LithTech Models (.abc, .ltb, .dat)
- Tosyk
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Re: LithTech Models (.abc, .ltb, .dat)
Attached files could be helpful.
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- shakotay2
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Re: LithTech Models (.abc, .ltb, .dat)
thx. They possibly could if
- you had an lta file that was derived from an original ABC v6 file.
The problem is how to calculate the positions.
The ABC v6 format specs says:
the vertex positions are "relative to object's origin".
I was thinking to add the parents pos as an offset to the child's pos.
(I don't see any matrices in the ABC files which would make things easier.)
ModelEdit shows identical Translations for parent and child bones: There's bounding boxes (Min/Max) for each node in the ABC file.
I'll try to calculate a median and use it as an pos offset.
- you had an lta file that was derived from an original ABC v6 file.
The problem is how to calculate the positions.
The ABC v6 format specs says:
the vertex positions are "relative to object's origin".
I was thinking to add the parents pos as an offset to the child's pos.
(I don't see any matrices in the ABC files which would make things easier.)
ModelEdit shows identical Translations for parent and child bones: There's bounding boxes (Min/Max) for each node in the ABC file.
I'll try to calculate a median and use it as an pos offset.
You do not have the required permissions to view the files attached to this post.
Last edited by shakotay2 on Thu Nov 20, 2014 1:41 pm, edited 1 time in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
- Tosyk
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Re: LithTech Models (.abc, .ltb, .dat)
I need to get back home to find out what makes *.lta files.shakotay2 wrote:thx. They surely would if![]()
- you had an lta file that was derived from an original ABC v6 file.
- shakotay2
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Re: LithTech Models (.abc, .ltb, .dat)
I looked at some noone lives forever ltas which seems to be the old format that won't help with ABC format, I guess.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
Re: LithTech Models (.abc, .ltb, .dat)
I don't know of anything like an lta for an abc v6 model, Sanity akins artifact does have some abcV6 models that were later turned into abcV12 models for mm9- they are both compiled however.shakotay2 wrote:thx. They possibly could if![]()
- you had an lta file that was derived from an original ABC v6...
- shakotay2
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Re: LithTech Models (.abc, .ltb, .dat)
did some translations:
(Looks like an improvement but sadly is far from being correct.)
This is the skeletal hierarchy:
and this the parent ID array which I created manually as a quick hack:
parIDs[27]= {0,0,1,2,3,4,1,1,7,8,9,1,11,11,13,14,15,11,17,18,19,11,11,22,23,24,25}
(first 0 normally being -1 but it's unused here)
This is the skeletal hierarchy:
Code: Select all
# 0 sanjuro # NumChildren: 1
1 pelvis # NumChildren: 4
2 right_legu_1 # NumChildren: 1
3 right_legu_2 # NumChildren: 1
4 right_legl_1 # NumChildren: 1
5 right_legl_foot # NumChildren: 0
6 pelvis_1 # NumChildren: 0
7 left_legu_1 # NumChildren: 1
8 left_legu_2 # NumChildren: 1
9 left_legl_1 # NumChildren: 1
10 left_legl_foot # NumChildren: 0
11 torso # NumChildren: 5
12 left_armu_shoulder1 # NumChildren: 0
13 left_armu_shoulder # NumChildren: 1
14 left_armu # NumChildren: 1
15 left_arml # NumChildren: 1
16 left_arml_hand # NumChildren: 0
17 head_neck # NumChildren: 1
18 head # NumChildren: 1
19 head_helmet # NumChildren: 1
20 head_2 # NumChildren: 0
21 right_armu_shoulder1 # NumChildren: 0
22 right_armu_shoulder # NumChildren: 1
23 right_armu # NumChildren: 1
24 right_arml # NumChildren: 1
25 right_arml_hand # NumChildren: 1
26 GUN_HAND # NumChildren: 0parIDs[27]= {0,0,1,2,3,4,1,1,7,8,9,1,11,11,13,14,15,11,17,18,19,11,11,22,23,24,25}
(first 0 normally being -1 but it's unused here)
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Last edited by shakotay2 on Thu Nov 20, 2014 10:47 pm, edited 1 time in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
Re: LithTech Models (.abc, .ltb, .dat)
Okay, hopefully I've got all my ducks in a row this time. Let's see...
meh, had to use filefactory.
http://www.filefactory.com/file/1g7kg4v ... Hv1MAPS.7z
that should contain the ed. files for KPCs Bad Streets, shogo's Avernus, and their corresponding dat files.
meh, had to use filefactory.
http://www.filefactory.com/file/1g7kg4v ... Hv1MAPS.7z
that should contain the ed. files for KPCs Bad Streets, shogo's Avernus, and their corresponding dat files.
- shakotay2
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Re: LithTech Models (.abc, .ltb, .dat)
here's a point cloud of a map:
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
Re: LithTech Models (.abc, .ltb, .dat)
I'm aware of abc models having to be shelved, that's understandable. As useless as the following info probably is, please understand I' only posting it for documentation purposes.
From VGames:
If you open up a model with a hex editor, search for a node u want to get rid of, change the 3rd character after the last letter or number of the name of the node to 01 that will null that node. Go into modeledit and select all null nodes button in the model section in top menu. Then select remove node and it will remove them but it will stick that piece of the model to the next node. We need to figure out how to stop that and get rid of the model piece altogether.
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knifelemon
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Re: LithTech Models (.abc, .ltb, .dat)
can you give me any script or plugin?
i have 3ds max 7 , 2011 | 2012 , maya 7 , 2012
i have 3ds max 7 , 2011 | 2012 , maya 7 , 2012
Re: LithTech Models (.abc, .ltb, .dat)
knifelemon wrote:can you give me any script or plugin?
i have 3ds max 7 , 2011 | 2012 , maya 7 , 2012
Sorry knifemelon, bur the only version of 3dsMax that worked with abc version 6 was 3dsmax 2.0 and you had to have windows nt for the plugins to work. the ltb files you're dealing with are a different format for all its worth.
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knifelemon
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Re: LithTech Models (.abc, .ltb, .dat)
OMGzZaRDoZz wrote:knifelemon wrote:can you give me any script or plugin?
i have 3ds max 7 , 2011 | 2012 , maya 7 , 2012
Sorry knifemelon, bur the only version of 3dsMax that worked with abc version 6 was 3dsmax 2.0 and you had to have windows nt for the plugins to work. the ltb files you're dealing with are a different format for all its worth.
Thank you for letting us know.
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onelove1210
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Re: LithTech Models (.abc, .ltb, .dat)
Hello
Could you mind updating new .ltb plugins, all files of Sudden Attack Korea can't be imported, they had been updated to ver 2.0
sample files:
PSY.LTB
ak47.ltb
Could you mind updating new .ltb plugins, all files of Sudden Attack Korea can't be imported, they had been updated to ver 2.0
sample files:
PSY.LTB
ak47.ltb
