ok i haven't seen any of type 7 in RE5 yet.
So I think you'll be able to export RE5 animations now, and my help is no longer needed?
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- Tue Jan 24, 2017 4:38 pm
- Forum: 3D/2D models
- Topic: Resident Evil animations
- Replies: 122
- Views: 38552
- Mon Jan 23, 2017 10:06 pm
- Forum: 3D/2D models
- Topic: Resident Evil animations
- Replies: 122
- Views: 38552
Re: Resident Evil animations
where can i see MT 2 samples?
- Mon Jan 23, 2017 9:21 pm
- Forum: 3D/2D models
- Topic: Resident Evil animations
- Replies: 122
- Views: 38552
Re: Resident Evil animations
its 4 quaternion values each 14 bits, and 1 byte frame as you call itPredatorCZ wrote:bufferTypeID: 6
- Mon Jan 23, 2017 9:15 pm
- Forum: 3D/2D models
- Topic: Far Cry Primal models
- Replies: 145
- Views: 52565
Re: Far Cry Primal models
Packer. Place it where you have extracted files and run. Will only work with named files now. "Unknown" support later.
- Mon Jan 23, 2017 6:07 pm
- Forum: 3D/2D models
- Topic: Far Cry Primal models
- Replies: 145
- Views: 52565
Re: Far Cry Primal models
Yesbouvrie wrote:So, this means you have only the modified texture in a BRAND NEW sound_patch file?
- Sun Jan 22, 2017 9:20 pm
- Forum: 3D/2D models
- Topic: Hitman 1 models
- Replies: 27
- Views: 10328
Re: Hitman 1 models
They are done with morphs.Nightstalkery wrote:That's impressive, but how does the game handle face animations when there's a bone only for head?
- Sun Jan 22, 2017 7:24 pm
- Forum: 3D/2D models
- Topic: Hitman 1 models
- Replies: 27
- Views: 10328
Re: Hitman 1 models
Tool published.
- Sun Jan 22, 2017 6:19 pm
- Forum: 3D/2D models
- Topic: Far Cry Primal models
- Replies: 145
- Views: 52565
Re: Far Cry Primal models
Making the packer. Your sound_patch trick worked, and now I'm hunting the rare blue goat (watch the video).


- Sat Jan 21, 2017 8:12 pm
- Forum: 3D/2D models
- Topic: Battleborn tools
- Replies: 40
- Views: 13908
- Sat Jan 21, 2017 5:18 pm
- Forum: 3D/2D models
- Topic: Resident Evil animations
- Replies: 122
- Views: 38552
Re: Resident Evil animations
Anyway, it looks like I did alter the structs slightly and/or mixed up the facial anim structs with non-face anim structs. It looks like Capcom have two separate animation formats. One for face.lmt the rest for the remaining animations. I'll re-send out the unaltered structs. Yes, these new structs...
- Sat Jan 21, 2017 9:29 am
- Forum: 3D/2D models
- Topic: Far Cry Primal models
- Replies: 145
- Views: 52565
Re: Far Cry Primal models
It can be that with all subfolders the name is too long, so tool crashes on some file. So if your "separate" folder name is shorter, it works and then, when you move them, windows automatically cuts the names at some point.
- Sat Jan 21, 2017 8:55 am
- Forum: 3D/2D models
- Topic: Far Cry Primal models
- Replies: 145
- Views: 52565
Re: Far Cry Primal models
yes i plan to support more files. And also repacker. What do you mean under "in seperate folders" ? What do you need to separate? It works on my side.
- Sat Jan 21, 2017 8:06 am
- Forum: 3D/2D models
- Topic: Resident Evil animations
- Replies: 122
- Views: 38552
Re: Resident Evil animations
Note that these specs don't exactly corresppond to what I see in RE5 .lmt files. MotionInfo is different, and some types too.Gh0stBlade wrote:PMed
- Sat Jan 21, 2017 8:03 am
- Forum: 3D/2D models
- Topic: Far Cry Primal models
- Replies: 145
- Views: 52565
Re: Far Cry Primal models
From the first look, HKX is only used for physics, but animation system is their own.volfin wrote:I've noticed it does use HKX.
- Fri Jan 20, 2017 8:39 pm
- Forum: 3D/2D models
- Topic: Far Cry Primal models
- Replies: 145
- Views: 52565
Re: Far Cry Primal models
You don't have to look into code if animation is using normal floats. Its only required if some crazy non-standard types are used. Like variable bit integers or quaternions packed with special math.

