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[WIP/Tool] HKXPack - extract .hkx files


DexesTTP

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New version is out ! get it here

 

It adds handling of Skeleton files, as well as a fix for some data inside BSClothExtraData files.

 

Note that there is some extradata that is still not handled well, associated with Googles and/or belts. I'll release a new version - maybe a definitive one - when I find how to solve this problem.

Surprisingly there hasn't been a comment in a bit. My question is with it reading the skeleton now, is it possible to take an animation and edit it and have it back into a HKX format?

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Surprisingly there hasn't been a comment in a bit. My question is with it reading the skeleton now, is it possible to take an animation and edit it and have it back into a HKX format?

 

As of now the tool doesn't convert hkx animations to formats readable by say Maya or Blender. DexesTTP won't be able to implement this feature until we know more about the data structure of skeletons.

 

Edit: didn't see the last post. Idk if it does or doesn't.

Edited by ShinraStrife
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New version is out ! get it here

 

It adds handling of Skeleton files, as well as a fix for some data inside BSClothExtraData files.

 

Note that there is some extradata that is still not handled well, associated with Googles and/or belts. I'll release a new version - maybe a definitive one - when I find how to solve this problem.

Surprisingly there hasn't been a comment in a bit. My question is with it reading the skeleton now, is it possible to take an animation and edit it and have it back into a HKX format?

 

 

I'm still working on that

 

The problem is both understanding the structure of the actual data and converting it to another format, be it for animations or for skeletons.

 

To keep it simple, I "handle" skeletons files because I can now read what exactly in in the files, all the "numbers" if you want. But I am not yet able to convert these numbers to another format (maya/max/blender).

 

I'm focused on both animations and cloth data at the moment. I'll need skeletons to do animations, so it will come at one point. I'm not yet sure when, because I've not much time nowadays and the math behind the numbers makes the whole thing a little hard to understand. So, at the moment it's a whole lot of writing stuff down in a .txt file while trying to figure out what is what.

 

Also, sorry for not giving many updates here. I'll try to keep you all up to date with what I do !

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  • 3 weeks later...

 

Plz tell me how to use it actually? jar file? and what i need to do with it??? how to use - i didnt get it....

The Jar file is a command-line tool.

You should just be able to type

java -jar hkxpack-cli.jar unpack <path/to/your/file>/<your file name>.hkx
in the Windows console.

It will give you a XML describing what data is in the HKX file.

If any of the above instructions seems too difficult, then you won't need the tool. I'll add a graphical interface later when there is useful stuff to be done.

 

That's it. I'm working at this moment on a way to do the operation the other way (give a XML and get a valid HKX) but I'm not finished yet. Then, useful things can begin to be done with the tool.

 

I get error message:

"Error: Unable to access jarfile hkxpack-cli.jar"

I downloaded the hkxpack but the .jar file that its requesting its not there.... not sure if I'm missing something here.

thanks

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I get error message:

"Error: Unable to access jarfile hkxpack-cli.jar"

I downloaded the hkxpack but the .jar file that its requesting its not there.... not sure if I'm missing something here.

thanks

tl;dr : what you want to do (create animations) isn't possible yet.

 

Now that you know that, you can read the context below.

 

Judging by your post history, using HKXPack isn't what you want to do. You'll want HKXAnim, which is ANOTHER tool and which isn't working at all yet... so it isn't out.

 

 

Also, just a reminder : the tool you're trying to use provides raw data, nothing more... like :

47 255 247 127 186 47 255 247 127 233 47 255 247 127 251 63 0 0
0 29 0 1 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 30 30 0 16 170 73 63 124 189 185 64 142

Good luck making a new animation from that, because I've been trying for about a month and I'm not yet close to finishing.

 

 

You'll only need to use the HKXPack tool to analyze HKX files, or maybe edit them roughly. You CAN'T use them to create animations.

 

Now, if you really want to open and/or edit existing HKX files with HKXPack (I can always be mistaken), then you HAVE to know already what a path is, what is a working directory and what the above command does in detail before, and if you don't to learn it by yourself. I mean, it's kind of the ABC of studying computer things and/or reverse engineering on WIndows, and I feel like I'd be doing you a disservice by explaining the solution (even with context) while what you are trying to do is something nobody (you can ask) knows yet.

 

"If any of the above instructions seems too difficult, then you won't need the tool." -The post you just quoted

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I get error message:

"Error: Unable to access jarfile hkxpack-cli.jar"

I downloaded the hkxpack but the .jar file that its requesting its not there.... not sure if I'm missing something here.

thanks

tl;dr : what you want to do (create animations) isn't possible yet.

 

Now that you know that, you can read the context below.

 

Judging by your post history, using HKXPack isn't what you want to do. You'll want HKXAnim, which is ANOTHER tool and which isn't working at all yet... so it isn't out.

 

 

Also, just a reminder : the tool you're trying to use provides raw data, nothing more... like :

47 255 247 127 186 47 255 247 127 233 47 255 247 127 251 63 0 0
0 29 0 1 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 30 30 0 16 170 73 63 124 189 185 64 142

Good luck making a new animation from that, because I've been trying for about a month and I'm not yet close to finishing.

 

 

You'll only need to use the HKXPack tool to analyze HKX files, or maybe edit them roughly. You CAN'T use them to create animations.

 

Now, if you really want to open and/or edit existing HKX files with HKXPack (I can always be mistaken), then you HAVE to know already what a path is, what is a working directory and what the above command does in detail before, and if you don't to learn it by yourself. I mean, it's kind of the ABC of studying computer things and/or reverse engineering on WIndows, and I feel like I'd be doing you a disservice by explaining the solution (even with context) while what you are trying to do is something nobody (you can ask) knows yet.

 

"If any of the above instructions seems too difficult, then you won't need the tool." -The post you just quoted

 

Ack!

Thanks!

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So, how is it coming along?

 

 

He posted 4 days ago... this isn't some simple mod or a mesh or anything that will happen in a 4 day period.. this is months and months and months of hard work to even pull off. In other words, patience. When he has a real update, he'll update.

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  • 2 weeks later...

Im following your progress with excitement, checking weekly if you have made new progress!

I wish I had the talent to help out, but beyond visual and auditory things (drawing, animating, voicing) I simply dont have the brain capacity :P

 

Best of luck to you, hope you crack the code soon ;)

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  • 2 months later...

I've unpacked the cat files and I'm wanting to add new behavior but by recycling existing animations. Specifically to give the cat an attack using the animation where it jumps up onto furniture. (alternatively I could have it sit there and lick its paw at someone until they die...)

 

Is this technically possible to do just through editing of the hkx file? It seems like it should be given that changing dogmeat's mesh to that of a cat still allows him to attack things even though he then lacks the ability to animate. There's a mod out there that does only that (Catmeat, the very stiff cat that barks...)

 

If I change Dogmeat's race to that of a cat, then he animates just fine but no longer attacks. Comparing Dogmeat and cat files, I'm thinking the problem is lack of a combat state machine that Dogmeat has. I'm still poking around in there and trying to put together a very rudimentary behavior that I hope will let the cat move and maybe attack but it's going to be a lot of work and I don't even know if I'll have anything to show for it at the end of it all.

 

Does this seem at all feasible or am I totally out to lunch here?

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