daemon1 wrote: ↑Thu Apr 14, 2022 2:56 pm
How to use the tool to get full robot.
1. Find mesh skeleton, physics skeleton and skeleton helpers.
If you don't care where each part is, just use the tool on all known groups for that robot. Run it as usual: h2_extr.exe <number>
After that, you will have a lot of stuff exported, and there will be several assets of each type. You need to choose only one of each type, the right one.
- mesh skeleton is the .Skeleton file thats indicated when extracting main body (the same one that is used in usual models like before)
- there are usually 2 .PhysicsSkeleton files, you need the big one
- there are many helper files, open them and see inside which one has helper bones for destructible parts. Correct one will have bones called like "body_helper", "LegPlate_helper", "part12_helper" etc. Some others may be very small, or have "camera", "action" helpers inside, they are not needed.
2. Once you have those 3 files, run the tool with 3 parameters:
h2_extr.exe <skeleton> <physicsskeleton> <skeletonhelpers>
After that, you get FULL skeleton in ascii/smd called "..._robotskel" and a "robot_helpers" file. That robot_helpers file will gather information about all helper bones. ASCII skeleton will be needed to load the full model, and SMD version is for animations.
3. Process all destructible descriptions.
Again, if you don't know where they are, or don't care about it, just use the tool on all known groups and save the tool output. If in this output you see any missing groups for destructible parts, add them to your list. Messages looking like "Destructible mesh 235 - 8" mean that group 235 contains some needed parts.
4. Cleanup (optional)
Now everything is ready for final pass.
At this point, it may be good idea to delete all ASCII files. It's not required, but that way you can get rid of leftover static parts that will now be replaced with proper skeletal parts.
5. Final pass.
Run the tool on all groups contaning models. Or simply run it again on all of them.
In the end, you get 3 kinds of ASCII files:
- files with _destr suffix are destructibles
- files with _static suffix are static parts
- all other "usual" files with no suffix - these are skeletal parts
After everything is exported to ASCII, you can process all parts exactly how it was in Horizon 1. Static parts may be loaded directly. Destructibles must be all merged together, then count submeshes, add that number above and merge with skeleton. Skeletal parts must be merged with skeleton. Or you can also merge them together like destructibles, but in this case, before merging, remove submesh count from each file.