Open mlheur opened 9 years ago
Thats a bit of a wall of text. I'm currently working on 3ds max tools at the moment and have not looked at this code in several years. I will probably take a look at this in a couple of weeks depending on my time availability. More likely I will wait for Fallout 4 release and update only if that game uses similar techniques and I'll fix any issues then.
If I take a vanilla skyrim hkx file, run it through exportkf, then take that kf file and run it through converkf again, it makes significant changes to final hkx file.
I took the vanilla and new hkx files, converted them both to XML to compare the differences. So far I've found the following:
A. SoundPlay tracks are stripped. In Vanilla
Changed to
B. hkMemoryResourceContainer are stripped. In Vanilla, gone entirely from new
C. Names (#nnnn) of multiple objects are changed, but signatures remain the same so I'm not sure what the impact will be; behavior files usually reference animations by name. Vanilla
New
D. Anonymous tracks have names added, new names are &#nnnn instead of just #nnnn like other named elements vanilla anonymous tracks
became
E. A significant portion of the binary data is changed.
F. Not quite sure what to call it but what appears to be a framerate and frame duration have changed, like this:
vanilla was
exported/converted became
I'm willing to help work on this, I've gotten a copy of the code to work on, but if you could offer some hints on where to start that would be really helpful.
Here's the commands I used. Vanilla to KF
KF to new HKX
XML conversions.
P.S. After typing all this I figured to convertkf the KF file to XML, without going through convertkf to HKX first - it seems the items might be stripped/mangled in the exportkf process since the kf-xml exactly matches the new-hkx-xml file, and both differ from the vanilla-hkx-xml file.