What are you talking about? This is how they are in this game. They are not like in other games (part of normal weighted mesh), they are generated by the engine.ngovandang wrote:Hope you got an other solution on jackets
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Hitman / Kane & Lynch series model tools
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daemon1
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Re: Hitman / Kane & Lynch series model tools
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Re: Hitman / Kane & Lynch series model tools
.o. Oh I seedaemon1 wrote: What are you talking about? This is how they are in this game. They are not like in other games (part of normal weighted mesh), they are generated by the engine.
Just forget it xD
Um... I'm having a trouble
Can you tell me which files constain 47 head textures? Default with bar code tattoo and band-aid?
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daemon1
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Re: Hitman / Kane & Lynch series model tools
i have no ideangovandang wrote: Can you tell me which files constain 47 head textures? Default with bar code tattoo and band-aid?
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daemon1
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Nightstalkery
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Re: Hitman / Kane & Lynch model tools
This is truly golden. Will you ever find time for static objects though?daemon1 wrote:Hitman 2/3 models.
Usage: Drop .PRM file onto the tool or use command line, .GMS file must be in the same dir.
I had no time to reverse their properties tree, so the tool only currently unpacks animated characters, like humans, pigs, rats, birds etc. The possible names are dumped into names.txt file.
Hitman 1 tools here: viewtopic.php?f=16&t=15695
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daemon1
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Re: Hitman / Kane & Lynch model tools
I doubt that.Nightstalkery wrote:Will you ever find time for static objects though?
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Nightstalkery
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Re: Hitman / Kane & Lynch model tools
That's a real shame. It's just cloth simulated objects like Hitman's tie won't import. Guess you have to make sacrifices when it comes to such tools.daemon1 wrote:I doubt that.Nightstalkery wrote:Will you ever find time for static objects though?
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daemon1
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Re: Hitman / Kane & Lynch model tools
these are not statics. cloth is different. can you give examples?Nightstalkery wrote: It's just cloth simulated objects like Hitman's tie won't import.
Re: Hitman / Kane & Lynch series model tools
Hello. I have a question unrelated to your model extraction tools.
I'm currently researching the ways to mod hitman 2 a little.
My dream - a full map editor, with the ability to import new maps (like an old Edit4O7 project), is a very hard task, and seems impossible.
I'd like to know how to search for positions of guards in the files and modify them. Also I'd like to add more guards to the level, even without patrol paths - do you think it's possible? What's more importantly, I want to extract the behaivour script of each npc and modify it, or at least extract. In hitman: c47 they are present in archives, but in h2 I only saw global variables for script and it's path (this is inside .gms files). I haven't yet found solutions to any of those problems.
I think these little things will bring some life in these old games, but I'm struggling with file format, so I'm asking for help.
How hard it will be, to correctly implement aforementioned mods?
I pm'd you with more detailed description few days ago. Thanks in advance!!
I'm currently researching the ways to mod hitman 2 a little.
Do you have any description for those property trees and it's format?daemon1 wrote: There are 2 guards on a level. Each of them stored in properties tree of the level with its own position (x,y,z) and links to model, animation set, behavior script etc.
My dream - a full map editor, with the ability to import new maps (like an old Edit4O7 project), is a very hard task, and seems impossible.
I'd like to know how to search for positions of guards in the files and modify them. Also I'd like to add more guards to the level, even without patrol paths - do you think it's possible? What's more importantly, I want to extract the behaivour script of each npc and modify it, or at least extract. In hitman: c47 they are present in archives, but in h2 I only saw global variables for script and it's path (this is inside .gms files). I haven't yet found solutions to any of those problems.
I think these little things will bring some life in these old games, but I'm struggling with file format, so I'm asking for help.
How hard it will be, to correctly implement aforementioned mods?
I pm'd you with more detailed description few days ago. Thanks in advance!!
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daemon1
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Re: Hitman / Kane & Lynch series model tools
i dont have time to look into that, and i dont remember anything about hitman nowboldie wrote:Hello. I have a question unrelated to your model extraction tools.
i worked with dozens of games after that, you have to understand
Re: Hitman / Kane & Lynch series model tools
That's fine. I realize it's a bit different topic, but I didn't find any more info about scripts other than your post. But if you can, and will find time, it would be cool if you can upload subproduct of your hitman research like notes on format... because at my current level I don't understand even about property treedaemon1 wrote:i dont have time to look into that, and i dont remember anything about hitman nowboldie wrote:Hello. I have a question unrelated to your model extraction tools.
i worked with dozens of games after that, you have to understand
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daemon1
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Re: Hitman / Kane & Lynch series model tools
I'm not making any notes on formats. Also I dont need IDA or any other disassembler to reverse game code. Looking into code in case of simple formats like hitman is a waste of time. All was done by analysing of data files themselves.boldie wrote: it would be cool if you can upload subproduct of your hitman research like notes on format...
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TrumpetPro
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Re: Hitman / Kane & Lynch series model tools
Whenever I try to unpack the Hitman: Absolution files (using a batch script I created that runs it on all files), I keep getting the error "Can't find header for given resource". This repeats for almost all files, leaving only 20 or so folders. Inside the folders, the .MATI files don't have the name, instead having random numbers like 0025.
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daemon1
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Re: Hitman / Kane & Lynch series model tools
i dont think the game was updated in last year
it means either some files are missing, or your script is wrong
must be about 300 folders after extraction
it means either some files are missing, or your script is wrong
must be about 300 folders after extraction

