Shockeye on 8/4/2005 at 11:14
T3 uses the PSK & PSA extensions as per Unreal for skeletal animations & meshes.
I tried loading the meshes with Milkshape3D and I just got an error. No surprises there.
But then I tried the animations and these load OK. (You can't play the animation of the skeleton or edit the frames)
It seems to me that there is could potential to use this program if someone could build a importer/exporter for the meshes. The SDK for milkshape is available.
So, does anyone have any info about the differences 'twixt the T3 PSK format and the Unreal one? Or even a detailed report on the format!
There seems to be lot of great work already being done on the TIM static meshes by Shadowspawn, so this animations would be a great next step!
Shadowspawn on 8/4/2005 at 12:16
I was planning on getting to that at some point, after the Static Meshes were solved. This is good news. I'm sure I could create an importer / exporter for MilkShape eventually.
Anyone know of another 3D program which loads these animations?
Gestalt on 8/4/2005 at 17:31
The version of ActorX.dlu available from UDN is smaller than the one included in the SDK (156kb vs. 244kb). This indicates that they added some stuff to it, I think?
Shockeye on 18/4/2005 at 11:55
I've discovered one difference in the file formats.
The standard unreal PSK uses a VVertex struct which is 16 bytes long.
When you load the Vertex Wedges header from the T3 version, the data size field says 40. So either they have added to the structure OR they have inserted an extra Header/data pair betwixt Points & Wedges.
Anyone know how to work out what an unknown stuct is from the data in the file?
On a side point, I can't help but notice that Ion Storm didn't change the TypeFlag value in the General Header when they changed the format. 1999801 is supposed to mean version 1.0
Shockeye on 18/4/2005 at 13:03
Further experiment has reveal that the file format contains dodgy data size members in the headers, but the data IS in the unreal format. I'm starting to think that the milkshape PSK importer does what I did, reading the data from the file in chunks based on the DataSize value in the header. If you use sizeof() instead you can read the data.
Hope this is useful to anyone wanting to write an importer. I'll give it a go, but It is something Ive not tried before, so if anyone has experience in writing stuff for milkshape, maybe they could get one released quicker (& better)
Shadowspawn on 18/4/2005 at 13:59
Shockeye,
If you get stuck on some bits, let me know. I'll try and help. I haven't done an importer for Milkshape either, but I'm pretty good at cracking binary formats.
I'll start looking at the T3 AI and animations as soon as I finish up the TIM converter, but I've hit a few snags. (Since I'm trying to do too much in the converter). I'm probably committed to this for a few more weeks, but I'm trying to get some early versions released soon.
Shockeye on 23/4/2005 at 06:07
I've just managed to import a mesh into Milkshape3D
Just verts & triangles so far.
Materials are next on my //TODO list
Shockeye on 30/4/2005 at 09:11
I have got a basic PSK importer for Milkshape3D working.
It will just import the mesh and reference skeleton at this stage.
Its not much use for anything but a mesh viewer so far, but if anyone wants to check it out:
(
http://home.ripway.com/2005-4/295136/t3import.zip) t3import.zip
ps: Anyone got any ideas as to why the non humanoid skeletons wont line up with the mesh??
ascottk on 16/8/2005 at 20:54
Any work being done on a Milkshape exporter? When you use the T3Ed skeleton browser the default Unreal psk export works. But when you add animations to the mesh (through T3Ed) the animations distort the mesh.