You can extract the mesh content from a ukx, but not the animations or skeleton.
As for only UED viewing psks: You can also view PSK files with Deep Exploration which nativily supports this format with a built in plugin. You can even rename bones and reexport as a psk and import into unreal.
As for extracting mesh information, you just do the pawn trick. Meaning you place an xpawn script into an empty room and replace the "mesh" option in its properties to the mesh you want to extract.
You convert the xpawn into a staticmesh, then place that staticmesh into the room. Then up at the top left of ued, you export the scene in OBJ format.
Then using an app like 3dsmax or deep exploration, import the OBJ and delete the "bsp" so all thats left is is the mesh of the model. Then depending on the model you extracted you will need to weld all the vertices, then reapply smoothing groups(automatic works).
For material ids(in 3dsmax) you select some faces, and in the surface properties menu, you select a specific mat id and it will be highlighted. Then just apply the proper material per mat id.
Bind to a new biped skeleton and re-export as a psk and your all set.
Don't know if any of this helps.I know this is an old thread, but I found a way to extract everything without doing the pawn trick. You must download a program called Umodel. By itself, the only thing that Umodel can extract from a .ukx file is the .psa (animation). In order to get this to work you must have all the files (.ukx, .usx, .utx, .uax). When I create new mutators, I crunch every one of these babies into one .u file. Once the .u file is created, I can discard all the other files. Umodel will extract everything out the .u file (.psk, .psa, .mat, .wav, .pskx, .dds, etc.) In case someone wants to know how to place all these files into the .u file, simply rename your package files to same name before you compile. ex.: myweapon.ukx, myweapon.usx, myweapon.utx, myweapon.uax . Of course your .u name will be myweapon.u. Once you compile it, all the other files gets saved inside the .u file. Hope this helps.Hi Flak!
This is what the extraction looks like:
Thanks but none of that really helps as I would like to port a number of custom UT characters with their rigs into ut2k4 but I can just extract the mesh with utpt as umodel only loads the .u from ut99 but I can't select anything and extract like you can other\newer versions of UT and the author's email address is broken and site is dead long time ago....Open psk. & pskx.files through UEViewer? https://www.gildor.org/smf/index.php?topic=1111.0
Don't know if any of this helps.
I know that but had hoped it was possible since I cannot get hold of the original author @Mann Slaugher so I can get the .ms3d files and export the rigged characters in milkshape 3d into .psk\x format.It's LodMesh not SkeletalMesh - basically the same as VertMesh - not possible to extract to the .pskx\.psk file format (only to .3d).
What is vertex animation?You will need to rigg it by yourself because there is no information about skeleton.
Anyway, you can export everything from this package (classes, mesh, vertex animation).
1. download and install WOTgreal
2. choose UT in the game settings
3. go to Tools -> Advanced Exporter
4. open package and export whatever you want.
Export also classes, if you want to know how it works or how to import it back to .u