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UT Skeletal Meshes
Posted: Sat Oct 03, 2009 5:05 pm
by Unrealistic
I have some psa and psk files, but I dont have a clue on how to get them into unreal. Can someone help?
Re: UT Skeletal Meshes
Posted: Sat Oct 03, 2009 5:07 pm
by Matrix224
You need to import them using UCC. You have to have a .UC file with the necessary import information within it. I have not done this in a while so I'm fuzzy on what you need.
Re: UT Skeletal Meshes
Posted: Sat Oct 03, 2009 5:39 pm
by Unrealistic
I looked at that code and tried copying it but nothing worked

Re: UT Skeletal Meshes
Posted: Sat Oct 03, 2009 5:54 pm
by mentalhunter
First of all, where you got the files from? I asume you have no UC, you can make one as long as you know which animations it has. I hope for you you got the files from a game with an editor else it will be quite some work to find out what the animations are, i never tryd tho, so i dont know how else you could find the anims.
Re: UT Skeletal Meshes
Posted: Sat Oct 03, 2009 5:54 pm
by mentalhunter
Ow.. yea you said UT.. whats the name of the mesh?
Re: UT Skeletal Meshes
Posted: Sat Oct 03, 2009 6:45 pm
by Unrealistic
I got some mesh from a unreal tournament 2004 mod. can that work in unreal?
i dont know the anim names but i have the psa and psk files. can you help?
Re: UT Skeletal Meshes
Posted: Sat Oct 03, 2009 8:11 pm
by ManicUnreal
Same person, different account, i lost my old password already and messed up my settings

Re: UT Skeletal Meshes
Posted: Sat Oct 03, 2009 9:15 pm
by Matrix224
You need to know the animations' names.
Re: UT Skeletal Meshes
Posted: Sat Oct 03, 2009 9:26 pm
by ManicUnreal
i found some tool that might help. i loaded the files and took a screenshot. the box on the right has the animation names, right?

Re: UT Skeletal Meshes
Posted: Sat Oct 03, 2009 10:31 pm
by Matrix224
Yes. Now you need to create a .UC and use UCC to compile it. In the .UC you need the mesh information. I don't recall how to do it but I do know you need to write all the animsequences and their frames n stuff.
Re: UT Skeletal Meshes
Posted: Sun Oct 04, 2009 8:54 am
by ManicUnreal
I tried using some other lines from other mods with animsequence lines in, but repllaced the names and start and finish frame. i just need the textures now

Re: UT Skeletal Meshes
Posted: Sun Oct 04, 2009 10:48 am
by Raven
Would you be so kind and post a link to this UnPSA Toolkit ?
Re: UT Skeletal Meshes
Posted: Sun Oct 04, 2009 10:53 am
by ManicUnreal
Re: UT Skeletal Meshes
Posted: Sun Oct 04, 2009 11:53 am
by mentalhunter
K.. i did NEVER EVER used that program, to lazy. i just use standard writing programs from windows to write UC's..
Re: UT Skeletal Meshes
Posted: Sun Oct 04, 2009 12:19 pm
by ManicUnreal
This toolkit calculates the startfame and frames of each animation...so I don't have to add the frames to get the next startframe

Re: UT Skeletal Meshes
Posted: Sun Oct 04, 2009 1:42 pm
by Turboman.
very interesting program... i like the overview of psa animations and their settings, and the animation combining feature looks very useful.
i'm definitely keeping this one!
Re: UT Skeletal Meshes
Posted: Sun Oct 04, 2009 2:23 pm
by mentalhunter
Wow.. WHAT?! Seriously, why did someone not told when i was porting Krotchy to unreal? it took me longer then a whole fucking day to make that UC file, and i'm not evens talking about the times digging in the UC file for what animation/framecount i called wrong...
Re: UT Skeletal Meshes
Posted: Sun Oct 04, 2009 4:04 pm
by ManicUnreal
very interesting program... i like the overview of psa animations and their settings, and the animation combining feature looks very useful.
i'm definitely keeping this one!
Each animation can also be saved to it's own .psa file too
i don't know how this is useful, but im sure people will find a use for it
Re: UT Skeletal Meshes
Posted: Sun Oct 04, 2009 4:44 pm
by KillerSkaarj
I'll tell you how it's useful, this thing could speed up the process of porting over .psa and .psk files to Unreal MUCH faster than before.
Even though I have never done it nor do I know how to or even care, I'm still interested because if someone were to decide to port all of UT's skeletal meshes (which I'm assuming is all meshes in the game), it wouldn't be a painstakingly tedious job to do like it was with Mentalhunter and Krotchy.
EDIT: FFFFFFFFUUUUUU- 3 more posts until post 666

Re: UT Skeletal Meshes
Posted: Thu Oct 08, 2009 6:13 pm
by Pyro
simply open the PSA file with actorX in 3dsmax to get to know the animation details.
here is a by ActorX produced *.UC file
Code: Select all
//===============================================================================
// [yourname]
//===============================================================================
class yourname extends weapon;
#exec MESH MODELIMPORT MESH=yournameMesh MODELFILE=models\yourname.PSK LODSTYLE=10
#exec MESH ORIGIN MESH=yournameMesh X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0
#exec ANIM IMPORT ANIM=yournameAnims ANIMFILE=models\yourname.PSA COMPRESS=1 MAXKEYS=999999 IMPORTSEQS=1
#exec MESHMAP SCALE MESHMAP=yournameMesh X=1.0 Y=1.0 Z=1.0
#exec MESH DEFAULTANIM MESH=yournameMesh ANIM=yournameAnims
// Digest and compress the animation data. Must come after the sequence declarations.
// 'VERBOSE' gives more debugging info in UCC.log
#exec ANIM DIGEST ANIM=yournameAnims USERAWINFO VERBOSE
#EXEC TEXTURE IMPORT NAME=yournameTex0 FILE=TEXTURES\yourtexfilename.bmp GROUP=Skins
#EXEC MESHMAP SETTEXTURE MESHMAP=yournameMesh NUM=0 TEXTURE=yournameTex0
defaultproperties
{
Mesh=yournameMesh
DrawType=DT_Mesh
bStatic=False
}
make a new folder in your Unreal directory, like Mymesh,
and make 3 other folders in there named Textures, Classes and Models.
put the PSA and PSK files in Models, put the .BMP or .PCX in the Textures folder and put the .UC file in Classes. Now set the names in the UC file right. (use the same name for all, is the easiest.)
now you do your unreal.ini in your system folder, open it with a text editor, search for EditPackages and add a new line, with Editpackages=Mymesh .
now run this:
http://home.kpn.nl/guusenjenny/UCC%20Compiler.rar (open with
winrar)
and voila.. all you need now is to script.
Re: UT Skeletal Meshes
Posted: Sun Oct 11, 2009 12:11 pm
by mentalhunter
I have to ask, my Postal2 Animals are screwed up when it comes to collision, i set it many times, but i dont think its the collission, however i set it, or its in the ground, or its standing in the air, nothing in between, so i think it's the rotation. Is there any tool that shows you the Rotation of a mesh? I tryd MilkShape, but doesn't have it, that tool PSA/PSK toolkit neither has it..
Re: UT Skeletal Meshes
Posted: Sun Oct 11, 2009 1:11 pm
by Matrix224
Wrong. Its the offset. The rotation has nothing whatsoever to do with that. Its happened to me before, I know for a fact its offset. Or in other words, in the .UC / code, the 'mesh origin'.
EDIT: Also I have a little issue myself. I have the HL2 headcrab model ported directly from HL2 into Unreal, yet its being testy- in .3d form it makes the .u around 3.5 mb, (possibly) due to the amount of frames. So, I tried skeletal. It reduced the size greatly and all, but, the skin now wont..well..fit. It looks like the skins on the wrong mesh now. Here is what I have:
Code: Select all
class TestCrab extends Actor;
#exec MESH MODELIMPORT MESH=HCrabT MODELFILE=Models\HeadCrabSMT.psk
// #exec MESH ORIGIN MESH=HCrabT X=0 Y=0 Z=50 YAW=-64 PITCH=0 ROLL=0
#exec MESH ORIGIN MESH=HCrabT X=0 Y=0 Z=0
#exec ANIM IMPORT ANIM=HCAnims ANIMFILE=Models\HeadCrabSMT.psa COMPRESS=1 MAXKEYS=999999 IMPORTSEQS=1
#exec MESHMAP NEW MESHMAP=HCrabT MESH=HCrabT
#exec MESHMAP SCALE MESHMAP=HCrabT X=1.0 Y=1.0 Z=1.0
// #exec MESHMAP SCALE MESHMAP=HCrabT X=0.1 Y=0.1 Z=0.2
#exec MESH DEFAULTANIM MESH=HCrabT ANIM=HCAnims
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=All STARTFRAME=0 NUMFRAMES=1136
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=BurrowIdle STARTFRAME=0 NUMFRAMES=32
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=BurrowIn STARTFRAME=33 NUMFRAMES=43
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=BurrowOut STARTFRAME=77 NUMFRAMES=47
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=CFBSJ STARTFRAME=124 NUMFRAMES=62
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=CanDeployA STARTFRAME=186 NUMFRAMES=48
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=CanDeployB STARTFRAME=234 NUMFRAMES=48
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=CanDeployC STARTFRAME=282 NUMFRAMES=48
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=Drown STARTFRAME=330 NUMFRAMES=47
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=HeadCrabbed STARTFRAME=377 NUMFRAMES=296
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=HeadCrabbedPost STARTFRAME=673 NUMFRAMES=46
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=Idle01 STARTFRAME=719 NUMFRAMES=70
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=IdleB STARTFRAME=789 NUMFRAMES=37
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=JumpAttackBroadcast STARTFRAME=826 NUMFRAMES=40
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=Run1 STARTFRAME=866 NUMFRAMES=35
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=TestDeployA STARTFRAME=901 NUMFRAMES=57
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=TestDeployB STARTFRAME=958 NUMFRAMES=57
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=TestDeployC STARTFRAME=1015 NUMFRAMES=58
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=TurnLeft STARTFRAME=1073 NUMFRAMES=32
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=TurnRight STARTFRAME=1105 NUMFRAMES=31
#exec ANIM DIGEST ANIM=HCAnims VERBOSE
#exec TEXTURE IMPORT NAME=HeadCrabTex FILE=Models\headcrabsheet.bmp GROUP=Skins
#exec MESHMAP SETTEXTURE MESHMAP=HCrabT NUM=0 TEXTURE=HeadCrabTex
defaultproperties
{
DrawType=DT_Mesh
LODBias=10.000000
Mesh=SkeletalMesh'TestHC.HCrabT'
}
In .3d form, it all fits fine. Notice on the top area, there are some sectioned out portions. Those are from the .3d UC file, because I thought maybe the size of the mesh was affecting it. I still believe this maybe the issue but I am not sure how to go about fixing it.
Any help?
EDIT2: Also, I am using MilkShape
Re: UT Skeletal Meshes
Posted: Sun Oct 11, 2009 5:18 pm
by Pyro
did the skin fit inside milkshape ?
btw you ruined my tea!

Re: UT Skeletal Meshes
Posted: Sun Oct 11, 2009 5:22 pm
by Matrix224
Yes as I said, or maybe I didn't...it does fit fine in M.S.
Re: UT Skeletal Meshes
Posted: Sun Oct 11, 2009 6:38 pm
by .:..:
I had the same issue with HL2 strider, but I resolved it by moving texture UV (in MilkShape select all surfaces and press Ctrl + T):
