anm - animationsAnonBaiter wrote:Thanks, but what about for .ANM, .PAL and .WAV files?
pal - paletted textures, the same as dds
wav- sounds
anm - animationsAnonBaiter wrote:Thanks, but what about for .ANM, .PAL and .WAV files?
You have to choose what is more important to you. Choose wiselyMeguido wrote:or just ignore re4 and only try re6?
1. maybe later. Also tag bones can be useful.Meguido wrote:So are you going to add the option to export every animation to separate smd files?
Btw, another question: what would you need to do to make it workable with RE6 and RE4?
I'm not familiar with RE series and never played any of them. I have no idea how files are organized. I think these are cutscenes only because the global positions are as big as 2000 or 3000 which usually only happens in cutscenes.Meguido wrote:I mean how do you know pl0200_00.lmt is for cutscenes?
Yes, I was expecting this. The root bone is not always bone 0. I'll have to make some corrections to make these working.Meguido wrote:Ok so after making some tests with Pl0200.mod and Pl0200_00.lmt
That must be the problem.Meguido wrote:I tested it with xbox files.
In theory. Maybe some tool update will be needed.Meguido wrote:So this should work with re4 and 6 too?
As I understand from Predator's messages, other (than RE) games use different type of rotation compression, so no, this will only work with RE.MarioSonicU wrote:I'm curious, will this work for other MT Framework games with the .lmt motion files?
luxox will not be able to help you. Hes just the guy who delivers decrypted files from the scene. He can't decrypt them.akderebur wrote:I did not, luxox is the guy you are looking for