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readme.txt
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UMODEL (UE Viewer)
(c) Konstantin Nosov (Gildor), 2007-2015
Please support the development by making a donation here:
http://www.gildor.org/en/donate
System requirements
~~~~~~~~~~~~~~~~~~~
Windows or Linux operating system
x86-compatible CPU with SSE support
OpenGL 1.1 videocard (OpenGL 2.0 is recommended)
SDL 2.0 (for Linux only, windows distribution has SDL2.dll included)
List of supported games
~~~~~~~~~~~~~~~~~~~~~~~
Supported all Unreal engine versions (1-3). The list of supported games consists of
more than 100 game titles, it is not reasonable to include it here. Some game titles
has limited support or not supported at all. Detailed information can be found here:
http://www.gildor.org/projects/umodel/compat
Web resources
~~~~~~~~~~~~~
Umodel home page and forum:
http://www.gildor.org/en/projects/umodel
or Russian page:
http://www.gildor.org/projects/umodel
Umodel FAQ:
http://www.gildor.org/projects/umodel/faq
Some tutorials available here:
http://www.gildor.org/projects/umodel/tutorials
Other documentation:
http://www.gildor.org/smf/index.php/board,9.0.html
Quick start
~~~~~~~~~~~
WARNING: it's highly recommended to read the FAQ and to watch video tutorials (see the
links above) before starting the umodel for the first time.
This is a console application, there is no GUI. Umodel is started with a set of command
line options. Easiest run is 'umodel <package_file>', it will start umodel in a viewer
mode. To see the full list of available command line options run 'umodel' with '-help'
option.
Note: if you will launch program from Windows explorer etc, you will get a console window
with a help message, but this window will immediately disappear. You could try to drag
a package file (.upk, .xxx, .ukx etc) to umodel's icon to launch the application.
The application is controlled with keyboard and mouse. You may see the full list of
keyboard shortcuts by pressing 'H' (Help) key. Here's the list of some shortcuts:
PgUp/PgDn browse through loaded objects
Ctrl+S take a screenshot into the file Screenshots/ObjectName.tga
Alt+S take screenshot with transparent background
Ctrl+X export all objects from the current scene
Ctrl+PgUp/PgDn scroll onscreen texts
Shift+Up/Down change scene FOV
Ctrl+L switch lighting modes
Ctrl+Q toggle visualization of debug information (text, 3D axis etc)
Ctrl+G toggle OpenGL 2.0 / OpenGL 1.1 renderer
Esc exit from the umodel
You may attach the AnimSet to the SkeletalMesh object using Ctrl+A key. Animation
sequences are listed by '[' and ']' keys, playback is started with a Space key.
Notes about psk/psa export
~~~~~~~~~~~~~~~~~~~~~~~~~~
To load psk or psa into the 3ds Max you'll need ActorX Importer script created by me:
http://www.gildor.org/projects/unactorx
It has own announcements thread here:
http://www.gildor.org/smf/index.php/topic,228.0.html
Some meshes contains information which cannot fit into psk standard. For this reason I've
extended the format to hold advanced information. Files in this format has extension pskx
and cannot be loaded into UnrealEd or any other application with ActorX support. There's
only one tool with pskx support at the moment - ActorX Importer mentioned above.
Notes about md5mesh/md5anim export
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Umodel has possibility to export skeletal meshes and animations in idSoftware md5 format.
To use this exporter you should use command line option "-md5". MeshAnimation and AnimSet
objects are exported as multiple md5anim files (one file for each animation track). "bounds"
section in md5anim is filled with dummy data. "hierarchy" section also does not contain real
skeleton hierarchy because Unreal engine uses hierarchy from the mesh, not from the
animation. Some md5 viewers/importers does require md5anim hierarchy, some - does not.
There is a 3ds Max md5mesh/md5anim importer script available on umodel forum:
http://www.gildor.org/smf/index.php?topic=87.0
or here
http://www.gildor.org/downloads
This script was originally created by der_ton, but was updated by me.
Please note that psk/psa format is more powerful, and ActorX Importer script has much more
capabilities than md5 Importer.
Notes about StaticMesh support
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
StaticMesh export is performed into psk format. This format was originally designed to hold
SkeletalMesh, but umodel uses it for StaticMesh too. Exported mesh will not have a skeleton
and vertex influences. Resulting psk files cannot be imported directly into the UnrealEd,
so I've decided to save ot with pskx extension to avoid silly user errors. Such mesh could
be imported into 3ds Max using ActorX Importer plugin as well as ordinary psk file.
Notes about material export
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Materials are exported in a custom format. File extension is ".mat". At the current moment,
this format is supported by ActorX Importer plugin only. Unreal engine materials are very
complex, so it's very hard to separate a few channels (diffuse, specular, bump etc) from it.
Umodel tries to accomplish this with use of some heuristics - sometimes with good results,
sometimes with bad. Umodel will never export full materials (GLSL script etc). Do not expect
too much from this feature.
Used third-party libraries
~~~~~~~~~~~~~~~~~~~~~~~~~~
SDL - Simple DirectMedia Layer
(c) Sam Lantinga
http://www.libsdl.org/
zlib data compression library
(c) Jean-loup Gailly and Mark Adler
http://zlib.net/
LZO data compression library
(c) Markus F.X.J. Oberhumer
http://www.oberhumer.com/opensource/lzo/
libmspack - a library for Microsoft compression formats
(c) Stuart Caie
http://www.cabextract.org.uk/libmspack/
NVIDIA Texture Tools
(c) NVIDIA
https://github.com/castano/nvidia-texture-tools
PVRTexLib Library
(c) Imagination Technologies Limited
http://www.imgtec.com/powervr/insider/
Changes
~~~~~~~
24.04.2015
- implemented Mortal Kombat X textre support; note: all textures are in BC7 format, no extraction
possible
20.04.2015
- added Mortal Kombat X package support
19.04.2015
- added UV display mode for skeletal and static meshes, activated with Ctrl+U
- improved UE4 SkeletalMesh LOD support
08.04.2015
- implemented support for destructible meshes: UE3 FracturedStaticMesh and UE4 DestructibleMesh
07.03.2015
- added Gigantic (alpha) support
02.02.2015
- implemented Life is Strange support
20.01.2015
- fixed loading of bulk data from compressed UE4 packages
18.01.2015
- implemented UE4 SkeletalMesh support
12.01.2015
- implemented quick support for UE3 materials
11.01.2015
- fixed visual appearance of materials using BC5 textures for normal maps
10.01.2015
- added support for UE4 StaticMesh materials
- UE4 package imports are working now
09.01.2015
- implemented UE4 StaticMesh support
05.12.2014
- implemented full support for Guilty Gear Xrd (PS3 version)
23.11.2014
- implemented Unreal engine 4 PAK file support
22.11.2014
- improved Passion Leads Army SkeletalMesh compatibility
20.11.2014
- added new menu items duplicating functionality previously available through keyboard shortcuts
07.11.2014
- replaced "Scan ..." buttons in package dialog with single menu button "Tools"
03.11.2014
- added "Scan content" button in package selection dialog which will perform analysis of all game
packages and display additional information in package list showing number of objects which are
supported by umodel
31.10.2014
- added support for PVRTC and DXT Android textures
30.10.2014
- added support for loading Android OBB files; to open them, just specify game path containing
the .obb file, and umodel will automatically scan its contents and allow working with embedded
files
23.10.2014
- migrated to SDL2
13.10.2014
- added error message dialog which would appear if umodel crashes and any of umodel windows
appeared before (so, it won't appear only in pure command line mode)
12.10.2014
- implemented support for UE4 textures
09.10.2014
- fixed bug: during batch export from GUI many objects were occasionally skipped from export
- Ctrl+X didn't use export directory option ("-out=...")
- file performance optimizations (reading packages and export)
08.10.2014
- implemented WWE All Stars support - everything except the animation (use -noanim option)
- package scan utility supports UE4 package format
06.10.2014
- significantly reduced memory footprint of loaded package
- closing package files when they're not needed; this allows umodel to perform batch export
on large number of packages (previously there was an error "unable to open file")
30.09.2014
- initial implementation of menu for the main window
26.09.2014
- implemented The Vanishing of Ethan Carter support; requires overriding of game either with
-game=vec command line option or with UI
23.09.2014
- added package version scanner to package selection dialog (UI analogue of "pkgtool")
13.09.2014
- updated Fable: Anniversary detection code
10.09.2014
- filling some DDS header fields when exporting DXT textures
08.09.2014
- UI: pressing Ctrl+A on package list will select all packages
- UI: displaying progress window while loading or exporting objects
- by default, umodel now exports all files to the directory {current_path}/UmodelExport
06.09.2014
- UI: added possibility to select multiple packages; these packages could be either loaded
for viewing or exported in batch mode
- passing a package name in command line without -path=... option will not pop up a startup
UI anymore
05.09.2014
- UI: added "flat" mode for package selection, with no directory tree, all packages are in
single list
- UI: added package name filter
01.09.2014
- first public release of umodel with UI; to show the UI, launch umodel without arguments;
to show package selection dialog at any time, press "O" key
31.08.2014
- improved -pkginfo output: displaying class statistics for loaded package(s)
- displaying -pkginfo when trying to load a package with no supported objects
28.07.2014
- implemented Seal of Vajara skeletal mesh support (-game=sov is required)
15.06.2014
- implemented Murdered: Soul Suspect support
- changed default texture appearance
01.06.2014
- added initial Unreal engine 4 package support
02.05.2014
- updated material support for recent Lineage 2 version
- implemented Tao Yuan texture support; "-game=taoyuan" option is required
02.04.2014
- fixed incompatibility with some Thief packages
24.03.2014
- implemented Thief static mesh support
- added support for viewing BC7 textures, when hardware supports it
- improved stability to OpenGL errors
07.02.2014
- improved UE2 SkeletalMesh compatibility
- much faster generation on UE2 mesh normals
05.02.2014
- updated Fable autodetection - supports Fable Anniversary
02.02.2014
- support for DXT3 and DXT5 textures from recent Unreal 1 patch
29.11.2013
- improved compatibility with UE2 animations
25.11.2013
- fixed issue with incompatibility of Bioshock compressed textures with some videocard drivers
25.10.2013
- implemented Batman: Arkham Origins support
12.10.2013
- implemented The Bureau: XCOM Declassified support
29.09.2013
- added "-nolightmap" option to prevent lightmap textures from being loaded and exported
31.08.2013
- implemented Lost Planet 3 support
11.08.2013
- added experimental compression method detection, so perhaps -lzo option is not needed anymore
14.06.2013
- implemented Remember Me support
30.05.2013
- implemented Injustice: Gods Among Us support (except animation)
04.05.2013
- implemented Bioshock Infinite support (all but animations)
21.02.2013
- added "-version" option to display brief umodel build information
20.02.2013
- implemented Gears of War: Judgment support; "-game=gowj" option is required
12.02.2013
- Aliens: Colonial Marines is fully supported
07.02.2013
- umodel will detect platform by the name of "Cooked<PlatformName>" directory when possible
- implemented support for Android's ETC1 compressed textures
06.02.2013
- implemented full support for America's Army 2 ("-game=aa2" option is required)
16.01.2013
- improved Splinter Cell 4 (Double Agent) support
15.01.2013
- umodel should no longer crash with error "Too much unknown files" when game path includes
files extracted by umodel
29.12.2012
- implemented Passion Leads Army full support
25.12.2012
- fixed bug in UE2 SkeletalMesh verification code caused "bad LOD/base mesh" errors
- reduced amount of log output in a case of missing packages
18.12.2012
- implemented Storm Warriors Online support
14.12.2012
- Hawken (beta) is fully supported
21.11.2012
- implemented DmC: Devil May Cry (XBox360 demo) SkeletalMesh support
23.10.2012
- implemented Fable: The Journey support
22.10.2012
- implemented Vanguard: Saga of Heroes support; "-game=vang" option is required
16.10.2012
- fixed bug in LZX decompression code causing crashes in some cases
10.10.2012
- implemented support for Dishonored (except animations)
26.09.2012
- implemented Transformers sounds support
- FSB sound format is now recognized
20.09.2012
- implemented Borderlands 2 support
18.09.2012
- implemented Transformers: Fall of Cybertron support
06.09.2012
- fixed incompatibility of exported DDS with UE2's UnrealEd
17.08.2012
- improved compatibility with UE2 SkeletalMesh
03.07.2012
- implemented Tribes: Ascend texture support
25.06.2012
- improved compatibility with some UE2 games
04.06.2012
- improved Blade & Soul rendering
28.05.2012
- updated Special Force 2 (Tornado Force) support
27.05.2012
- implemented Tao Yuan (beta) support - everything but textures is supported
26.05.2012
- preventing umodel from opening non-package files from the command line (tfc, blk etc)
23.05.2012
- improved support for Mass Effect 3 animation (more animations are available now)
22.05.2012
- implemented Special Force 2 support
11.05.2012
- implemented Gunslayer Legend Texture2D support; "-game=gunsl" is required
- fixed some problems with non-English keyboards
27.04.2012
- updated Blade & Soul support for CBT3
16.04.2012
- fixed incompatibility with some UE2 games
22.03.2012
- updated support for the February 2012 UDK
21.03.2012
- fixed crash in StaticMesh with recent Lineage 2 update
20.03.2012
- Shift+Up/Down key could be used to change scene FOV
19.03.2012
- Ctrl+Q key will toggle visualization of debug information (text, 3D axis etc)
- Alt+S key will produce screenshot with transparent background
07.03.2012
- implemented Mass Effect 3 support
05.03.2012
- sharing vertices with the same position and normal when exporting psk file
02.03.2012
- implemented support for The Bourne Conspiracy animations
28.02.2012
- implemented support for Transformers: War for Cybertron and Transformers: Dark of the Moon
animation
20.02.2012
- 'F' key will focus camera on SkeletalMesh (useful for animations with root motion)
17.02.2012
- implemented Batman: Arkham City animation support
13.02.2012
- added option "-obj=<object>" to specify any number of objects to load
- added option "-anim=<object>" to specify AnimSet which will be automatically attached to
SkeletalMesh objects
07.02.2012
- eliminated -pskx option requirement - extra UV sets are stored in standard ActorX 2010 format
31.01.2012
- displaying real (cooked) texture size in the material viewer
30.01.2012
- umodel will try to find cooked resources in startup packages with non-standard name
(not just "startup_int.xxx" etc) which are specified using "-pkg=..." option
25.01.2012
- implemented Brothers in Arms: Hell's Highway animation support
24.01.2012
- implemented Rise of the Argonauts and Thor: God of Thunder animation support
19.01.2012
- implemented Batman: Arkham City support (everything but animations)
11.01.2012
- updated support for recent Battle Territory Online version
10.01.2012
- command line arguments now may be specified in any order; before that, all options had to
go before the package name; example: "umodel <package_name> -meshes" (did not work before)
14.12.2011
- implemented XBox360 XMA audio export
05.12.2011
- implemented XBox360 DDS texture export
01.12.2011
- implemented DDS texture export, activated with -dds option (used for DXT textures only)
29.11.2011
- fixed incompatibility with SkeletalMesh from recent UE3
- improved on-screen layout of the animation information
26.11.2011
- implemented support for Batman: Arkham City packages
25.11.2011
- exporter improvements:
- no more crashes when umodel is unable to create output file due to invalid character etc
- added option "-nooverwrite" to prevent existing files from being overwritten; this may
be useful to speedup export process when the same object could be exported multiple times
from different packages
- umodel will save mesh with .psk extension when "-pskx" option is specified but there is
no format extension required, and it will save as .pskx when it is not possible to store
mesh as .psk, even when "-pskx" is not specified
- tga: no more zero-length tga files, at least 1x1 correct tga image will be created in a
case of error
23.11.2011
- implemented support for SkeletalMesh with more than 64k vertices
21.11.2011
- major rewritting of SkeletalMesh subsystem; implemented support for multiple UV sets,
which can be switched in viewer by 'U' key and exported to psk when "-pskx" option is
supplied
17.11.2011
- added option "-log=filename" to write whole umodel output to the specified file
13.11.2011
- fixed AnimRotationOnly for Mass Effect
- displaying animation translation mode on the screen
- controlling translation mode with 'Ctrl+R' key
09.11.2011
- multipart mesh support improvements:
- highlighting current mesh in a viewer in multipart mesh rendering mode
- taking into account bounds of all meshes of multipart mesh when positioning camera
- Ctrl+X in a viewer will export all objects which are currently shown on the scene
08.11.2011
- animation system were rewritten
- implemented support for UE3 rotation-only tracks
- removed export into psax format - now everything is saved into psa format, additional
attributes are stored in the text configuration file near the psa file
- improved positioning of the mesh in a viewer
06.11.2011
- major rewritting of the StaticMesh subsystem
- implemented UE3 LOD support:
- LODs are exported when "-lods" switch is passed to the command line
- LODs can be switched in the viewer with 'L' key
- using tangents from UE3 mesh instead of calculating them
- implemented loading of all UV sets instead of only the first one, can switch them in the
viewer with 'U' key
- implemented export of all UV sets
21.10.2011
- implemented support for more than 64k indices (more than 22k triangles) for UE3 StaticMesh
25.09.2011
- added new exporter options "-uncook" and "-groups"
24.09.2011
- implemented APB: Reloaded skeletal mesh support
19.09.2011
- updated support for the August 2011 UDK
15.09.2011
- no more errors with old GLSL systems
13.08.2011
- implemented Battle Territory Online sound support
08.08.2011
- implemented APB: Reloaded package support
21.07.2011
- updated support for the June 2011 UDK
27.06.2011
- implemented Transformers: Dark of the Moon support
24.06.2011
- implemented Shadows of the Damned support
17.06.2011
- fixed Alice: Madness Returns compatibility issue
01.06.2011
- implemented Dungeons & Dragons: Daggerdale support; "-game=dnd" is required
31.05.2011
- implemented Hunted: The Demon's Forge support; "-game=hunt" is required
19.05.2011
- updated Nurien support
13.05.2011
- software skinning code were remade with use of SSE instructions, now works 4 times faster
07.05.2011
- implemented Medal of Honor: Airborne StaticMesh support
27.04.2011
- implemented Blade & Soul CBT1 support
- limited renderer FPS to reduce CPU usage
24.04.2011
- fixed bugs in recent UE3 SkeletalMesh code (GOW3 beta support fixed)
21.04.2011
- implemented Mortal Kombat (2011) support; animations are not supported, PS3 SkeletalMesh
is not supported
- implemented Borderlands animation support
12.04.2011
- fixed crash in exporter when exported object has unicode name
08.04.2011
- win32 version has upgraded to use SDL 1.3 and got some improvements:
- Alt+Enter will toggle fullscreen mode
- minimized umodel will no more waste CPU time
06.04.2011
- added ScaleForm SwfMovie export (gfx files), activated with "-3rdparty"
- added FaceFXAsset and FaceFXAnimSet export (fxa files), activated with "-3rdparty"
- added "-notgacomp" option to disable exported TGA image compression (required for
playback of extracted gfx files using ScaleForm FxMediaPlayer)
- implemented XIII SkeletalMesh and texture support
02.04.2011
- fixed problems with ATI OpenGL drivers
27.03.2011
- implemented looking for resources in "startup_xxx" package
26.03.2011
- added "-materials" switch to exclude textures from viewing
25.03.2011
- improved UE material emissive rendering
- implemented UE3 cubemap (TextureCube) support
- improved mesh positioning in a viewer
- changed viewport background color
17.03.2011
- implemented DC Universe Online TFC texture support
- implemented Homefront support (StaticMesh is not supported)
12.03.2011
- implemented Enslaved PS3 support
11.03.2011
- updated support for the March 2011 UDK
24.02.2011
- fixed compatibility with some Bulletstorm animations
- animation exporter will warn user about requirement of the psax format when needed
09.02.2011
- implemented UE1 and UE2 sound support
06.02.2011
- implemented Singularity StaticMesh support
- implemented UE3 audio (SoundNodeWave) export, activated with "-sounds" option
05.02.2011
- added switches to override compression method of the fully compressed packages:
-lzo, -zlib, -lzx
- implemented Undertow support; requires "-game=undertow -lzo" switches
02.02.2011
- fixed Mirror's Edge compatibility issue
29.01.2011
- added U8V8 and BC5 texture format support
- improved rendering of some UE3 materials
28.01.2011
- updated support for the latest UE3 SkeletalMesh
26.01.2011
- implemented Bulletstorm support
10.01.2011
- implemented support for The Bourne Conspiracy (everything but animations)
09.01.2011
- updated Battle Territory Online support
08.01.2011
- implemented EndWar package, texture, skeletal and static mesh support (requires
"-game=endwar")
30.12.2010
- updated TERA: The Exiled Realm of Arborea autodetection
29.12.2010
- implemented Fury support
27.12.2010
- implemented DC Universe Online support
21.12.2010
- Splinter Cell 4 (Double Agent) SkeletalMesh support is implemented (requires "-game=scell")
- implemented support for Undying textures (requires "-game=undying")
16.12.2010
- implemented support for LightMapTexture2D objects
- command line "umodel <package> <object>" will now find all objects with the name
<object> (not only the first one)
- implemented support for Splinter Cell 3 and 4 packages (requires "-game=scell")
14.12.2010
- implemented support for Turok StaticMesh and animation
13.12.2010
- optimized PVRTC decompression code - works 3.5 times faster
- implemented UE3/iOS material specularity
12.12.2010
- implemented iOS (iPhone/iPad) texture support, activated with "-ios" option
09.12.2010
- updated support for recent versions of the XBox360 UE3
- updated TERA: The Exiled Realm of Arborea support
- "-noxbox" option has been replaced with "-ps3" switch
29.11.2010
- implemented support for the recent UE3 animations (September 2010+ UDK)
- implemented support for the Destroy All Humans! Path of the Furon
26.11.2010
- updated UDK support for November 2010 version
16.11.2010
- implemented Berkanix support
07.11.2010
- improved multipart mesh display: Ctrl+T will tag/untag mesh, supports animations for
all parts
- added "-pkg=<package>" option to load extra package (may be useful when animation is
placed separately from mesh)
24.10.2010
- updated Land of Chaos Online (LOCO) support
22.10.2010
- implemented support for the recent UE3 materials
15.10.2010
- fixed bug reading UE3 SkeletalMesh with multiple UV sets
11.10.2010
- implemented Medal of Honor 2010 support
06.10.2010
- added "-out=directory" option to specify place where to export data (otherwise export
will be made into the current directory)
04.10.2010
- implemented Enslaved: Odyssey to the West StaticMesh support
03.10.2010
- improved XBox360 Bioshock support:
- disabled parsing of Havok data for XBox360 version of Bioshock (prevents umodel
from crash)
- implemented support for XBox360 version of Bioshock textures
01.10.2010
- implemented Enslaved: Odyssey to the West SkeletalMesh support
30.09.2010
- updated Mortal Online support
16.08.2010
- suppressed useless message "WARNING: Export object ...: unsupported type ..."
30.07.2010
- updated UDK support for July 2010 version
27.07.2010
- implemented game autodetection override with "-game=tag" switch, list of possible
game tags can be obtained with "-taglist" option
- implemented SWAT 4 support (requires "-game=swat4" option)
23.07.2010
- implemented pskx/psax mesh and animation export - activated by "-pskx" command
line switch; pskx and psax formats are supported by ActorX Importer 1.10 and newer
14.07.2010
- skeletal mesh LODs will have reduced skeleton (removing unused bones)
02.07.2010
- implemented Transformers: War for Cybertron SkeletalMesh support
30.06.2010
- implemented Transformers: War for Cybertron StaticMesh support
25.06.2010
- implemented Transformers: War for Cybertron package and texture support
24.06.2010
- implemented Unreal Championship 1 package and animation support
19.06.2010
- implemented APB SkeletalMesh and StaticMesh support
29.05.2010
- implemented APB package and Texture2D support
28.05.2010
- implemented Alpha Protocol support
05.05.2010
- implemented support for TERA: The Exiled Realm of Arborea
03.05.2010
- updated UDK support for April 2010 version
24.04.2010
- updated Army of Two: the 40th Day detection code
17.04.2010
- updated UDK support up to March 2010 version
14.04.2010
- added "-noxbox" switch which can be used to disable XBox 360 texture decryption
(may be useful to load ps3 packages)
- implemented support for UE3 animation compression "method #5"
12.04.2010
- implemented AVA Online StaticMesh support
03.04.2010
- implemented Battle Territory Online support
23.03.2010
- implemented Star Wars: Republic Commando animation support
11.03.2010
- implemented attachment socket support for UE3 SkeletalMesh
- umodel usage page: changed appearance of list of supported game titles
- fixed annoying "WARNING: Unknown class 'Package' for object ..."
10.03.2010
- added new SkeletalMesh exporter option "-lods" - allows to export lower mesh LODS
as well as basic mesh
09.03.2010
- implemented support for Rainbow 6: Vegas 2 packages
- implemented support for oldest UE3 Texture2D, SkeletalMesh and StaticMesh formats
08.03.2010
- implemented Star Wars: Republic Commando SkeletalMesh and StaticMesh support
04.03.2010
- some fixes in Bioshock-specific code
23.02.2010
- implemented Legendary: Pandora's Box SkeletalMesh support
21.02.2010
- implemented support for loading external Unreal Championship 2 animations
18.02.2010
- implemented Bioshock 2 SkeletalMesh and StaticMesh support
15.02.2010
- implemented Bioshock 2 package support
08.02.2010
- added Mass Effect (1) for XBox 360 support (updated autodetection code)
07.02.2010
- implemented support for Unreal Championship 2 animations
29.01.2010
- implemented Huxley StaticMesh support
24.01.2010
- implemented TNA iMPACT! package support
23.01.2010
- implemented Mass Effect 2 support
20.01.2010
- implemented Dark Void support (except StaticMesh)
11.01.2010
- implemented Army of Two: the 40th Day package and SkeletalMesh support
05.01.2010
- remade lighting for StaticMesh objects with normalmap support
- using better normals for UE3 SkeletalMesh
30.12.2009
- implemented StaticMesh support for the following games:
- Mortal Kombat vs. DC Universe
- BlackSite: Area 51
- Borderlands
29.12.2009
- implemented StaticMesh support for the following games:
- Batman: Arkham Asylum
- Mass Effect
- The Last Remnant
27.12.2009
- implemented support for UE3 StaticMesh (versions from GoW1_XBox360 to UDK)
15.12.2009
- implemented Land of Chaos Online (LOCO) support
11.12.2009
- updated Borderlands support for DLC
06.12.2009
- implemented bloom rendering effect
23.11.2009
- implemented Frontlines: Fuel of War support
21.11.2009
- implemented Wheelman package support
20.11.2009
- implemented Star Wars: Republic Commando package support
- implemented AVA Online package and SkeletalMesh support
17.11.2009
- implemented 50 Cent: Blood on the Sand support
12.11.2009
- implemented Magna Carta 2 support
06.11.2009
- implemented UDK support
03.11.2009
- implemented Borderlands Texture2D and SkeletalMesh support
28.10.2009
- filtering output spam from ATI GLSL compiler
- UE2 renderer: improved complex material support (Shader, Combiner)
27.10.2009
- completely rewritten UE2 renderer:
- support normalmaps for Tribes: Vengeance and Bioshock meshes
- support specular mask
- export UE2 materials
23.10.2009
- implemented Tribes: Vengeance, Bioshock and Mass Effect compressed normalmap support
(DXT5n and 3Dc/ATI2 texture compressions)
- Ctrl+S will take screenshot into file Screenshots/ObjectName.tga
21.10.2009
- fixed translucent surface drawing (not erased by opaque surfaces)
- skeletal mesh LOD model drawing now have full features (show normals, influences
etc)
17.10.2009
- renderer: implemented support for material light emission
- implemented UE3 material export (*.mat file, custom format)
16.10.2009
- renderer: implemented specular and opacity map support
15.10.2009
- integrated GLSL Validator to check compatibility with GLSL standard
- improved compatibility with 3DLabs (and ATI) GLSL
13.10.2009
- renderer: implemented normalmap (bumpmap) support for UE3 materials
11.10.2009