Was wondering if this supports the extraction of level geometry, since Archive_Next is unable to do that. I was thinking about getting the masoleum interior from the final cinematic cutscene.
By the look of it, there are apparently two versions of this, the one I tried to use and the one you used with the beginning WG. I guess the one you used is the one used in the gunsmith, but what is the one I tried to use? I guess it's the world model that is supposed to be connected to the player, I'm not sure.
Edit: The one I used is from DataPC archive and apparently the one you picked up is from DataPC_Extra archive. I'm not sure why the first one doesn't work.
I found the one you opened, however, I can't get it working at all. Importing the SMD doesn't help because if I append it to the target, the bones mess up and if I apply it as an armature, the objects won't even move when the timeline in moved forward. It doesn't work at all as it does with the character models.
I have a problem, I'm trying to export once again the older models, but the mesh doesn't even stick to the smd skeleton in any way, no matter if i remove the old armature or leave it intact as well as select only the skeleton or both the skeleton and the mesh. Making the smd as a new armature ends up with the same result and appending it to a target breaks the entire model.
I could really use a video tutorial for getting this tool working properly on Blender.
It seems that the weapons labeled with the beginning "W_" inside DataPC archive are the LOD models found in the game, which use lower detail versions of the standard models. Some attachments also are "sliced", so they dont even have the full models. The ones inside DataPC_Extra archive with the beginning "WG_" are the ones found from the Gunsmith, which also have much higher detail models. However, it seems that the skeleton found in DataPC_Extra uses incorrect skeleton, as some models become displaced even with the SMD in use, however, with the DataPC skeleton, the models corresponding with the DataPC extra ones will have proper coordinates.
I'm going to try to use the skeleton found from DataPC on the models found in the DataPC_extra archive and see if that fixes the incorrect coordinates.
Edit: No actually, the "W_" weapon models are the models you see in first person mode, hence the reason why some of the models are "sliced".
Edit 2: Alone, the skeletons inside the DataPC archive do not work with the gunsmith models. The skeletons inside DataPC and DataPC_Extra have to be combined so that the WG_XXX -models work properly. However, still some of the models have incorrect coordinates and there's nothing I can do. The initial locations of the models are the reason for that. For example, the short STANAG magazine is way out of place and most of the sights as well.
Any idea what skeleton the object "CP_Head_ShortBeard" is supposed to use?
I've tried the head skeleton of the model I'm trying to get, as well as the combinations of that and Main Skeleton, the head skeleton + skeleton "CP_Male_Beard" and finally the head skeleton + skeleton "CP_Male_Beard" and skeletons:
0DDBB68DE36 --> c Skeleton CP_Beard_Memhet
079F67E4237 --> c Skeleton CP_Beard_Cesar
079F67E41BA --> c Skeleton CP_Beard_Afro_Ico
079F67E42E0 --> c Skeleton CP_Beard_Hisp_Ico
0DDBB69079D --> c Skeleton CP_Beard_JustinP
...and none worked. The beard always glitches out completely, and it looks like the reason for it is because the vertices that glitch out are pulled toward the rest pose of the mesh. There should be an additional bone which gets pulled to the center of the head, which is affected by the animation and also affects the non-affected vertices.
MaZTeR wrote:Any idea what skeleton the object "CP_Head_ShortBeard" is supposed to use?
I've tried the head skeleton of the model I'm trying to get, as well as the combinations of that and Main Skeleton, the head skeleton + skeleton "CP_Male_Beard" and finally the head skeleton + skeleton "CP_Male_Beard" and skeletons:
0DDBB68DE36 --> c Skeleton CP_Beard_Memhet
079F67E4237 --> c Skeleton CP_Beard_Cesar
079F67E41BA --> c Skeleton CP_Beard_Afro_Ico
079F67E42E0 --> c Skeleton CP_Beard_Hisp_Ico
0DDBB69079D --> c Skeleton CP_Beard_JustinP
...and none worked. The beard always glitches out completely, and it looks like the reason for it is because the vertices that glitch out are pulled toward the rest pose of the mesh. There should be an additional bone which gets pulled to the center of the head, which is affected by the animation and also affects the non-affected vertices.
what is the entity name that is using that CP_Male_Beard ?
MaZTeR wrote:Any idea what skeleton the object "CP_Head_ShortBeard" is supposed to use?
I've tried the head skeleton of the model I'm trying to get, as well as the combinations of that and Main Skeleton, the head skeleton + skeleton "CP_Male_Beard" and finally the head skeleton + skeleton "CP_Male_Beard" and skeletons:
0DDBB68DE36 --> c Skeleton CP_Beard_Memhet
079F67E4237 --> c Skeleton CP_Beard_Cesar
079F67E41BA --> c Skeleton CP_Beard_Afro_Ico
079F67E42E0 --> c Skeleton CP_Beard_Hisp_Ico
0DDBB69079D --> c Skeleton CP_Beard_JustinP
...and none worked. The beard always glitches out completely, and it looks like the reason for it is because the vertices that glitch out are pulled toward the rest pose of the mesh. There should be an additional bone which gets pulled to the center of the head, which is affected by the animation and also affects the non-affected vertices.
what is the entity name that is using that CP_Male_Beard ?
It's Player_Template.
Also, I managed to kinda manually fix it by saving the weights, removing the skin modifier from the mesh, adjusting the mesh to the approximately correctly location, applying the fix animation onto the player model and then applying the old weights.