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Showing results for tags 'frostbite engine'.
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Hello, Newer Frostbite games have started using blendshapes more and more for faces through a system called MeshCompute In Battlefield 2042, this is done with an ebx asset of the type MeshComputeAsset referenced in different kinds of mesh assets, the compute asset has a few resources associated with it too for the different components, in this case there is... AttachmentJoints (The bones are on the main character rig, but i think this lets them offset them along with the geometry?) BlendShapes BlendShapesProceduralChannels FaceAdjacency IndexBuffer MeshDefinition The bulk of the data however is stored in the main mesh chunks after the main two buffers, the size of the additional data is defined in the MeshSet resource per lod i believe This is about as much as I've personally been able to figure out, I've hit a bit of a roadblock though given I don't know much about mesh formats in Frostbite. If samples are needed I will gladly provide them.
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Version 1.0.0
15 downloads
Final stable releases of both models and levels of ID-Daemon that were posted on the former XeNTaX forum, please see original screenshots for more details. I included for maps the needed files to just run the tool directly on your already dumped game assets. In order to run the model tool just look up the *.MeshSet you want to convert and the skeleton. Run it like this in command prompt: Fb_nfsrun_pc.exe *.MeshSet or Fb_nfsrun_pc.exe *.MeshSet *.ebx If its a character the skeleton must exact skeleton. You can even drag and drop the *.MeshSet on to the tool and it will convert it for you, assuming the skeleton is located at the root of the tool to be loaded automatically. Since the skeleton is hard-coded in the tool as the BF3 skeleton name such as "veniceantske01.ebx", you must rename the skeleton that way if you go the drag/drop route of conversion. Otherwise use the exact syntax above.-
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