This allows you to extract models and there resources. By (c) Konstantin Nosov (Gildor), 2007-2018
This is an model and resource extractor. Here is the readme file.
UMODEL (UE Viewer)
(c) Konstantin Nosov (Gildor), 2007-2018
Please support the development by making a donation here:
Gildor.org
System requirements
~~~~~~~~~~~~~~~~~~~
Windows or Linux operating system
x86-compatible CPU with SSE2 support
OpenGL 1.1 videocard (OpenGL 2.0 is recommended)
SDL 2.0 (for Linux only, windows distribution has SDL2.dll included)
List of supported games
~~~~~~~~~~~~~~~~~~~~~~~
Supported all Unreal engine versions (1-3). The list of supported games consists of
more than 100 game titles, it is not reasonable to include it here. Some game titles
has limited support or not supported at all. Detailed information can be found here:
Gildor.org
Web resources
~~~~~~~~~~~~~
Umodel home page and forum:
Gildor.org
or Russian page:
Gildor.org
Umodel FAQ:
Gildor.org
Some tutorials available here:
Gildor.org
Youtube page with tutorials and news:
Youtube.com
Other documentation:
Gildor.org
Quick start
~~~~~~~~~~~
WARNING: it's highly recommended to read the FAQ and to watch video tutorials (see the
links above) before starting the umodel for the first time.
UModel primarily is a console application, with rich command line capabilities. Easiest
run is 'umodel ', it will start umodel in a viewer mode. To see the full
list of available command line options run 'umodel -help'.
You could also drag a package file (.upk, .xxx, .ukx etc) to umodel's icon to launch
the application. However default settings will be used in this case, so if game requires
some compatibility options, this will not work.
GUI
~~~
Some time ago simple GUI has been added for Windows version of UModel. It appears when
you start UModel without arguments (for example, clicking on UModel icon from Windows
Explorer). Please note that all command line option still works even in GUI mode.
A startup window appears only when you have neither game path nor package name specified.
It will allow you to choose where UModel will look for files ('-path' option) as well as
compatibility options. If you will set '-path' from the command line, startup GUI will
not appear. In a case you want to specify path and show startup GUI, add option '-gui'
to the command line.
Viewer window has user menu on the top of the window. Please review and try options
provided there. Most of them could be duplicated with keystrokes, and these key shortcuts
are listed in menu.
Viewer mode
~~~~~~~~~~~
The application is controlled with keyboard and mouse. You may see the full list of
keyboard shortcuts by pressing 'H' (Help) key. Here's the list of some shortcuts:
PgUp/PgDn browse through loaded objects
Ctrl+S take a screenshot into the file Screenshots/ObjectName.tga
Alt+S take screenshot with transparent background
Ctrl+X export all objects from the current scene
Ctrl+PgUp/PgDn scroll onscreen texts
Shift+Up/Down change scene FOV
Ctrl+L switch lighting modes
Ctrl+Q toggle visualization of debug information (text, 3D axis etc)
Ctrl+G toggle OpenGL 2.0 / OpenGL 1.1 renderer
Esc exit from the umodel
You may attach the AnimSet to the SkeletalMesh object using Ctrl+A key. Animation
sequences are listed by '[' and ']' keys, playback is started with a Space key.
Psk/psa export
~~~~~~~~~~~~~~
To load psk or psa into the 3ds Max you'll need ActorX Importer script created by me:
Gildor.org
It has own announcements thread here:
Gildor.org
Some meshes contains information which cannot fit into psk standard. For this reason I've
extended the format to hold advanced information. Files in this format has extension pskx
and cannot be loaded into UnrealEd or any other application with ActorX support. There's
only one tool with pskx support at the moment - ActorX Importer mentioned above.
Md5mesh/md5anim export
~~~~~~~~~~~~~~~~~~~~~~
Umodel has possibility to export skeletal meshes and animations in idSoftware md5 format.
To use this exporter you should use command line option "-md5". MeshAnimation and AnimSet
objects are exported as multiple md5anim files (one file for each animation track). "bounds"
section in md5anim is filled with dummy data. "hierarchy" section also does not contain real
skeleton hierarchy because Unreal engine uses hierarchy from the mesh, not from the
animation. Some md5 viewers/importers does require md5anim hierarchy, some - does not.
There is a 3ds Max md5mesh/md5anim importer script available on umodel forum:
Gildor.org
or here
Gildor.org
This script was originally created by der_ton, but was updated by me.
Please note that psk/psa format is more powerful, and ActorX Importer script has much more
capabilities than md5 Importer.
StaticMesh export
~~~~~~~~~~~~~~~~~
StaticMesh export is performed into psk format. This format was originally designed to hold
SkeletalMesh, but umodel uses it for StaticMesh too. Exported mesh will not have a skeleton
and vertex influences. Resulting psk files cannot be imported directly into the UnrealEd,
so I've decided to save ot with pskx extension to avoid silly user errors. Such mesh could
be imported into 3ds Max using ActorX Importer plugin as well as ordinary psk file.
Material export
~~~~~~~~~~~~~~~
Materials are exported in a custom format. File extension is ".mat". At the current moment,
this format is supported by ActorX Importer plugin only. Unreal engine materials are very
complex, so it's very hard to separate a few channels (diffuse, specular, bump etc) from it.
Umodel tries to accomplish this with use of some heuristics - sometimes with good results,
sometimes with bad. Umodel will never export full materials (GLSL script etc). Do not expect
too much from this feature.
Audio export
~~~~~~~~~~~~
Audio assets can't be previewed in UModel, it doesn't have any sound library built-in. However
you can export sounds. By default, sound loading is disabled in options, so if you'll try to
export any audio object you'll get nothing. To enable audio loading, you should either pass
option "-sounds", or check "sounds" option in UModel startup options window. Please note that
despite you may think that package contains audio, there are many objects in UE3 and UE4 which
are related to sound rendering, but they do not contain sounds themselves. For UE3, sound
objects are SoundNodeWave, and SoundWave in UE4. In older versions of UE they have name Sound.
Used third-party libraries
~~~~~~~~~~~~~~~~~~~~~~~~~~
SDL - Simple DirectMedia Layer
(c) Sam Lantinga
Libsdl.org
zlib data compression library
(c) Jean-loup Gailly and Mark Adler
Zlib.net
libpng
(c) Glenn Randers-Pehrson
Libpng.org
LZO data compression library
(c) Markus F.X.J. Oberhumer
Oberhumer.com
libmspack - a library for Microsoft compression formats
(c) Stuart Caie
Cabextract.org.uk
LZ4
(c) Yann Collet
Lz4.org
NVIDIA Texture Tools
(c) NVIDIA
Github.com
PVRTexLib Library
(c) Imagination Technologies Limited
Imgtec.com
ASTC encoder
(c) ARM Limited and Contributors
Github.com
detex
(c) Harm Hanemaaijer
Github.com
Changes
~~~~~~~
19.05.2018
- implemented support for loading of UE3 and UE4 png-compressed textures
16.05.2018
- added functionality which finds all animations for currectly opened UE4 SkeletalMesh, accessible with Ctrl+A
key or via "SkeletalMesh | Find animations" menu
13.05.2018
- added viewer menu with object-specific actions
01.05.2018
- added UE4.20 pak file support
20.04.2018
- added support for loading UE4 editor SkeletalMesh assets
11.04.2018
- fixed long standing issue with many UE4 animation tracks caused either crash or dropping animation
02.04.2018
- added possibility to change shape of material preview with 'S' key
- fixes some issues with material/texture preview mode (wrong lighting, wrong reflections)
01.04.2018
- implemented HDR texture support; textures are exported into radiance .hdr file format (RGB, no alpha channel);
initial implepemtation has been contributed by m0xf (https://github.com/gildor2/UModel/pull/60)
31.03.2018
- improved handling of AES keys: stripping spaces from key string, improved encryption errors reporting
23.03.2018
- updated for final UE4.19 version (changed SkeletalMesh format)
22.03.2018
- implemented full Gears of War 4 support
- displaying information in viewer window about objects in loaded packages when there's nothing visual inside
- improved umodel's main window title - it now contains information about umodel build version and about path
to game files
- preserving all UI elements when closing Package Selection dialog, so next time you'll open it, dialog will
be in exactly the same state as when it was closed
18.03.2018
- implemented Gears of War 4 pak file and package support; requires game override -game=gears4 (or use UI)
24.02.2018
- AES encryption key could be now in hex format: 0x123456789ABCDEF (C-like format)
18.02.2018
- implemented Heroes of Incredible Tales (HIT) static mesh support; requires -game=hit override
08.02.2018
- added Paragon support (requires game override: -game=paragon)
07.02.2018
- implemented UE4.19 support
31.01.2018
- implemented loader for encrypted compressed UE4 pak files
23.01.2018
- added support for loading AES-encrypted UE4 pak files; AES key may be specified with command line option
-aes=key, or it will be requested by UI when needed
20.01.2018
- improved laptop keyboard support
04.01.2018
- updated UE4.18 support
- displaying a warning message in UE4 SkeletalMesh viewer when Skeleton object is not loaded, and therefore
animation will not work
06.12.2017
- an attempt to make smoothing groups working: always exporting 1st smoothing group for all mesh faces
19.11.2017
- exporting "source art" (png) textures whenever possible - for UE3 and UE4 editor packages
02.10.2017
- added Fortnite support (currently requres game override)
29.09.2017
- added Unreal engine 4.17 support and initial UE4.18 support
29.07.2017
- implemented Lawbreakers support
28.07.2017
- added Gigantic auto detection
27.07.2017
- showing object's group name in viewer for UE1-UE3 games
12.06.2017
- added Tekken 7 support, game requires override -game=tekken7
09.06.2017
- added Friday the 13th: The Game support, game requires override -game=friday13
16.05.2017
- fixed loading of UE4 source animation assets
09.05.2017
- fixed bug in Win32 SDL2 caused incorrect handling of -path="some path" command line option
26.04.2017
- added Android ETC2 texture format support
25.04.2017
- fixes with mesh rotation (only affects mesh display in viewer)
- exporting skeletal mesh with "-uc" parameter will not also dump mesh socket information
09.04.2017
- updated UE4.16 support
08.04.2017
- Heavily optimized package scanner. Results: PARAGON scanned 30 times faster (reduced scan time from 2.5 min
to 4 sec) and requires 35% less memory after package scan.
03.04.2017
- implemented loading of Blade & Soul specific animations
18.03.2017
- improved handling of unversioned UE4 packages: displaying a dialog box prompting for entering engine version
17.03.2017
- changed support for UE4 game tags, cleaned up list of UE4 engine versions from -help and -taglist options
08.03.2017
- added ASTC texture format support
01.03.2017
- updated SDL2 to 2.0.5
16.02.2017
- final UE4.15 support, initial 4.16 support
- added some fix to avoid crash when loading corrupted PARAGON animations
06.02.2017
- improved support for UE4 versioned packages
01.02.2017
- updated UE4.15 support
31.01.2017
- UE4 pak files: umodel skips encrypted files instead of throwing an error
30.01.2017
- added support for UE4 packages which were cooked for Event Driven Loader (UE4.14+): such packages
has separated data into .uexp file with the same name as .uasset
10.01.2017
- initial UE4.15 support
09.01.2017
- fixed incorrect decoding of UE2 skeletal mesh when it has soft and rigid parts
27.12.2016
- Bioshock Remastered (1&2) partial support
02.12.2016
- added UE4.14 support
20.11.2016
- exporting all referenced textures from materials, not just recognized ones
- improved layout of UmodelExport directory when exporting UE4 assets
07.11.2016
- added simple wildcard capabilities to command line: now package names could contain "*" character
30.10.2016
- UI: added possibility to append selected packages to loaded package set
28.10.2016
- added UE4 animation support
- removed limit to 32k packages in a game, now number of packages is unlimited
19.10.2016
- added UE4.13 support
30.08.2016
- UI: added sorting of packages in package dialog
28.08.2016
- improved package dialog:
- "filter" box now accepts multiple strings delimited with spaces
- 100x times faster "flat view" (noticeable for UE4 games, with 20k+ packages, especially when typing
text in "filter" box)
18.08.2016
- added UE4 sound export
28.06.2016
- improved "too many unknown files" error logic - this error will not appear for correct game paths anymore
05.06.2016
- implemented Devil's Third support
22.05.2016
- fixed loading of UE4 skeletal meshes with more than 4 bones per vertex: extra weights are dropped, and
weights are re-normalized
15.05.2016
- added UE4.12 support
- added advanced option "-pkgver=..." to specify exact numeric version for package; useful when UE4 game
has mid-release engine files
- game overriding for UE4 will now work only for unversioned packages; explicitly versioned packages will
ignore this option
08.05.2016
- implemented loading of UE4 StaticMesh from editor packages
02.05.2016
- added Dungeon Defenders support (-game=dundef is required)
15.02.2016
- fixed crash with PS3 BulletStorm packages
- improved support for PS3 audio extraction
11.02.2016
- added SMITE encryption support; -game=smite is required
06.02.2016
- added XCOM 2 StaticMesh support (animation is not supported)
26.01.2016
- added UE4.11 support
21.12.2015
- reading all texture mipmaps from UE3 and UE4 packages - this speeds up content browsing a lot, especially
for games which have huge textures
29.11.2015
- improved support for UE4 editor packages, added support for editor SkeletalMesh
29.09.2015
- implemented partial support for UE4 source textures (8-bit uncompressed textures)
26.09.2015
- implemented support for Blacklight: Retribution textures; note: for the moment game should be overrided to
"Tribes: Ascend" (-game=t4)
18.08.2015
- improved Unreal engine 4 texture support
16.07.2015
- updated Lineage 2 animation support
11.07.2015
- added new command line syntax: "umodel ", shortcut to
"umodel -path="</p>
<p>07.07.2015<br />- optimizations of memory use, especially for export operation</p>
<p>06.07.2015<br />- implemented full support for Batman: Arkham Knight</p>
<p>26.06.2015<br />- implemented Metro Conflict support; -game=metroconf option is required</p>
<p>20.06.2015<br />- implemented Mortal Kombat X SkeletalMesh and StaticMesh support</p>
<p>14.06.2015<br />- added support for up to 8 UV sets, required for UE4 static meshes</p>
<p>13.06.2015<br />- added "Save selected packages" option for "Tools" button in package dialog - this allows user
to extract packages from pak and obb files
12.06.2015
- added support for compressed UE4 pak files
- implemented UE4.8 support
11.06.2015
- improved UE3 Android support
04.06.2015
- added Might & Magic Heroes 7 support
14.05.2015
- added full BC7 texture format support using "detex" library
- added support for Android ETC texture packages (DXT5 format didn't work)
24.04.2015
- implemented Mortal Kombat X textre support; note: all textures are in BC7 format, no extraction
possible
20.04.2015
- added Mortal Kombat X package support
19.04.2015
- added UV display mode for skeletal and static meshes, activated with Ctrl+U
- improved UE4 SkeletalMesh LOD support
08.04.2015
- implemented support for destructible meshes: UE3 FracturedStaticMesh and UE4 DestructibleMesh
07.03.2015
- added Gigantic (alpha) support (-game=gigantic is required)
02.02.2015
- implemented Life is Strange support
20.01.2015
- fixed loading of bulk data from compressed UE4 packages
18.01.2015
- implemented UE4 SkeletalMesh support
12.01.2015
- implemented quick support for UE3 materials
11.01.2015
- fixed visual appearance of materials using BC5 textures for normal maps
10.01.2015
- added support for UE4 StaticMesh materials
- UE4 package imports are working now
09.01.2015
- implemented UE4 StaticMesh support
05.12.2014
- implemented full support for Guilty Gear Xrd (PS3 version)
23.11.2014
- implemented Unreal engine 4 PAK file support
22.11.2014
- improved Passion Leads Army SkeletalMesh compatibility
20.11.2014
- added new menu items duplicating functionality previously available through keyboard shortcuts
07.11.2014
- replaced "Scan ..." buttons in package dialog with single menu button "Tools"
03.11.2014
- added "Scan content" button in package selection dialog which will perform analysis of all game
packages and display additional information in package list showing number of objects which are
supported by umodel
31.10.2014
- added support for PVRTC and DXT Android textures
30.10.2014
- added support for loading Android OBB files; to open them, just specify game path containing
the .obb file, and umodel will automatically scan its contents and allow working with embedded
files
23.10.2014
- migrated to SDL2
13.10.2014
- added error message dialog which would appear if umodel crashes and any of umodel windows
appeared before (so, it won't appear only in pure command line mode)
12.10.2014
- implemented support for UE4 textures
09.10.2014
- fixed bug: during batch export from GUI many objects were occasionally skipped from export
- Ctrl+X didn't use export directory option ("-out=...")
- file performance optimizations (reading packages and export)
08.10.2014
- implemented WWE All Stars support - everything except the animation (use -noanim option)
- package scan utility supports UE4 package format
06.10.2014
- significantly reduced memory footprint of loaded package
- closing package files when they're not needed; this allows umodel to perform batch export
on large number of packages (previously there was an error "unable to open file")
30.09.2014
- initial implementation of menu for the main window
26.09.2014
- implemented The Vanishing of Ethan Carter support; requires overriding of game either with
-game=vec command line option or with UI
23.09.2014
- added package version scanner to package selection dialog (UI analogue of "pkgtool")
13.09.2014
- updated Fable: Anniversary detection code
10.09.2014
- filling some DDS header fields when exporting DXT textures
08.09.2014
- UI: pressing Ctrl+A on package list will select all packages
- UI: displaying progress window while loading or exporting objects
- by default, umodel now exports all files to the directory {current_path}/UmodelExport
06.09.2014
- UI: added possibility to select multiple packages; these packages could be either loaded
for viewing or exported in batch mode
- passing a package name in command line without -path=... option will not pop up a startup
UI anymore
05.09.2014
- UI: added "flat" mode for package selection, with no directory tree, all packages are in
single list
- UI: added package name filter
01.09.2014
- first public release of umodel with UI; to show the UI, launch umodel without arguments;
to show package selection dialog at any time, press 'O' key
31.08.2014
- improved -pkginfo output: displaying class statistics for loaded package(s)
- displaying -pkginfo when trying to load a package with no supported objects
28.07.2014
- implemented Seal of Vajara skeletal mesh support (-game=sov is required)
15.06.2014
- implemented Murdered: Soul Suspect support
- changed default texture appearance
01.06.2014
- added initial Unreal engine 4 package support
02.05.2014
- updated material support for recent Lineage 2 version
- implemented Tao Yuan texture support; "-game=taoyuan" option is required
02.04.2014
- fixed incompatibility with some Thief packages
24.03.2014
- implemented Thief static mesh support
- added support for viewing BC7 textures, when hardware supports it
- improved stability to OpenGL errors
07.02.2014
- improved UE2 SkeletalMesh compatibility
- much faster generation on UE2 mesh normals
05.02.2014
- updated Fable autodetection - supports Fable Anniversary
02.02.2014
- support for DXT3 and DXT5 textures from recent Unreal 1 patch
29.11.2013
- improved compatibility with UE2 animations
25.11.2013
- fixed issue with incompatibility of Bioshock compressed textures with some videocard drivers
25.10.2013
- implemented Batman: Arkham Origins support
12.10.2013
- implemented The Bureau: XCOM Declassified support
29.09.2013
- added "-nolightmap" option to prevent lightmap textures from being loaded and exported
31.08.2013
- implemented Lost Planet 3 support
11.08.2013
- added experimental compression method detection, so perhaps -lzo option is not needed anymore
14.06.2013
- implemented Remember Me support
30.05.2013
- implemented Injustice: Gods Among Us support (except animation)
04.05.2013
- implemented Bioshock Infinite support (all but animations)
21.02.2013
- added "-version" option to display brief umodel build information
20.02.2013
- implemented Gears of War: Judgment support; "-game=gowj" option is required
12.02.2013
- Aliens: Colonial Marines is fully supported
07.02.2013
- umodel will detect platform by the name of "Cooked" directory when possible
- implemented support for Android's ETC1 compressed textures
06.02.2013
- implemented full support for America's Army 2 ("-game=aa2" option is required)
16.01.2013
- improved Splinter Cell 4 (Double Agent) support
15.01.2013
- umodel should no longer crash with error "Too much unknown files" when game path includes
files extracted by umodel
29.12.2012
- implemented Passion Leads Army full support
25.12.2012
- fixed bug in UE2 SkeletalMesh verification code caused "bad LOD/base mesh" errors
- reduced amount of log output in a case of missing packages
18.12.2012
- implemented Storm Warriors Online support
14.12.2012
- Hawken (beta) is fully supported
21.11.2012
- implemented DmC: Devil May Cry (XBox360 demo) SkeletalMesh support
23.10.2012
- implemented Fable: The Journey support
22.10.2012
- implemented Vanguard: Saga of Heroes support; "-game=vang" option is required
16.10.2012
- fixed bug in LZX decompression code causing crashes in some cases
10.10.2012
- implemented support for Dishonored (except animations)
26.09.2012
- implemented Transformers sounds support
- FSB sound format is now recognized
20.09.2012
- implemented Borderlands 2 support
18.09.2012
- implemented Transformers: Fall of Cybertron support
06.09.2012
- fixed incompatibility of exported DDS with UE2's UnrealEd
17.08.2012
- improved compatibility with UE2 SkeletalMesh
03.07.2012
- implemented Tribes: Ascend texture support
25.06.2012
- improved compatibility with some UE2 games
04.06.2012
- improved Blade & Soul rendering
28.05.2012
- updated Special Force 2 (Tornado Force) support
27.05.2012
- implemented Tao Yuan (beta) support - everything but textures is supported
26.05.2012
- preventing umodel from opening non-package files from the command line (tfc, blk etc)
23.05.2012
- improved support for Mass Effect 3 animation (more animations are available now)
22.05.2012
- implemented Special Force 2 support
11.05.2012
- implemented Gunslayer Legend Texture2D support; "-game=gunsl" is required
- fixed some problems with non-English keyboards
27.04.2012
- updated Blade & Soul support for CBT3
16.04.2012
- fixed incompatibility with some UE2 games
22.03.2012
- updated support for the February 2012 UDK
21.03.2012
- fixed crash in StaticMesh with recent Lineage 2 update
20.03.2012
- 'Shift'+'Up'/'Down' key could be used to change scene FOV
19.03.2012
- 'Ctrl+Q' key will toggle visualization of debug information (text, 3D axis etc)
- 'Alt+S' key will produce screenshot with transparent background
07.03.2012
- implemented Mass Effect 3 support
05.03.2012
- sharing vertices with the same position and normal when exporting psk file
02.03.2012
- implemented support for The Bourne Conspiracy animations
28.02.2012
- implemented support for Transformers: War for Cybertron and Transformers: Dark of the Moon
animation
20.02.2012
- 'F' key will focus camera on SkeletalMesh (useful for animations with root motion)
17.02.2012
- implemented Batman: Arkham City animation support
13.02.2012
- added option "-obj=
14.12.2010
- implemented support for Turok StaticMesh and animation
13.12.2010
- optimized PVRTC decompression code - works 3.5 times faster
- implemented UE3/iOS material specularity
12.12.2010
- implemented iOS (iPhone/iPad) texture support, activated with "-ios" option
09.12.2010
- updated support for recent versions of the XBox360 UE3
- updated TERA: The Exiled Realm of Arborea support
- "-noxbox" option 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=" option to load extra package (may be useful when animation is<br /> placed separately from mesh)</p>
<p>24.10.2010<br />- updated Land of Chaos Online (LOCO) support</p>
<p>22.10.2010<br />- implemented support for the recent UE3 materials</p>
<p>15.10.2010<br />- fixed bug reading UE3 SkeletalMesh with multiple UV sets</p>
<p>11.10.2010<br />- implemented Medal of Honor 2010 support</p>
<p>06.10.2010<br />- 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 parsing of Havok data for XBox360 version of Bioshock (prevents 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 (requires "-game=swat4" option)
23.07.2010
- implemented pskx/psax mesh and animation export - activated by "-pskx" command
line switch; pskx and psax formats are supported by ActorX Importer 1.10 and newer
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 of skeletal meshes with unregistered materials (both psk and md5mesh)
- correct handling of duplicates of 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: Bugzilla.icculus.org
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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