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Posted

I'm looking to edit existing character animations for the L2 Interlude client.


What I did successfully so far:

  • Exported the files files from animations/Fighter.ukx (to get the .psk and .psa files)
  • Imported a couple .psk + one .psa file to Blender and made my changes to the animations.
  • Exported the resulting .psa file (which ended up being the same size as the original file, so everything should be fine).
  • I downloaded multiple different UnrealED editors - the one from UT2004, L2Editor posted by lordofdes here, L2Editor posted by 911reg.


From there on I had trouble with converting back to .ukx.
Below are different methods I've tried and failed.

Method 1:

  • Made a new .ukx file inside UT2004's UnrealED, containing only my edited .psa file and 1 .psk file
  • Converted my .ukx file with Gildor's tool
  • Placed the resulting file in the animations folder
  • Used L2FileEdit to change the LineageWarrior.int file in the systems folder in order to reroute to the animations I edited
  • Started up the game, but the changed animations were replaced instead with a simple walking animation for some reason

 

Method 2:

  • Tried the following workflow with both L2Editors (911reg's version and lordofdes's version) (using and not using Gildor's UnrealED patches)
  • Trying to open the original Fighter.ukx file resulted in some of the L2Editor variants crashing.
  • With the ones that didn't crash, I saved the .ukx file with another name (even tried adding my custom .psa file but the result was the same as below).
  • There was file size difference between the .ukx I made and the original .ukx.
  • I tried both substituting the .ukx file as is in the animations folder and after I encrypted it using 911reg's version's encdec.exe
  • In both cases the game crashed when I was about to go to the character screen (made sense since the file size should have been the same).


What am I missing here?
Is it at all possible to edit the original character animations?

Posted
15 minutes ago, kawerte said:

I'm looking to edit existing character animations for the L2 Interlude client.


What I did successfully so far:

  • Exported the files files from animations/Fighter.ukx (to get the .psk and .psa files)
  • Imported a couple .psk + one .psa file to Blender and made my changes to the animations.
  • Exported the resulting .psa file (which ended up being the same size as the original file, so everything should be fine).
  • I downloaded multiple different UnrealED editors - the one from UT2004, L2Editor posted by lordofdes here, L2Editor posted by 911reg.


From there on I had trouble with converting back to .ukx.
Below are different methods I've tried and failed.

Method 1:

  • Made a new .ukx file inside UT2004's UnrealED, containing only my edited .psa file and 1 .psk file
  • Converted my .ukx file with Gildor's tool
  • Placed the resulting file in the animations folder
  • Used L2FileEdit to change the LineageWarrior.int file in the systems folder in order to reroute to the animations I edited
  • Started up the game, but the changed animations were replaced instead with a simple walking animation for some reason

 

Method 2:

  • Tried the following workflow with both L2Editors (911reg's version and lordofdes's version) (using and not using Gildor's UnrealED patches)
  • Trying to open the original Fighter.ukx file resulted in some of the L2Editor variants crashing.
  • With the ones that didn't crash, I saved the .ukx file with another name (even tried adding my custom .psa file but the result was the same as below).
  • There was file size difference between the .ukx I made and the original .ukx.
  • I tried both substituting the .ukx file as is in the animations folder and after I encrypted it using 911reg's version's encdec.exe
  • In both cases the game crashed when I was about to go to the character screen (made sense since the file size should have been the same).


What am I missing here?
Is it at all possible to edit the original character animations?

 

 

Do you mean do something like I did?

Posted
On 6/5/2024 at 8:55 AM, kawerte said:

Is it at all possible to edit the original character animations?

Yes, it is, it's not hard to do (if you know what you're doing); just time consuming.

 

To make some things clear:
1. You can not create .ukx files with animated skeletalmeshes inside, by using any of the freeshared L2Editors (basically, no support for .psa files)

2. You need a patched UT2003/UT2004. You can either get your own ut2004 and download Gildor's patch from his web, or use any of these:


When you use these, you should be able to import both .psk and .psa animations > link the skeletalmesh to the psa > save as .ukx > use ut2down to convert the file to l2 format > encrypt the .ukx with standard l2 encryption (you can use mxc encdec, you can find it in the folder of the l2editor i shared).

Your best bet is to use pawnviewer (aka dev mode) to test that. If you have troubles with that process then leave a reply here, otherwise, if it works correctly, you can move on to adding missing animnotify classes to you unrealed, then proper animnotifies, sounds, effects or w/e is missing from your .ukx files.

Keep in mind that this is overall not difficult but a huge amount of work (unless you're good at scripting/macros) since you'd need to manually re-create every single animnotify, by hand.

If you have doubts or i wasn't clear enough let me know here.

(in case you don't know what an animnotify is:
UDN - Two - AnimNotifies (unrealengine.com) )

 

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