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Mass Effect Andromeda

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lyutor1945, posted Tue May 23, 2017 1:29 am (23470)


Quote:
Ah, I have to take that back somewhat, It only fixes a few of the mesh deformations, the ones near the outside of the eyes and on the neck

LeftFrontalis3, LeftCheekUp3, RightFrontalis3, RightCheekUp3, LeftNeck1, LeftNeck2, LeftNeck3, LeftChin3, RightNeck1, RightNeck2, RightNeck3, RightChin3. Tweaking of those bones can remove the deformation

I also found that the eyebones can sometimes be too far forward, making the eye protrude out of the sockets, I had the same problem with Mass Effect 1/2/3 with a different exporter but that was due to having the wrong skeleton, which is what made me think it might be the cause here, but for MEA it could just be a little quirk of Biowares models


Hm... I tested 6 human models and I haven't problems with eyes bones. Maybe you should try another PSK importer or 3D editor.
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spinal, posted Tue May 23, 2017 8:05 am (23472)


Snowpiercer wrote:
spinal wrote:
Hey,

Do you have libfbxsdk.dll in your Mesh Plugin folder? It should be in the zip file I provided earlier.


Image

Yep I pasted all the files into the Mesh Plugin folder.


Hey,


I tried to reproduce your issue with a fresh installation but no luck...

Can you please try that as well and report if you have the same error or not?

Also, if someone had the fbx exporter working, can they report so I know it's not working only for me...
Thanks.
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warrantyvoider, posted Tue May 23, 2017 8:40 am (23473)


spinal wrote:
For WVoider:

I modified the Mesh Plugin and the PluginSytem : I moved Mesh, Skeleton and EBXStream classes to plugin system to avoid cyclic dependencies with my FBX exporter.
I added a bunch of new classes to Mesh plugin and modified the Main form.

Here are the classes only, let me know if you prefer that I upload the vs projects as well:
PluginMeshesWV_classes.zip
PluginSystem_classes.zip

Hope I haven't forgotten anything... I'll try to come back later in case of issue.


hey, thats how I wanted to have it anyway, thanks alot! It will take a bit time before I can look at it, because im a bit busy in RL this week

spinal wrote:
And it's gal by the way ;)

alright, sorry then, hard to see through bits and bytes :P

greetz
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Snowpiercer, posted Tue May 23, 2017 12:14 pm (23474)


spinal wrote:
Hey,


I tried to reproduce your issue with a fresh installation but no luck...

Can you please try that as well and report if you have the same error or not?

Also, if someone had the fbx exporter working, can they report so I know it's not working only for me...
Thanks.


I did that a few times just to be sure.

I attached the "patched" version so you can try it yourself.

MEAExplorerWV.7z

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spinal, posted Tue May 23, 2017 12:53 pm (23475)


Snowpiercer wrote:
spinal wrote:
Hey,


I tried to reproduce your issue with a fresh installation but no luck...

Can you please try that as well and report if you have the same error or not?

Also, if someone had the fbx exporter working, can they report so I know it's not working only for me...
Thanks.


I did that a few times just to be sure.

I attached the "patched" version so you can try it yourself.


Asking you for this was my next move :)
Unfortunately, i can't open the file. Can you reupload the file as zip?
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Snowpiercer, posted Tue May 23, 2017 1:03 pm (23476)


spinal wrote:
Asking you for this was my next move :)
Unfortunately, i can't open the file. Can you reupload the file as zip?


I 7zipped it because the .zip was bigger than the 5mb attachment limit.

https://my.mixtape.moe/jifhlu.zip
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spinal, posted Tue May 23, 2017 1:22 pm (23477)


Snowpiercer wrote:
spinal wrote:
Asking you for this was my next move :)
Unfortunately, i can't open the file. Can you reupload the file as zip?


I 7zipped it because the .zip was bigger than the 5mb attachment limit.

https://my.mixtape.moe/jifhlu.zip


So, it's working for me with your zip. Which means you must be missing some basic dependency I have... Not sure what for now... I'll give it some thought and tries and let you know if I find something.
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warrantyvoider, posted Tue May 23, 2017 2:12 pm (23478)


get dependency walker, it will tell you what dll is missing

greetz
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Snowpiercer, posted Tue May 23, 2017 2:40 pm (23480)


warrantyvoider wrote:
get dependency walker, it will tell you what dll is missing

greetz


When I use this on FBXExporter.dll I get a huge amount of "API-MS-WIN-CORE-****.DLL" and "EXT-MS-WIN-****.DLL" missing but the ones that stand out are "msvcr120d.dll" and "msvcp120d.dll" which are apparently debug versions from Visual Studio 2013.

I tried copy and pasting the non-debug versions and renaming them to the debug version but same result.

Edit: I downloaded those 2 files and put them in the Mesh Plugin folder and now it works.
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spinal, posted Tue May 23, 2017 3:21 pm (23481)


Snowpiercer wrote:
warrantyvoider wrote:
get dependency walker, it will tell you what dll is missing

greetz


When I use this on FBXExporter.dll I get a huge amount of "API-MS-WIN-CORE-****.DLL" and "EXT-MS-WIN-****.DLL" missing but the ones that stand out are "msvcr120d.dll" and "msvcp120d.dll" which are apparently debug versions from Visual Studio 2013.

I tried copy and pasting the non-debug versions and renaming them to the debug version but same result.

Edit: I downloaded those 2 files and put them in the Mesh Plugin folder and now it works.


OK, I get it: I worked with the debug version of the fbx sdk dll and forgot to switch to the release one when I uploaded the plugin. Sorry about that and glad you sorted it out.
Thanks WVoider for suggesting dependency Walker.

I'll upload a new version later with a fix for UVs being upside down and will fix that as well at the same time.
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spinal, posted Tue May 23, 2017 7:49 pm (23483)


Hey,


New version of the mesh plugin:

Changes:
- FBX exporter provided in release version so hopefully it should work for everyone with no need for other dlls
- Fixed UVs exported upside down

Don't forget to copy PluginSystem.dll beside MEExplorerWV.exe

@WVoider, below, the two classes modified:

Mesh Plugin.zip

PluginMeshesWV_classes.zip

PluginSystem_classes.zip

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katzsmile, posted Wed May 24, 2017 1:07 pm (23496)


iirc bones for each mesh is encoded in ebx files. well that was true with frostbite2 and C&C Generals alpha. may be this is actual for mea too
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lyutor1945, posted Thu May 25, 2017 1:09 pm (23510)


warrantyvoider wrote:
this can be true, as I only export a single set of UV coordinates (the first), PSK will be able to hold up to 4. otherwise I can only say, I export data as-is, so dunno. Thanks for reporting

greetz WV


I checked my assumption. Really wrong uv coordinates in the second layer hairstyles models
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spinal, posted Thu May 25, 2017 2:02 pm (23512)


lyutor1945 wrote:
warrantyvoider wrote:
this can be true, as I only export a single set of UV coordinates (the first), PSK will be able to hold up to 4. otherwise I can only say, I export data as-is, so dunno. Thanks for reporting

greetz WV


I checked my assumption. Really wrong uv coordinates in the second layer hairstyles models



Hey,


Can you give us a more precise example? A model impacted and what you get and what you expect would help.
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lyutor1945, posted Thu May 25, 2017 5:39 pm (23516)


Quote:
Hey,


Can you give us a more precise example? A model impacted and what you get and what you expect would help.


For this example I used hair model for female characters: root/win32/game/characters/human/hmf/hair/hmf_hair_b_(iconic)/hmf_hair_b_emily_unique_mesh.

I exported PSK hair model in blender. Hairstyle models consist of two layers. Let's call them basic and secondary.

Basic:

Image

Secondary:

Image

With a basic no problem. I had a suspicion that the secondary layer has a incorrect UV map. It seemed a little strange.

Image

I ripped a few hairstyle models with ninja ripper and compared the UV-maps.

Here UV map from ripped hair model

Image

Corresponds to this texture:

Image

The same problem with a male hair models.
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warrantyvoider, posted Thu May 25, 2017 6:48 pm (23519)


spinal wrote:
@WVoider, below, the two classes modified:
PluginMeshesWV_classes.zip
PluginSystem_classes.zip


hey there, are you missing the fbxexporter.dll source code? or do you want to keep it closed? I can also decompile it, say how you like...

greetz WV

UPDATE:
export as .psk already works
Image

.obj too
Image
now can someone tell me how to find the "skeleton file" for it? its ebx?
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lyutor1945, posted Thu May 25, 2017 7:46 pm (23520)


Quote:
now can someone tell me how to find the "skeleton file" for it? its ebx?


Skeletons are in toc archives ...globals.toc/mastersharedbundle, if I understand you correctly:)
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warrantyvoider, posted Thu May 25, 2017 7:53 pm (23521)


lyutor1945 wrote:
Quote:
now can someone tell me how to find the "skeleton file" for it? its ebx?


Skeletons are in toc archives ...globals.toc/mastersharedbundle, if I understand you correctly:)


thanks, I found them!^^

Image

export with skeleton works too! :D now I just wait for spinal and her fbx code

greetz WV
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lyutor1945, posted Thu May 25, 2017 8:42 pm (23522)


Quote:
export with skeleton works too! :D now I just wait for spinal and her fbx code

greetz WV


This is great news:)

By the way, it will be possible to extract a model marked "cloth", They are a part of the hair and cloth models?
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warrantyvoider, posted Thu May 25, 2017 10:27 pm (23525)


lyutor1945 wrote:
By the way, it will be possible to extract a model marked "cloth", They are a part of the hair and cloth models?


I just merged code today, renamed and moved classes, I had no time to look much at the actual implementations, but it seems straigh forward. with "cloth" I dunno what you mean, as usual, give an example at best

greetz WV
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spinal, posted Thu May 25, 2017 10:50 pm (23527)


warrantyvoider wrote:
spinal wrote:
@WVoider, below, the two classes modified:
PluginMeshesWV_classes.zip
PluginSystem_classes.zip


hey there, are you missing the fbxexporter.dll source code? or do you want to keep it closed? I can also decompile it, say how you like...

greetz WV



Hello,

I will provide you with the code of the fbx exporter, no problem. Just need to clean up some tests I've made and I'll post it. It should not take me long, so probably sometimes during the week-end.
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warrantyvoider, posted Thu May 25, 2017 10:55 pm (23528)


well so im gonna commit what I have sofar, ok?

UPDATE:

now on github

changes:
-moved asset classes to pluginsystem, so they can be reused by different plugins
-merged code from spinal in, so now you can export a LOD as OBJ aswell as PSK.
-if you use f.e. a default skeleton (from globals/masterbundle -> game/characters/_skeletons) you can export the PSK with the model rigged to it
-general cleanup (moved fb classes into fb folder, the mesh helper and helpers.cs into a folder called "helpers", etc)
-mesh ressources can now be loaded from VFS via context menu
-fixed an ebx bug when editing ebx of meshes (ebx class still not 100% perfect, but we seem to be close)

great thanks to spinal, this was alot help :D cant wait for the fbx stuff :P

greetz WV

PS: is ANYONE actually working on the wiki? seems to have no activity after my last edit
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lyutor1945, posted Thu May 25, 2017 11:35 pm (23529)


Quote:
I just merged code today, renamed and moved classes, I had no time to look much at the actual implementations, but it seems straigh forward. with "cloth" I dunno what you mean, as usual, give an example at best


Sorry, my fault. In some archives there are "cloth" folders or "cloth" word in the model name.

Image

It is usually flexible models, I think. From Sarah Ryder Ponytail hair model or cloak from Vetra outfit model.

Image

These models are not open unfortunately.
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warrantyvoider, posted Fri May 26, 2017 9:56 pm (23549)


well I just checked those, sorry for the delay. if you look into mesh info, every lod has a chunk id of 000000... so they simply dont exist. maybe they get generated at runtime? no idea

greetz WV
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