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Hitman 1 models

Posted: Sat Jan 07, 2017 2:37 pm
by daemon1
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"

Image

Re: Hitman 1 models

Posted: Mon Jan 09, 2017 11:27 am
by Tosyk
Greatly appreciate! I have been waiting this for years.

Re: Hitman 1 models

Posted: Wed Jan 11, 2017 8:21 pm
by hhchunter
ha, nice!

How many poly's is the C47 model?

Re: Hitman 1 models

Posted: Wed Jan 11, 2017 8:30 pm
by daemon1
His main model (with two ties) has 1172.

Re: Hitman 1 models

Posted: Wed Jan 11, 2017 8:42 pm
by Tosyk
Whole mesh is double faced. So half of it I suppose.

Re: Hitman 1 models

Posted: Thu Jan 12, 2017 4:14 pm
by daemon1
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.

Re: Hitman 1 models

Posted: Sun Jan 15, 2017 9:29 pm
by daemon1
Still need more testing. These modern technologies...

Image

Re: Hitman 1 models

Posted: Sun Jan 22, 2017 7:24 pm
by daemon1
Tool published.

Re: Hitman 1 models

Posted: Sun Jan 22, 2017 7:51 pm
by Tosyk
daemon1 wrote:Tool published.
great work on the formats. really appreciate for this! :mrgreen:

Re: Hitman 1 models

Posted: Sun Jan 22, 2017 8:43 pm
by Nightstalkery
daemon1 wrote:Tool published.
That's impressive, but how does the game handle face animations when there's a bone only for head?

Re: Hitman 1 models

Posted: Sun Jan 22, 2017 9:20 pm
by daemon1
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.

Re: Hitman 1 models

Posted: Fri Feb 24, 2017 3:11 pm
by AnonBaiter
Thanks, but what about for .ANM, .PAL and .WAV files?

Re: Hitman 1 models

Posted: Sat Feb 25, 2017 7:36 am
by daemon1
AnonBaiter wrote:Thanks, but what about for .ANM, .PAL and .WAV files?
anm - animations
pal - paletted textures, the same as dds
wav- sounds

Re: Hitman 1 models

Posted: Sun Mar 12, 2017 3:06 pm
by Nightstalkery
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

Re: Hitman 1 models

Posted: Sun Mar 12, 2017 3:37 pm
by daemon1
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.