Replacing Hitman 6 alpha model

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
SPooKMasTeR
Posts: 5
Joined: Tue Aug 11, 2015 6:16 pm

Replacing Hitman 6 alpha model

Post by SPooKMasTeR »

Hello fellow internet users.
With the help of http://zenhax.com/viewtopic.php?t=1201 , I was able to extract It's package files. I was thinking about replacing the animations and the model of agent 47 with the one in hitman 6 alpha.
What do I need to know and do to be able to do that? Will replacing a few files work or is it just much more complicated?
I imagine there has to be a file for the model and a file for the textures. There seem to be some texture files. But they are complicated.
It's like assembly\textures\characters\hitman and in there there is a folder for each body part and for each body part there are more folders. (diffuse , Normal, Specular). I have no idea what they are.
Then there is a matter of extracting the model and textures from absolution. Ninja ripper doesn't seem to work. The file structures seem to be similar but no enough to simply replace a file or two.
I was hoping if someone who has the alpha and has extracted it could give me some insight. Or just someone with a background in similar work. Thanks!
MemeGang
Posts: 11
Joined: Sat Jul 25, 2015 9:51 am

Re: Replacing Hitman 6 alpha model

Post by MemeGang »

First off, you won't be able to repackage it/modify it, you'll only be able to extract it. At least, as far as I know.

The model files are in the .wl2 OR .pc_prim / .prim filetype

The textures are in .tex/.texture OR .pc_mipblock1 / .mipblock filetype
(The Diffuse, Normal and Specular are the texture map types.)

As for what to do with the files once you have them, you will have to find someone that can reverse engineer/extract those file types

Otherwise general bump for more help.
SPooKMasTeR
Posts: 5
Joined: Tue Aug 11, 2015 6:16 pm

Re: Replacing Hitman 6 alpha model

Post by SPooKMasTeR »

MemeGang wrote:First off, you won't be able to repackage it/modify it, you'll only be able to extract it. At least, as far as I know.

The model files are in the .wl2 OR .pc_prim / .prim filetype

The textures are in .tex/.texture OR .pc_mipblock1 / .mipblock filetype
(The Diffuse, Normal and Specular are the texture map types.)

As for what to do with the files once you have them, you will have to find someone that can reverse engineer/extract those file types

Otherwise general bump for more help.

What do you by general bump for more help?
Thank you for your info. With your given information I was able to locate the files related to the model and the textures. Also some stuff about bonerigs and weighted primes which seem relevant.

What should I actually copy from the file and share it here for other people to help me with a scrip to extract it? The first 4 bytes or what?