Run the tool on all groups contaning models. It's not required, but that way you can get rid of leftover static parts that will now be replaced with proper skeletal parts. Messages looking like "Destructible mesh 235 - 8" mean that group 235 contains some needed parts.Īt this point, it may be good idea to delete all ASCII files. If in this output you see any missing groups for destructible parts, add them to your list. Process all destructible descriptions.Īgain, 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. ASCII skeleton will be needed to load the full model, and SMD version is for animations.ģ. That robot_helpers file will gather information about all helper bones. Once you have those 3 files, run the tool with 3 parameters:Īfter that, you get FULL skeleton in ascii/smd called "._robotskel" and a "robot_helpers" file. Some others may be very small, or have "camera", "action" helpers inside, they are not needed.Ģ. Correct one will have bones called like "body_helper", "LegPlate_helper", "part12_helper" etc. there are many helper files, open them and see inside which one has helper bones for destructible parts. PhysicsSkeleton files, you need the big one Skeleton file thats indicated when extracting main body (the same one that is used in usual models like before) You need to choose only one of each type, the right one. Run it as usual: h2_extr.exe Īfter that, you will have a lot of stuff exported, and there will be several assets of each type. If you don't care where each part is, just use the tool on all known groups for that robot. Find mesh skeleton, physics skeleton and skeleton helpers. Textures and materials are exported to correspoding folders, just like it was before.ġ. The group/asset number from this code will tell if its this robot animation, or another actor/character animation. Damaged states can also be added later.Įdge animations are exported to "anim_edge" subfolder with edge skeleton code in the end of its name. So far I'm only processing their "initial", undamaged states. The tool console output can also be used to create a list of all destructible parts and add them to the process. This information is only used on the run, to update the data about how to connect destructible parts to helpers. Additionally, mesh skeletons are exported as ASCII + SMD, so they can be used to combine with ASCII model or SMD animation.ĭestructibles description is not exported at all. Later on, they will be exported as skeletal models, placed and weighted to corresponding bones.Īll skeleton asset types (skeleton, physicsskeleton, skeletonhelpers, edgeskel) are exported as raw original assets with corresponding extension. Note that destructible parts on the first run (when its unknown where to place them) are exported as static models. Now here's what the tool does when it encounters these assets: We already have a list of all main parts for a start (attached). So the 1st step in getting any robot is finding all these assets, in which group they are. That part of the process was done manually in Horizon 1, because everything had names. Most animations are in one group, just its usually different group, not the same as main model.ĭestructibles description is a special table that connects SkeletonHelpers with static destructible parts. Nothing is weighted to them, they are just auxiliary bones to attach helpers, and then destructible parts to be attached to those helpers.Įdge skeleton is almost same, but its needed for sony tool to work.Īnimations - original EDGE anim files. In addition to base skeleton, it also has bones needed to attach helpers, and again, some of them are not anywhere else. SkeletonHelpers (called robotmodelhelpers in zero dawn) is the only place that has all helper bones - for destructible parts. Mesh skeleton has all bones for visual model parts, weighted, and many of them are not present in any other skeleton. Canisters are in separate small groups, one for each canister type. All destructible parts are usually in one group, rarely in two. There are many static small destructible parts, one big skeletal model, and maybe a few more skeletal/static parts. Models are kind of usual, and they are same as horizon 1. Now let me describe these assets a little.ġ. This is a list of all robot assets used in extraction: And they could easily be in many different asset groups (groups described in a post above), or all in one. To get full animated robot, we will need ALL of these. All of them were present in horizon 1, but now we also need EDGE assets. Time to explain the most complicated part, robots.įirst, I will describe all assets needed.
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