QuestionInterest for ltb animations

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Is there interest for new/updated ltb converter?
I have an ltb converter for another LithTech game Rubies of Eventide, that supports several things that the old ltb2x [from 2006] doesn't such as:
-Bones
-Animations
-Child Models
-Sockets
-Sub-Models (LODs)

It has a few minor issues (like vertex bone weights), but it should provide a bit more to work with, along with being able to support a larger range of models.

Now that RoE is gone and I have some down time between jobs I wanted to add support for this game. But before I spent some time on it, just wanted to see if anyone would be interested in it first.

Thanks.
I'll do it, considering i'm 1 of few that actually knows how to implant models into the game.
Quote Originally Posted by Elective Amnesia View Post
I'll do it, considering i'm 1 of few that actually knows how to implant models into the game.
Perhaps some clarification. I was looking to see if people were interested in the converter support, not for someone to add the support. I just didn't want to put in the time if no one was going to use it.

I have been burned before by other people when it comes to access to source code and would prefer to keep it private, at least until a time where I have finished working on it for good.
Quote Originally Posted by Drigien View Post
Perhaps some clarification. I was looking to see if people were interested in the converter support, not for someone to add the support. I just didn't want to put in the time if no one was going to use it.

I have been burned before by other people when it comes to access to source code and would prefer to keep it private, at least until a time where I have finished working on it for good.
I mean do the adding Model part, I have no idea how to code whatsoever. It'd be useful if I had that,
Quote Originally Posted by Elective Amnesia View Post


I mean do the adding Model part, I have no idea how to code whatsoever. It'd be useful if I had that,
yeah and may I have it as well because I know how to animate myself I just don't know how to code either and I have been animating for Halo CE for 2 years of experienced so yeah and I have 3DS max what format does yours support

and I know you have it
Quote Originally Posted by remixdvd View Post
what format does yours support
Right now it only converts the models back to the LTA format. But I have all the information about the model, so I can converter it to any format if I was given the proper specifications for that format.

I also have been working on an import script for 3DS Max (using a script as to be version independent as possible), but right now it only imports the meshes, UVs, and bones. I think there are some limitations on importing animations, but I haven't looked into it that much as of late.

Quote Originally Posted by remixdvd View Post
and I know you have it
That was with some hard coded calculations for the model. Character models seem to work fine, but the weapon models have a certain id flag that it currently is missing and requires hard coded offsets for each model until I can find out where the flag is.

After that I still need to fix up the vertex bone weights. Although not really a problem if you are going to create your own mesh using the base animations it would cause some issues for people that wanted to just do simple mods like add a mesh in.
Quote Originally Posted by Drigien View Post
Right now it only converts the models back to the LTA format. But I have all the information about the model, so I can converter it to any format if I was given the proper specifications for that format.

I also have been working on an import script for 3DS Max (using a script as to be version independent as possible), but right now it only imports the meshes, UVs, and bones. I think there are some limitations on importing animations, but I haven't looked into it that much as of late.


That was with some hard coded calculations for the model. Character models seem to work fine, but the weapon models have a certain id flag that it currently is missing and requires hard coded offsets for each model until I can find out where the flag is.

After that I still need to fix up the vertex bone weights. Although not really a problem if you are going to create your own mesh using the base animations it would cause some issues for people that wanted to just do simple mods like add a mesh in.
Its a very good program, kudos to you, but I am not interested in CA itself, there are "things" I am trying to test and trying to implant it into CA.
Quote Originally Posted by Elective Amnesia View Post

Its a very good program, kudos to you, but I am not interested in CA itself, there are "things" I am trying to test and trying to implant it into CA.
Not sure what 'things' you are trying, but my program is meant to go backwards from the LTB format. There are other apps/plugins/scripts to go forwards, which sounds like what you want.
Quote Originally Posted by Drigien View Post
Not sure what 'things' you are trying, but my program is meant to go backwards from the LTB format. There are other apps/plugins/scripts to go forwards, which sounds like what you want.
So basically a ltb -lta convertor??
Quote Originally Posted by John Jack View Post
So basically a ltb -lta convertor??
Yes. I made it that way because it leaves all the model details intact (child models, key frame names, etc) that wouldn't necessarily be kept if moved to other formats, and because the LTA format is just ASCII text describing the model data it is pretty easy for anyone to convert to any other format they wanted with simple text parsing.

But as I mentioned earlier, if people wanted me to add another output format I could (if given the format specs).
Quote Originally Posted by Drigien View Post
Not sure what 'things' you are trying, but my program is meant to go backwards from the LTB format. There are other apps/plugins/scripts to go forwards, which sounds like what you want.
Yes I needed something to go backwards as LTB tends to be "unreadable" and thea ascii version actually helps alot. It allows me to go to the beginning and actually edit things that ARE readable that is why I find your program interesting + useful.
I'm keen to try it
Very useful and it will be a useful tool for me and can you send me it I will see if I can make some animation and give it to you to use first
Quote Originally Posted by Elective Amnesia View Post


Yes I needed something to go backwards as LTB tends to be "unreadable" and thea ascii version actually helps alot. It allows me to go to the beginning and actually edit things that ARE readable that is why I find your program interesting + useful.
Well it should be helpful for you then.

Quote Originally Posted by remixdvd View Post
Very useful and it will be a useful tool for me and can you send me it I will see if I can make some animation and give it to you to use first
I am willing to let people try the 'beta' version. I don't feel like it should be posted openly until it works with the weapons, so if you really wanted to try it out sent me a PM.
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