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Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).
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xGreat/UEViewer
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UMODEL Unreal Model Viewer List of supported games: ~~~~~~~~~~~~~~~~~~~~~~~~ Unreal Engine 1: Unreal 1, Unreal Tournament 1 The Wheel of Time Modified Unreal Engine 1: DeusEx, Rune Unreal Engine 2: Unreal Tournament 2003/2004 Postal 2 Modified Unreal Engine 2: Splinter Cell 1,2 Rainbow 6: Raven Shield Lineage 2 Gracia Land of Chaos Online (LOCO) Battle Territory Online Star Wars: Republic Commando Unreal Championship Unreal Engine 2.5: UE2Runtime Harry Potter and the Prisoner of Azkaban Modified Unreal Engine 2.5: Tribes: Vengeance SWAT 4 Bioshock, Bioshock 2 Exteel Unreal Engine 2X: Unreal Championship 2: The Liandri Conflict Unreal Engine 3: Unreal Tournament 3 Gears of War Gears of War 2 (XBox360) Infinity Blade (iPhone) UDK Mortal Online Section 8 Modified Unreal Engine 3: Rainbow 6: Vegas 2 The Last Remnant Mass Effect BlackSite: Area 51 Mortal Kombat vs. DC Universe (XBox360) TNA iMPACT! (XBox360) Army of Two (XBox360) Mirror's Edge Huxley Rise of the Argonauts X-Men Origins: Wolverine Magna Carta 2 (XBox360) Damnation Batman: Arkham Asylum Crime Craft AVA Online Frontlines: Fuel of War 50 Cent: Blood on the Sand (XBox360) Nurien Stranglehold Legendary: Pandora's Box Borderlands Dark Void TERA: The Exiled Realm of Arborea Alpha Protocol All Points Bulletin (APB) Transformers: War for Cybertron Enslaved: Odyssey to the West (XBox360) Medal of Honor 2010 Berkanix Destroy All Humans! Path of the Furon List of games with limited support: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using "-noanim" option (unsupported animation format): Harry Potter (UE1) Devastation Rainbow 6: Vegas 2 BlackSite: Area 51 (uses Havok animation system) Mortal Kombat vs. DC Universe Army of Two Stranglehold Borderlands Transformers: War for Cybertron Unsupported animations (without umodel crash): Bioshock, Bioshock 2 (uses Havok animation system) Rise of the Argonauts System requirements: ~~~~~~~~~~~~~~~~~~~~ Windows or Linux operating system OpenGL 1.1 videocard (OpenGL 2.0 is recommended) SDL 1.2 (for Linux only, windows distribution included sdl.dll) Additional information: ~~~~~~~~~~~~~~~~~~~~~~~ Project author: Konstantin Nosov (aka Gildor) Project home page, usage documentation and forum: http://www.gildor.org/en/projects/umodel or Russian page: http://www.gildor.org/projects/umodel Detailed title compatibility list (by Esr911) can be located here: http://www.gildor.org/projects/umodel/compat Some tutorials available here: http://www.gildor.org/projects/umodel/tutorials Please support project by making a donation here: http://www.gildor.org/en/donate Some usage information: ~~~~~~~~~~~~~~~~~~~~~~~ This is a console application, there is no GUI. For the list of command line options run 'umodel' without arguments. 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. Keyboard: H full keyboard help ESC exit umodel PgUp/UpDn browse loaded objects Ctrl+S take screenshot into file Screenshots/ObjectName.tga Ctrl+PgUp/PgDn scroll onscreen texts Ctrl+L switch lighting modes Ctrl+G toggle OpenGL 2.0 / OpenGL 1.1 renderer Notes about psk/psa export. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ There is a 3ds Max importer script (Actor X Importer) created by me: http://www.gildor.org/projects/unactorx Its announcements thread is here: http://www.gildor.org/smf/index.php/topic,228.0.html Notes about md5mesh/md5anim export. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To use these exporters you should add "-md5" key to a command line options. MeshAnimation/AnimSet objects are exported as multiple md5anim files (one file per animation track). "bounds" section in md5anim is filled with dummy data. Also, "hierarchy" section does not contain real skeleton hierarchy, because Unreal Engine uses hierarchy from mesh, not from animations. 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. Notes about StaticMesh support. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ StaticMesh export made into pskx format. This format is designed for SkeletalMesh export, but umodel uses it for StaticMesh too. Exported mesh will not have skeleton and contains only one UV set. Resulting pskx files are cannot be imported directly into UnrealEd (that's why their extension is pskx). Notes about material export. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Materials are exported in a custom format. File extension is ".mat". At the current moment, this format is supported by my Actor X Importer plugin only. Unreal Engine materials are very complex, it's hard to separate a few channels (diffuse, specular, bump etc) from it. Umodel tries to do this using some heuristics. Umodel will never export full materials (GLSL script etc). Do not expect much from this. Changes: ~~~~~~~~ 12.12.2010 - implemented iOS (iPhone/iPad) texture support, activated with "-ios" switch 09.12.2010 - updated support for recent versions of the XBox360 UE3 - updated TERA: The Exiled Realm of Arborea support - "-noxbox" 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 Havok parsing for XBox360 version of Bioshock (prevent 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 (use "-game=swat4") 23.07.2010 - implemented pskx/psax mesh and animation export - activated by "-pskx" command line switch; pskx and psax formats are supported by Actor X Importer 1.10 and higher 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 - remade skeletal mesh drawing; now LODs supports lighting 07.10.2009 - implemented OpenGL 2.0 shader support; can be disabled/enabled on-fly with Ctrl+G key (switch to fixed pipeline and back) 29.09.2009 - implemented StaticMesh export (psk format) 17.09.2009 - implemented Stranglehold SkeletalMesh support 15.09.2009 - implemented Stranglehold package support 14.09.2009 - implemented Crime Craft SkeletalMesh support 11.09.2009 - implemented Batman: Arkham Asylum animation support 10.09.2009 - implemented Batman: Arkham Asylum SkeletalMesh support - added code to avoid "... unread bytes" when loading Texture2D from unknown UE3 games (now Damnation is fully supported) 03.09.2009 - implemented full support for UE3 forced exports (loading from another packages) 01.09.2009 - implemented new UE3 SkeletalMesh and animation support (tested with Mortal Online) 27.08.2009 - implemented Mass Effect animation support 26.08.2009 - implemented Mortal Online package support - implemented Mirror's Edge animation support 03.08.2009 - implemented X-Men Origins: Wolverine animations support 27.07.2009 - implemented Nurien support 30.06.2009 - Bioshock: implemented support for FacingShader class and hi-res textures 29.06.2009 - Bioshock: implemented SkeletalMesh support 26.06.2009 - Bioshock: implemented parsing of Havok data structures 10.06.2009 - Bioshock: implemented quick support for materials 09.06.2009 - Bioshock: implemented static mesh support 08.06.2009 - Tribes: Vengeance: implemented static mesh support 06.06.2009 - Bioshock: implemented package support 29.05.2009 - improved UE3 material rendering (better diffuse texture detection) - implemented Army of Two SkeletalMesh support 28.05.2009 - creating subdirectories when exporting data from packages 26.05.2009 - implemented support for loading UE3 fully compressed packages (mostly used for *.u) 25.05.2009 - exporter improvements - correct exporting skeletal meshes with unregistered materials (both psk and md5mesh) - correct handling of duplicate skeletal mesh bone names (md5mesh only) - when exporting 2 objects with the same name index suffix (_2, _3 etc) will be appended to the filename 22.05.2009 - implemented support for Mortal Kombat vs. DC Universe (package, texture, SkeletalMesh) 20.05.2009 - implemented support for old UE3 property formats 18.05.2009 - implemented support for BlackSite: Area 51 SkeletalMesh 15.05.2009 - implemented support for Zlib-compressed UE3 packages 14.05.2009 - implemented support for Blacksite: Area 51 packages 08.05.2009 - implemented support for Huxley 07.05.2009 - better game root autodetection when "-path" is not specified 06.05.2009 - implemented StaticMesh support for UT2003/2004 and UE2Runtime - added "-nostat" command line switch to disable StaticMesh loading 29.04.2009 - implemented support for some kind of unknown UE2 SkeletalMesh-es (supported Rainbow 6: Raven Shield) 27.04.2009 - implemented support for Mass Effect SkeletalMesh 17.04.2009 - implemented support for The Last Remnant animations 09.04.2009 - improved stability of loading bad UE3 animation tracks (GOW1 Geist_Reaver) 08.04.2009 - implemented bone influence visualization for SkeletalMesh (activated with key I) 07.04.2009 - fixed texture mapping for UE3 SkeletalMesh LODs 24.03.2009 - implemented export of skeletal mesh and animation to md5mesh/md5anim format (activated with "-md5" command line switch) - psk export: when possible, real material names are used instead of "material_N" 19.03.2009 - faster (almost 2x) UE3 mesh loading - added simple path autodetection from full package filename 18.03.2009 - completely rewritten "-path" handling - now works with UE3 games too - significantly faster (10 times) UE2 package loading 17.03.2009 - added "-meshes" command line switch to disable material viewer (object browser will iterate meshes only) - added "-uc" command line switch to allow creating scripts for exported meshes (was created unconditionally before) - improved initial positioning of UE3 mesh in viewer 16.03.2009 - implemented support for UE3 texture cache (textures.tfc) - for XBox360 games - improved GOW2 animation support 13.03.2009 - implemented support for GOW2 animations 12.03.2009 - implemented support for animations, compressed with "remove every second key" algorithm 11.03.2009 - implemented support for loading compressed XBox360 packages 05.03.2009 - restoring UE3 mesh from GPU skin when needed - added "-notex" command line option to prevent Texture/Texture2D class loading in a case of unsupported data format 26.02.2009 - Ctrl+A key will switch animations sets for current skeletal mesh - implemented support for loading XBox360 packages 25.02.2009 - implemented support for UE3 AnimSet (all compresion algorithms are supported except ACF_Float32NoW) 23.02.2009 - implemented support for UE3 SkeletalMesh lods - fixed duplicate weights for some UE3 SkeletalMesh vertices - fixed zooming with right mouse button 19.02.2009 - implemented quick support for UE3 Material and MaterialInstanceConstant texturing (diffuse only) - significantly improved mesh rendering speed 17.02.2009 - writting uc-script when exporting SkeletalMesh 16.02.2009 - implemented Mirror's Edge SkeletalMesh support 11.02.2009 - implemented UE3 SkeletalMesh support - releasing OpenGL texture memory when closing material viewer (smaller memory usage) 09.02.2009 - fixed bug with Splinter Cell animation loading (code was conflicted with UE2Runtime animations) - fixed loading UE3 textures with missing first mipmap levels - implemented support for TEXF_L8 (UE2) and PF_G8 (UE3) greyscale texture formats 03.02.2009 - added "-nomesh" command line option to prevent SkeletalMesh class loading in a case of unsupported data format - implemented UE3 UTexture2D class support - fixed bug in UE3 package decompression code 23.01.2009 - implemented loading of texture mips from xpr files (for Unreal Championship 2) 18.01.2009 - implemented support for Unreal Championship 2 skeletal models 17.01.2009 - implemented support for loading Unreal Championship 2 packages 12.01.2009 - implemented support for loading UE3 packages (supported UT3 and Gears of War) 25.12.2008 - implemented Exteel support 24.12.2008 - updated Lineage2 material support for version 123/37 16.12.2008 - added "-all" command line option - modifier for exporting logic 09.12.2008 - workaround for strange ATI bug with recent Catalyst drivers: texturing were disappeared, background color becomes black and everything colorized red; bug description is here: http://bugzilla.icculus.org/show_bug.cgi?id=3526 01.12.2008 - implemented (temporary) support for different lighting modes: specular, diffuse and ambient only; switched by Ctrl+L 26.11.2008 - implemented attachment socket visualization for skeletal mesh (key A) 25.11.2008 - additional fix for Lineage LOD models 23.11.2008 - fixed skeletal LOD model visualisation - implemented skinning for LOD models - Lineage2: implemented support for Lineage-specific LOD models - Lineage2: restoring base skeletal mesh from 1st LOD when needed 21.11.2008 - fixed RGBA8 texture format loading (swapping red and blue channels) - fixed PSK format export: material assignment was lost when importing mesh into UnrealEd - using bottom-top orientation when exporting TGA file, because UnrealEd prior to UE3 have no top-bottom TGA support (texture is flipped vertically when imported) 14.11.2008 - implemented support for UE2Runtime mesh animation format 13.11.2008 - detecting UT2 (UT2003/2004) packages, separated UT2 support and generic UE2 support 10.11.2008 - updated Lineage 2 support (for latest Lineage 2 Gracia) 09.11.2008 - implemented support for unicode strings (sometimes used in Lineage 2 packages) 07.11.2008 - implemented serializers for most UE2 materials - long texts on screen may be scrolled now with Ctrl+PgUp/Ctrl+PgDn keys 06.11.2008 - implemented material outline viewer (key 'M') 05.11.2008 - implemented quick support for Shader material (does works in most cases) 02.11.2008 - implemented Lineage 2 texture and MeshAnimation support 01.11.2008 - implemented Lineage 2 package and SkeletalMesh support 30.10.2008 - added "-noanim" command line option to prevent MeshAnimation (UE2) / Animation (UE1) class loading in a case of unsupported data format 23.10.2008 - implemented Harry Potter and the Prisoner of Azkaban support 22.10.2008 - implemented Tribes: Vengeance support 09.10.2008 - implemented support for Unreal Engine 1 UMesh class - improved UE1 LodMesh support 08.10.2008 - linux: workaround for SDL bug caused undesired mesh rotation when pressing left mouse button 06.10.2008 - implemented Rune mesh support 01.10.2008 - implemented VertMesh export into Unreal's .3d format - fixed wrong orientation of VertMesh in viewer - "dump" command now displays object properties 30.09.2008 - displaying of texture information in material viewer 28.09.2008 - implemented DeusEx VertMesh support 23.06.2008 - fixed error in compressed TGA export, caused format incompatibility with some image viewer/editor software 15.06.2008 - skeleton dump has been moved to Ctrl+B key (previously was automatically made on mesh selection) - fixed crash when handling broken object imports (import object from package, which does not hold it) - implemented UT1 SkeletalMesh support 11.06.2008 - added Unreal1 and UT VertMesh support 06.06.2008 - added Splinter Cell 2 support - fixed "default" material loss when window is resized 03.06.2008 - added Splinter Cell support 14.05.2008 - added texture export 26.03.2008 - exporting whole package with a single command 20.03.2008 - advanced usage information 18.03.2008 - added support for Unreal1 paletted textures
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Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).
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