytes
      for (k=0;k<3;k++) {            // three indices per face
         for (i=0;i<2;i++) {         // get tx, ty
                pFloat = (float*) pFBuf ;       // pFBuf: pointer to file buffer
                vt_arr[f[l][k]][i] = *pFloat ;  // some vt_arr[][] get multiple writes
                pFBuf += 4 ; j+= 4 ;            // j: address counter
         }
      }
      pFBuf += 9 ; j += 9 ;
   }
(there's some chance that I'm wrong, some uvs look overlapped at least)

I've updated ABC2obj to care for uvs:


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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Fri Jun 02, 2017 1:50 pm 
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shakotay2 wrote:
I've updated ABC2obj to care for uvs:
thanks for the update!
However some files are not working properly and characters are not working at all. can you take a look?
http://rgho.st/68SsdRJXT

here's original topic:
http://cgig.ru/forum/viewtopic.php?p=9280#p9280

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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Fri Jun 02, 2017 2:55 pm 
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yeah, there's many odds - maybe another uv sorting is required, dunno:


Most characters in ABC format are dead ugly, imho. :D
The only reason for me to care for them is the skeleton and animation keyframes
which I'd like to use like ModelEdit (included in KPD.zip of UED's post) does.

(I tried to use the position of the first translation keyframe of each node to get proper skeletal positions
at no avail up to now.)


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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Fri Jun 02, 2017 4:32 pm 
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shakotay2 wrote:
yeah, there's many odds - maybe another uv sorting is required, dunno
thanks for reply.
ofcourse would be great to have the tool for converting all versions of .ABC into readable format like .FBX of .SMD but this task is unsolvable for me for several years now. Maybe daemon (a real pro here) could lay his hands on to lithtech engine someday.
p.s: is it possible you could update abc2obj to support .ABC I send you recently or is it a waste of time you think?

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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Fri Jun 02, 2017 9:41 pm 
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Tosyk wrote:
p.s: is it possible you could update abc2obj to support .ABC I send you recently
speaking of which?
The picture in my previous post shows one of the samples which you uploaded. (Characters are no fun, as I wrote. :cry: )

(You might try to use ninja ripper with the ModelEdit.exe I spoke of.)

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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Sat Jun 03, 2017 10:05 am 
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shakotay2 wrote:
Tosyk wrote:
p.s: is it possible you could update abc2obj to support .ABC I send you recently
speaking of which?
The picture in my previous post shows one of the samples which you uploaded. (Characters are no fun, as I wrote. :cry: )

(You might try to use ninja ripper with the ModelEdit.exe I spoke of.)
ah, okay. the characters were the goal. but well thanks anyway :)

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 Post subject: LithTech Models (.abc, .ltb, .dat)
PostPosted: Mon Jun 26, 2017 3:39 pm 
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Hi guys someone know if AVP2 Model + Animation can be properly use ? I've tried link for plugins on the main page but they seem broken! :)
This is the Pulse Rifle files for testing!
https://cdn.discordapp.com/attachments/ ... fle_hh.ABC
https://cdn.discordapp.com/attachments/ ... fle_hh.ABC


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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Tue Jun 27, 2017 6:37 am 
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GENTEK wrote:
Hi guys someone know if AVP2 Model + Animation can be properly use ? I've tried link for plugins on the main page but they seem broken! :)
This is the Pulse Rifle files for testing!
https://cdn.discordapp.com/attachments/ ... fle_hh.ABC
https://cdn.discordapp.com/attachments/ ... fle_hh.ABC


Milkshake 3D is the best choice. Unfortunately, no animation supported! :D


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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Tue Jun 27, 2017 4:45 pm 
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This importer can import meshes and skeletons from ABC version 11 and 12. This is the No One Lives Forever Importer I'm extacly at the same step with MS3D so this is why I search another way or tool to use AVP2 Animations. :)


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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Fri Sep 01, 2017 2:49 pm 
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Have been trying to open this .abc files for a while now.

I believe this is the only source on Internet that got me closer to understand the "problems" with the ABC (it is alembic, right?) files from Shogo :P.

Unfortunately even using this tool from shakotay I could not get nice results. Maybe it is better to just remodel everything from scratch, but that would take much more time to have a simple version.

I have an idea of remake Shogo on UE4, maybe with VR support. Just for learning, what you guys think is better approach? To learn how to model and animated and everything or to crack this files?


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 Post subject: Re: LithTech Models (.abc, .ltb, .dat)
PostPosted: Fri Sep 01, 2017 3:02 pm 
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,,,


Last edited by avp2avidfan on Fri Sep 01, 2017 10:35 pm, edited 1 time in total.

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