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 Unreal Engine 2.5: UE2Runtime Harry Potter and the Prisoner of Azkaban Modified Unreal Engine 2.5 Tribes: Vengeance Bioshock Exteel Unreal Engine 3: Unreal Tournament 3 Gears of War (XBox360 and PC) Gears of War 2 (XBox360) Mortal Online Section 8 Modified Unreal Engine 3: The Last Remnant Mass Effect BlackSite: Area 51 Mortal Kombat vs. DC Universe (XBox360) Army of Two (XBox360) Mirror's Edge Huxley Rise of the Argonauts X-Men Origins: Wolverine Nurien List of games with limited support: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using "-noanim" option (unsupported animation format): Harry Potter (UE1) Devastation Unreal Championship 2: The Liandri Conflict (UE2X) BlackSite: Area 51 (uses Havok animation system) Mortal Kombat vs. DC Universe Unsupported animations (without umodel crash): Bioshock (uses Havok animation system) Rise of the Argonauts 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 Please support project by making a donation here: http://www.gildor.org/en/donate For command line information run 'umodel' without arguments. Keyboard: press for help, for exit. 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 This script was originally created by der_ton, but was updated by me (Gildor). Notes about StaticMesh support. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - StaticMesh class is supported for a few UE2 game titles only, use "-nostat" command line switch when you are trying to load package from some game title, but umodel is crashed on StaticMesh loading - StaticMesh export is not implemented Changes: ~~~~~~~~ 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) 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