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Havok 3ds max/Noesis importer/exporter plugins

Post questions about game models here, or help out others!
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PredatorCZ
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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by PredatorCZ » Thu Nov 28, 2019 8:24 am

jayn23 wrote:
Thu Nov 21, 2019 10:31 pm
...but when trying to convert them to a packfile using Havok content filter manager tools i get the following error " Unable to detect format from stream" i am guessing its missing some header?
Tag format is really not my expertise, basically I know nothing about this one.
You could try to use assetCC programs (inside batch folder I think).
Or try to convert them to a xml format, then convert them to a packfile.

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by huitbgoiouythy » Thu Nov 28, 2019 6:43 pm

Hello, thank you for your tool, can Marvel Ultimate Alliance 2 PC (released in 2016) hkx works with your 3DS max plugin ? I tried, but crashed 3DS MAX 2019:
Samples if needed :
https://www.mediafire.com/file/h2x6smut ... le.7z/file

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by Tosyk » Mon Dec 16, 2019 7:40 am

PredatorCZ,can you look at this file? la_noire_examples.zip it's from LANoire
I'm interesting in animations mostly. but if you can inspect models that would be just great!

as I see in HEX it's a havok


edit: found skeletons. attached here
packed_skeletons.zip
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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by PredatorCZ » Mon Dec 30, 2019 11:29 pm

huitbgoiouythy wrote:
Thu Nov 28, 2019 6:43 pm
Hello, thank you for your tool, can Marvel Ultimate Alliance 2 PC (released in 2016) hkx works with your 3DS max plugin ? I tried, but crashed 3DS MAX 2019:
Files are using version 6.1.0, this version is unsupported.
Tosyk wrote:
Mon Dec 16, 2019 7:40 am
PredatorCZ,can you look at this file?
It seems to be some kind of arbitrary format, any format structures anywhere? Don't want to start from scratch.

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by Tosyk » Wed Jan 01, 2020 2:48 pm

PredatorCZ wrote:
Mon Dec 30, 2019 11:29 pm
<...>
Tosyk wrote:
Mon Dec 16, 2019 7:40 am
PredatorCZ,can you look at this file?
It seems to be some kind of arbitrary format, any format structures anywhere? Don't want to start from scratch.
I have a maxscript for head models:

Code: Select all

fn readHalfFloat fstream = (
    hf=readshort fstream #unsigned
    sign = bit.get hf 16
    exponent = (bit.shift (bit.and hf (bit.hexasint "7C00")) -10) as integer - 16
    fraction = bit.and hf (bit.hexasint "03FF")
    if sign==true then sign = 1 else sign = 0
    exponentF = exponent + 127
    outputAsFloat = bit.or (bit.or (bit.shift fraction 13) \
    (bit.shift exponentF 23)) (bit.shift sign 31)
    return bit.intasfloat outputasfloat*2
    )


vertArray=#()
faceArray =#()
UVarray=#()

function ReadModelFile fName=
(     
    format "-- START READING MODEL FILE --\n"
    stream = fOpen fname "rb"          -- Open the file for reading
    fSeek stream 0x194 #seek_set
    vertCount = readlong stream       -- vertex count of (first) submesh
    faceCnt     = readlong stream
    vertStride= 36
   
    --print ("@ 0x"+ bit.intAsHex(ftell stream) as string)      

    fSeek stream 0x3150 #seek_set   -- vertex block
    for i=1 to vertCount do (      --
       x  = readShort stream #signed
       y  = readShort stream #signed
       z  = readShort stream #signed
       fSeek stream (26) #seek_cur
       tu  = readHalfFloat stream; tv  = readHalfFloat stream
       append vertArray ([x,y,z]/127.0)   
      --format "v %\n" vertArray[i]
       append UVarray [tu,tv,0]             
    )
    print ("@ 0x"+ bit.intAsHex(ftell stream) as string)
   
    for x = 1 to faceCnt do (
        fa= readshort stream #unsigned
        fb= readshort stream #unsigned
        fc= readshort stream #unsigned
            format "f % % %\n" fa fb fc
        append faceArray[fa+1,fb+1,fc+1]   
   )   
    msh = mesh vertices:vertArray faces:faceArray
    msh.numTVerts = vertCount
    buildTVFaces msh
    for j = 1 to vertCount do setTVert msh j UVarray[j]
    for j = 1 to faceCnt do setTVFace msh j faceArray[j]

    fClose stream
)

-- entry point --

ClearListener()
fname = getOpenFileName \
caption:" open L.A. Noire 3D Model" \
types:"3D Model (*.chunk)|*.chunk"
--historyCategory:"3D Model chunk
format "fname: %\n" fname
   
ReadModelFile fname
I attached it to this message:
adam's_head_import.zip
also I have this info:
For other chunk files you'll need to adjust the start address of the vertices block (0x3150 here)
and (possibly) the address of the vertex count: 0x194
Image

all the info took from here
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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by Backtotheroot » Thu Jan 16, 2020 3:47 pm

Hi, first of all, great plugin and cheers for all the hard work you put into it and also for making it public. I'm trying to use animations from Darksouls 3 for an educational Project and the import in 3Ds Max 2018 works perfectly with your plugin, I just got an issue with the rootmotion data. All animation i import are in place even though I would suspect DS3 uses rootmotion. Maybe you could hint me in the right direction, are there any special settings I got to consider when importing? Or is there actually no rootmotion data in the clips?
I added a link to the Skeleton and an animation file as an example.
https://drive.google.com/open?id=1VQ2Bb ... quyxONUZWU

Any help would be appreciated :wink:

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by PredatorCZ » Mon Jan 20, 2020 12:49 pm

Backtotheroot wrote:
Thu Jan 16, 2020 3:47 pm
Hi, first of all, great plugin and cheers for all the hard work you put into it and also for making it public. I'm trying to use animations from Darksouls 3 for an educational Project and the import in 3Ds Max 2018 works perfectly with your plugin, I just got an issue with the rootmotion data. All animation i import are in place even though I would suspect DS3 uses rootmotion. Maybe you could hint me in the right direction, are there any special settings I got to consider when importing? Or is there actually no rootmotion data in the clips?
I added a link to the Skeleton and an animation file as an example.
https://drive.google.com/open?id=1VQ2Bb ... quyxONUZWU

Any help would be appreciated :wink:
Hi,
rootmotion is not yet supported.
I'll add it, when I'll got the chance.

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by Backtotheroot » Thu Jan 23, 2020 12:58 pm

Thanks for the clearfication. I'll keep an eye out for future updates :wink:

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by MaZTeR » Sun Feb 09, 2020 7:27 pm

Please tell me this works with Dead Space 1-3

Edit: Damnit, I knew it wouldn't work.
I forgot that hkx format in Dead Space series only stores collision data so even if this worked, it'd be useless for me.

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