SoulCalibur VI .mot animation files
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- Posts: 116
- Joined: Tue Dec 08, 2015 8:36 pm
SoulCalibur VI .mot animation files
After extracting the pak file for this game, I've stumbled upon these mot files as they are not readable by umodel. Apparently hese are the files used for their fighting motions. I was wondering if there are any tools to convert these files to useable formats?
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- Posts: 40
- Joined: Mon Dec 29, 2014 8:49 pm
Re: SoulCalibur VI .mot animation files
SC2-SC6 all used the same animation format. It seems highly compressed
If you can reverse PS2 mips you can figure it out
If you can reverse PS2 mips you can figure it out
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// 010 editor template
// splits into individual entries
int a[2]<hidden=true>;
if(a[1] == 0)
{
FSeek(0);
int64 count;
}
else
{
FSeek(0);
int count;
int unkn;
}
int offset[count]<bgcolor=cLtGreen>;
typedef struct(int size)
{
byte data[size];
}Data<optimize=false>;
local int i = 0;
local int size = 0;
local int id = 0;
local int minID = 0;
local int maxID = 0;
local int minSize = 9999999;
local int maxSize = -9999999;
for(i = 0; i < count; i++)
{
FSeek(offset[i]);
if(i == count-1)
size = FileSize() - offset[i];
else
size = offset[i+1] - offset[i];
if( i%2)
SetBackColor(cLtRed);
else
SetBackColor(cLtBlue);
if(size == 0)
continue;
if(size < minSize)
{
minSize = size;
minID = id;
}
if(size > maxSize)
{
maxSize = size;
maxID = id;
}
Data data(size)<optimize=false>;
id++;
}