
not on github, as im at work, will upload there later, so attached here for now
greetz WV
warrantyvoider wrote:yeah, you were right, thanks
not on github, as im at work, will upload there later, so attached here for now
greetz WV
samwins wrote:Weird, I'm trying to export
VFS/ROOT/game/characters/human/hmm/0_heads/hmm_head_steven/pca/textures/diffuse_mean.res
from FS/TOC/Patch\Win32\globals.toc/win32/game/mastersharedbundle
but for some reason there's no preview and when I'm trying to export, nothing happens, any ideas?
Other textures work fine, but for some reason diffuse_mean and normal_mean don't.
warrantyvoider wrote:samwins wrote:Weird, I'm trying to export
VFS/ROOT/game/characters/human/hmm/0_heads/hmm_head_steven/pca/textures/diffuse_mean.res
from FS/TOC/Patch\Win32\globals.toc/win32/game/mastersharedbundle
but for some reason there's no preview and when I'm trying to export, nothing happens, any ideas?
Other textures work fine, but for some reason diffuse_mean and normal_mean don't.
why do you think there exists a texture plugin for export and import? also dunno how often I said this before, resdata IS NOT the pixeldata!! res data contains a chunk id, and the chunk with THAT id has the actual pixel data, but thats all nothing you should have to care about, because theres a plugin! if you dont see it, check the "unblock dll" problem (rightclick every dll and in properties unblock it)
greetz
warrantyvoider wrote:changes:
-added looking for high res meshes
-added context menu to all trees in texture/mesh plugin
-added button "collapse all" to all trees in texture/mesh plugin
-LOD 0 is now default preview
thanks again to spiney
now on github
greetz WV
GOTBLZ wrote:I don't know how else to explain it to you. Ok tell me, when you re-imported a texture into DAI, and went in-game, did the texture you edit show up only when you were far away from the object with the texture? Because if the LOD 0 existed it would take priority over the lower LOD that you edited. Just by roughly calculating the textures of the male customized faces, if all LOD0 textures existed there would be 500MB just in 10 items, that is not counting the females custom faces, or their hair, or the armor models etc etc etc...
OClear wrote:Here's an idea to find out if games like DAI are truly cooked or not. Use a process of elimination to find hidden data. All the game data is stored in the cas/cat files by SHA1, right? So, process all the sb files, and make a note of whether a certain chunk is being used. Then count them all up. If all the game data is being used, then every single chunk will be in use. If not, then there's hidden data.
warrantyvoider wrote:Are you still here?! Do you have more great ideas others already had? What do you think the search plugin is for? Man you are so smart, you should write the tools. In fact, its open source, make a plugin yourself after all your demands, maybe it even works at the end
Snowpiercer wrote:warrantyvoider wrote:changes:
-added looking for high res meshes
-added context menu to all trees in texture/mesh plugin
-added button "collapse all" to all trees in texture/mesh plugin
-LOD 0 is now default preview
thanks again to spiney
now on github
greetz WV
Great stuff WV.
I tried ripping some meshes after the game out and found that they were deformed, after exporting the same meshes I can see they're exactly the same. Not sure why they would be like this but it's unfortunate.
For example: female Angara (face is squashed if you can't tell):
ripped (Ninja Ripper) on one side, exported on the
Just wanted to share.
Edit:
data paths:
ROOT/win32/game/levels/hubs/hub_aya/hub_aya_level2
ROOT/game/characters/angara/0_heads/agm_agf_head_base01/agm_agf_head_base01_model_mesh
Here's one that's completely *SPAM* up:
ROOT/win32/game/ui/paperdolls/bundles/bb_paperdoll_vetra
ROOT/game/characters/turian/tuf/0_heads/tuf_head_base01/sam_tuf_head_vetra_skinned_mesh
From what I've seen it looks like it only effects the head meshes.
OClear wrote:Here's an idea to find out if games like DAI are truly cooked or not. Use a process of elimination to find hidden data. All the game data is stored in the cas/cat files by SHA1, right? So, process all the sb files, and make a note of whether a certain chunk is being used. Then count them all up. If all the game data is being used, then every single chunk will be in use. If not, then there's hidden data.
warrantyvoider wrote:Snowpiercer wrote:warrantyvoider wrote:changes:
-added looking for high res meshes
-added context menu to all trees in texture/mesh plugin
-added button "collapse all" to all trees in texture/mesh plugin
-LOD 0 is now default preview
thanks again to spiney
now on github
greetz WV
Great stuff WV.
I tried ripping some meshes after the game out and found that they were deformed, after exporting the same meshes I can see they're exactly the same. Not sure why they would be like this but it's unfortunate.
For example: female Angara (face is squashed if you can't tell):
ripped (Ninja Ripper) on one side, exported on the
Just wanted to share.
Edit:
data paths:
ROOT/win32/game/levels/hubs/hub_aya/hub_aya_level2
ROOT/game/characters/angara/0_heads/agm_agf_head_base01/agm_agf_head_base01_model_mesh
Here's one that's completely *SPAM* up:
ROOT/win32/game/ui/paperdolls/bundles/bb_paperdoll_vetra
ROOT/game/characters/turian/tuf/0_heads/tuf_head_base01/sam_tuf_head_vetra_skinned_mesh
From what I've seen it looks like it only effects the head meshes.
I can verify this, I think the problem here is that this is a skinned mesh and i havent found the bone data to apply yet. Also obj cant hold bone information, so I have to add export as psk at some point anyway. As far as ive seen tho this is the true mesh data (unless spiney sees another bug :p) that gets exported.
Greetz wv