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Can't, for the life of me, convert KF to HKX


usaf9211

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I re-did the vertibird skeleton to match a remodel, but I've been stuck for HOURS now trying to convert it back to an hkx. When I export from 3ds max as a "single KF w/o NIF", it exports a 1kb file with no skeleton.

 

What am I doing wrong?

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So basically editing animations in fallout 4 is completely off the table? Well there's 3 days worth of remodeling/reskinning a vertibird utterly wasted. Cool.

 

What were they talking about in this thread then?

Edited by usaf9211
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That team is currently your best hope of ever doing what you are hoping to do; as it stands, its not possible. They posted the other day stating that while they are making progress, its still going to take awhile.

You can however have some basic animated objects, if it helps at all. Things like animated buildings / objects, fans, etc. I am guessing this won't help for what you are wanting to do, but, just letting you know.

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So basically editing animations in fallout 4 is completely off the table? Well there's 3 days worth of remodeling/reskinning a vertibird utterly wasted. Cool.

 

What were they talking about in this thread then?

 

Not off the table. I'm working on a thing to do that.

 

However, keep in mind that it takes time. We're making progress though.

 

This tool is the "core" of the animation converter, that takes Fallout 4's binary files and get numbers from them (or the reverse - take numbers and make Fallout 4 files).

So, we have to create a tool to read animations from 3DsMax/Blender, move the data around and combine it with stuff (to be readable by the game) then convert it to numbers. Finally, the above tool will put the numbers in a HKX file.

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I was searching all the way into the internet to find the tool to do this, but no luck. Now reading this post make sense that the tool its under construction.

I have this info that was collection during time but now that you mention this should be for older games....

1. export the animatinos from the .ba2 files
2. convert the hkx to kf
3. use 3d max to create the animation
4. convert the kf to hkx
5. create the folder on the correct path file to be replaced where it should be..
I"m Stuck on step2...
Thanks
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