BloodThirstyVamp's decompiled VTMB models
Apr 25, 2024 13:28:20 GMT
MooCHa, avadonica, and 1 more like this
Post by ilex on Apr 25, 2024 13:28:20 GMT
Post by: BloodThirstyVamp on April 24, 2020, 06:25:24 pm
www.mediafire.com/folder/savc7oakxyjahva,r1mim92b5554d99,7ib787fogrtjajf,8td1mzpzbxa2ecy,mu91q07frntvc7n,a0qn0hbwpi9bpr7,t7at8b5aq66lye7,berepy7cbn6aiin,skdpn5t83vs1dpz,u2zdwbllnuu82sj,rvduxn362qlnplu,40pmzgl9db62bxu,7ewuct7d9dgk1gc,p5xn7wnrfa81d8j,1q82v9iunr2v6cc,zo4rms3f72hmoov,nthb83qjvggql3b,d5n6xp4u3g813q1,jf4u70s85f569qw,lsdh6di3o8bh05z,bal84fcmgsx2j8n/shared
Enjoy
www.mediafire.com/folder/savc7oakxyjahva,r1mim92b5554d99,7ib787fogrtjajf,8td1mzpzbxa2ecy,mu91q07frntvc7n,a0qn0hbwpi9bpr7,t7at8b5aq66lye7,berepy7cbn6aiin,skdpn5t83vs1dpz,u2zdwbllnuu82sj,rvduxn362qlnplu,40pmzgl9db62bxu,7ewuct7d9dgk1gc,p5xn7wnrfa81d8j,1q82v9iunr2v6cc,zo4rms3f72hmoov,nthb83qjvggql3b,d5n6xp4u3g813q1,jf4u70s85f569qw,lsdh6di3o8bh05z,bal84fcmgsx2j8n/shared
Enjoy
Post by: BloodThirstyVamp on April 25, 2020, 04:41:08 pm
One can learn much by examining the raw assets. For instance, all of the animations were created for one skeleton with less bones than that of the major characters. The characters retarget the animations to their bone structure "on the fly". Troika was the only developer to use quaternions to animate their characters. They were the only developers to use cloth, hair and jiggle breasts. You can see that they attached cloth constraints to the fourth row of each piece of clothing (e.g., skirts) and used a coloring algorithm to identify the vertices to be animated with their cloth, hair and jiggle breast algorithms. Troika had their own license to use the lipsync technology and did not use any of Valve's code. Nevertheless, you may import the assets into any 3D graphics program and use the assets with Valve's Game SDK and tools to create maps, entities, etc.. Or you can use this knowledge to create new assets, animations, maps, etc. for use with the original game. You can now code a compiler for all of the assets.
Post by: BloodThirstyVamp on April 25, 2020, 07:41:10 pm
In order to decompile all of the models, I had to reverse engineer the compression schemes, the pose and face morph animations, as well as, what I could of studiomdl.h. There is much more work to be done as there are fields in studiomdl.h that I could not figure out. I know that some of them initialize the cloth and hair rendering system. That is where the raw assets are useful. Figure out the cloth and hair constraints and how the model is rendered and now you have all of the pieces necessary to write a studiomdl compiler.
Post by: BloodThirstyVamp on April 26, 2020, 03:09:54 pm
I wrote my own code by painstakingly reverse engineering using a hex editor and Microsoft's windbg. It was difficult since the game's code is copy protected. Much trial and error. I have not revisited my work in years, because I am terminally ill suffering from two incurable and deadly cancers. I spent more than a year hospitalized.
My next step was to separate the skirt meshes and attach springs between the vertices starting with row five and attach constraints to duplicate the cloth physics and then revisit the studiomdl header fields that I could not figure out.
It takes a lot of patience with trial and error to figure this out.
My next step was to separate the skirt meshes and attach springs between the vertices starting with row five and attach constraints to duplicate the cloth physics and then revisit the studiomdl header fields that I could not figure out.
It takes a lot of patience with trial and error to figure this out.
The mediafire link BloodThirstyVamp provided is still up, but the Santa Monica file has been deleted. I still have it, passed it along, and thatdarnowl mirrored everything on archive.org for us.
This contains models and animations for characters, monsters, items and weapons. There's data here not even Crowbar can decompile. Sadly, a few characters are missing from the Santa Monica archive.
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