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[HELP] Hitman (.weightedprim) Maxscript

Posted: Sun Oct 18, 2015 3:53 am
by nosuit
I've been looking at the Hex for about a month now and I have no clue what i'm doing.
Help on writing a maxscript/converter for import/conversion of .prim models would be awesome.

Here's a simple box mesh, unweighted.
http://www.mediafire.com/download/k74sx ... im.pc_prim

Here's a more complex weighted mesh.
I can provide a .bonerig file on request, but it doesn't really matter about Weights and or Rigging.
http://www.mediafire.com/download/8ctlu ... ightedprim

Any help would be great, thanks!

Re: [HELP] Hitman (.weightedprim) Maxscript

Posted: Sun Oct 18, 2015 8:11 am
by shakotay2
nosuit wrote:I've been looking at the Hex for about a month now and I have no clue what i'm doing.
yeah, made my day! :D Welcome to the club. :wink:
Help on writing a maxscript/converter for import/conversion of .prim models would be awesome.
I'm always in trouble understanding the term "help on writing a script". Do you know maxscript?
Here's a simple box mesh, unweighted.
http://www.mediafire.com/download/k74sx ... im.pc_prim
Once you've understood that there's other data formats than floats such as shorts for example it's pretty simple:
mockupgeom_box.JPG
The hard part is to get the uvs - all I get is 0.5 0.5
or 1.0 1.0
I pray to the mighty god of hex reversing that I don't have to rewrite my damned code 'cause it
looks like I'll have to introduce signed shorts for uvs. (I really hate sunday mornings...)

Hey, wait. Why "signed"? The uv range is 0.0 to 1.0, isn't it?
Or do they use signed uvs with an offset?

Re: [HELP] Hitman (.weightedprim) Maxscript

Posted: Sun Oct 18, 2015 11:05 am
by nosuit
Ohk, so faces start at 0x10? that's cool.

Sweet lord have mercy, the Hex god has given us meshes.

Re: [HELP] Hitman (.weightedprim) Maxscript

Posted: Mon Oct 19, 2015 10:34 am
by TGE
Those weighted prim files are just raw data dumps, you can't automatically extract from it that way.
There's got to be a header file somewhere.