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Mass Effect Andromeda

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warrantyvoider, posted Fri May 26, 2017 10:11 pm (23550)


what I DID notice, is that in the same folder theres an ebx of type "ClothAsset", ofc no one ever heard of it on google, but...
Image
the binary had some interesting header so, I searched that...
Image

Code:
BNRY header
position: bnryOffset
uint32 bnryLength: length of the whole BNRY section, excluding these four bytes
bytes(4): always BNRY (42 4E 52 59)
bytes(4): always 00 00 00 02
bytes(4): always LTLE (4C 54 4C 45)
position: bnryOffset 16
uint32: always 01 00 00 00
uint32: always 02 00 00 00
uint32 numBNRYsections: number of sections in the BNRY section
uint32: some unknown offset/length

uint32 numLongLines: the number of long lines in the BNRY section
uint32 totalNum21Lines: the total number of lines starting with 0x21/0xA1; this number is the sum of the 0x21 lines from each BNRY section
uint32: always 01 00 00 00
uint32: always 01 00 00 00

float32: unknown, x coordinate?
float32: unknown, y coordinate?
float32: unknown, z coordinate?
uint32: always 01 00 00 00

float32: unknown, x coordinate?

...


from here, it seems they reuse .GR2 format here

btw the other res dont show up because they have a different type (0x85ac783d which is the hash for "ClothAsset" and 0x85ea8656 which is the hash of "ClothObjectBlueprint"), so I guess this is totally different mesh format

greetz WV
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warrantyvoider, posted Sat May 27, 2017 12:00 am (23551)


I added a combo box with the known default skeletons, so you dont have to search them. but you can still use one from file, if needed
Image

also upgraded the search plugin:
-you can search by res type now
-status text shows you where its at and how many results it found
-it now has a "config.txt" if you need more than 1000 results, edit it there
-added a button to save the result into a textfile
-display now is : sha1 -> toc -> (bundle) -> id/name
Image

now on github

greetz WV
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mrjack900, posted Sat May 27, 2017 11:11 am (23556)


warrantyvoider wrote:
what I DID notice, is that in the same folder theres an ebx of type "ClothAsset", ofc no one ever heard of it on google, but...


If it's like other games, cloth assets are meshes (or parts of meshes) that have physics. I assume the name comes from it being used to simulate how cloth moves in the real world but it can be used for anything.

That hair mesh the last page back is actually the default Sera ponytail mesh but the ponytail is missing because it is a ClothAsset. In Dragon Age Inquisition, this also happened with armour with flaps that moved in the wind. We could only export meshes as OBJ with the tools available so whole parts of the armour were missing.

We never got round to importing skinned meshes but hopefully they'll be someway around this for MEA. I guess you probably need to know what physics solution they're using.

I'm no expert though.
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warrantyvoider, posted Sat May 27, 2017 12:12 pm (23558)


mrjack900 wrote:
warrantyvoider wrote:
what I DID notice, is that in the same folder theres an ebx of type "ClothAsset", ofc no one ever heard of it on google, but...


If it's like other games, cloth assets are meshes (or parts of meshes) that have physics. I assume the name comes from it being used to simulate how cloth moves in the real world but it can be used for anything.

That hair mesh the last page back is actually the default Sera ponytail mesh but the ponytail is missing because it is a ClothAsset. In Dragon Age Inquisition, this also happened with armour with flaps that moved in the wind. We could only export meshes as OBJ with the tools available so whole parts of the armour were missing.

We never got round to importing skinned meshes but hopefully they'll be someway around this for MEA. I guess you probably need to know what physics solution they're using.

I'm no expert though.


if you reread again, I a)already noticed its a new mesh type b)gave a link to its format definition and c) its havok

greetz WV
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warrantyvoider, posted Sat May 27, 2017 8:00 pm (23567)


Image

soon^^

greetz WV
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warrantyvoider, posted Sat May 27, 2017 8:48 pm (23568)


Image

changes:
- added skeleton preview in meshplugin and rewrote the renderer a bit (damn matrix-tree-math)
- you can now load entire toc files into VFS

now on github

greetz WV
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apollon08170, posted Sun May 28, 2017 5:15 pm (23582)


Hello Everyone :D , Good stuff, very good, i like your dev.
But I have an error when I export mesh :cry: (some files). I don't know why. :?:
Can you help me please :ugeek: ? :idea:

Image

Image

Code:
Consultez la fin de ce message pour plus de details sur l'appel du debogage
juste-a-temps (JIT) a la place de cette boite de dialogue.

************** Texte de l'exception **************
System.IndexOutOfRangeException: L'index se trouve en dehors des limites du tableau.
   a PluginSystem.OBJExporter.GetVerticesPositionsArray(List`1 vertices)
   a PluginSystem.OBJExporter.ExportAsObj(MeshAsset mesh, MeshLOD lod)
   a PluginSystem.OBJExporter.ExportLod(MeshAsset mesh, Int32 lodIndex, String targetFile)
   a PluginMeshesWV.MainForm.toolStripButton5_Click(Object sender, EventArgs e)
   a System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   a System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   a System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   a System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   a System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   a System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   a System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   a System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   a System.Windows.Forms.Control.WndProc(Message& m)
   a System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   a System.Windows.Forms.ToolStrip.WndProc(Message& m)
   a System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   a System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   a System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assemblys charges **************
mscorlib
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0 built by: NET47REL1
    CodeBase?: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
MEAExplorerWV
    Version de l'assembly?: 1.0.6356.39047
    Version Win32?: 1.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/MEAExplorerWV.exe
----------------------------------------
System.Windows.Forms
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2094.0 built by: NET47REL1LAST
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2093.0 built by: NET47REL1LAST
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0 built by: NET47REL1
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
PluginSystem
    Version de l'assembly?: 1.0.0.0
    Version Win32?: 1.0.0.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/PluginSystem.DLL
----------------------------------------
System.Configuration
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0 built by: NET47REL1
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2093.0 built by: NET47REL1LAST
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0 built by: NET47REL1
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Be.Windows.Forms.HexBox
    Version de l'assembly?: 1.4.7.39046
    Version Win32?: 1.4.7.39046
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/Be.Windows.Forms.HexBox.DLL
----------------------------------------
PluginEbxWV
    Version de l'assembly?: 1.0.0.0
    Version Win32?: 1.0.0.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/EBX Plugin/PluginEbxWV.dll
----------------------------------------
PluginMeshesWV
    Version de l'assembly?: 1.0.0.0
    Version Win32?: 1.0.0.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh Plugin/PluginMeshesWV.dll
----------------------------------------
SharpDX.D3DCompiler
    Version de l'assembly?: 3.1.0.0
    Version Win32?: 3.1.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh Plugin/SharpDX.D3DCompiler.dll
----------------------------------------
SharpDX.Desktop
    Version de l'assembly?: 3.1.0.0
    Version Win32?: 3.1.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh Plugin/SharpDX.Desktop.dll
----------------------------------------
SharpDX.Direct3D11
    Version de l'assembly?: 3.1.0.0
    Version Win32?: 3.1.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh Plugin/SharpDX.Direct3D11.dll
----------------------------------------
SharpDX
    Version de l'assembly?: 3.1.0.0
    Version Win32?: 3.1.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh Plugin/SharpDX.dll
----------------------------------------
SharpDX.DXGI
    Version de l'assembly?: 3.1.0.0
    Version Win32?: 3.1.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh Plugin/SharpDX.DXGI.dll
----------------------------------------
SharpDX.Mathematics
    Version de l'assembly?: 3.1.0.0
    Version Win32?: 3.1.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh Plugin/SharpDX.Mathematics.dll
----------------------------------------
TestPlugin
    Version de l'assembly?: 1.0.0.0
    Version Win32?: 1.0.0.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Search Plugin/TestPlugin.dll
----------------------------------------
TestPlugin2
    Version de l'assembly?: 1.0.0.0
    Version Win32?: 1.0.0.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/SHA1 Plugin/TestPlugin2.dll
----------------------------------------
PluginTalktableWV
    Version de l'assembly?: 1.0.0.0
    Version Win32?: 1.0.0.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Talktable Plugin/PluginTalktableWV.dll
----------------------------------------
PluginTexturesWV
    Version de l'assembly?: 1.0.0.0
    Version Win32?: 1.0.0.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Texture Plugin/PluginTexturesWV.dll
----------------------------------------
System.Runtime
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Runtime.dll
----------------------------------------
System.IO
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.IO/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.IO.dll
----------------------------------------
System.Runtime.InteropServices
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.InteropServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Runtime.InteropServices.dll
----------------------------------------
System.Text.Encoding
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Text.Encoding/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Text.Encoding.dll
----------------------------------------
System.Collections
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Collections/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Collections.dll
----------------------------------------
System.Threading
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Threading/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Threading.dll
----------------------------------------
System.Reflection
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Reflection/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Reflection.dll
----------------------------------------
System.Runtime.Extensions
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Extensions/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Runtime.Extensions.dll
----------------------------------------
System.Globalization
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Globalization/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Globalization.dll
----------------------------------------
ZstdNet
    Version de l'assembly?: 1.0.0.0
    Version Win32?: 1.0.0.0
    CodeBase?: file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/ZstdNet.DLL
----------------------------------------
mscorlib.resources
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0 built by: NET47REL1
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
System.Windows.Forms.resources
    Version de l'assembly?: 4.0.0.0
    Version Win32?: 4.7.2046.0 built by: NET47REL1
    CodeBase?: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------

************** Debogage JIT **************
Pour activer le debogage juste-a-temps (JIT), le fichier de configuration pour cette
application ou cet ordinateur (machine.config) doit avoir la valeur
jitDebugging definie dans la section system.windows.forms.
L'application doit egalement etre compilee avec le debogage
active.

Par exemple?:


   


Lorsque le debogage juste-a-temps est active, les exceptions non gerees
seront envoyees au debogueur JIT inscrit sur l'ordinateur
plutot que d'etre gerees par cette boite de dialogue.
  • Author
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apollon08170, posted Sun May 28, 2017 8:31 pm (23588)


Thank you warrantyvoider :P
Is for help me the guids.txt file :?:
Sorry I'm confused :?
  • Author
  • Localization

warrantyvoider, posted Sun May 28, 2017 8:43 pm (23589)


apollon08170 wrote:
Hello Everyone :D , Good stuff, very good, i like your dev.
But I have an error when I export mesh :cry: (some files). I don't know why. :?:
Can you help me please :ugeek: ? :idea:
...


next time please post the log.txt and your bundle/mesh path, in your case I needed the info like this:
Code:
CE7C2B2F9B963649E2FF3A95A8CD689C32E9D4E4 
-> D:\Program Files (x86)\Origin Games\Mass Effect Andromeda\Data\Win32\game\levels\hubs\hub_aya_unc\hub_aya_unc_level.toc
-> win32/game/levels/hubs/hub_aya_unc/hub_aya_unc_level
-> game/environments/palettes/human/prop/machinery/rigs/hum_prp_mach_forward_station_01_skinned_mesh


or at least
Code:
win32/game/levels/hubs/hub_aya_unc/hub_aya_unc_level 
game/environments/palettes/human/prop/machinery/rigs/hum_prp_mach_forward_station_01_skinned_mesh


this bug is fixed now, this also made me commit my current test project, but I guess I can release it already, even without real function:

Image

every EBX has GUID, so I made a tool to scan all tocs, for all bundles and for all ebx, and load them and extract its GUID. Obviously this takes hours to do, so I already dumped them for you (plain txt in previous post), I will add a search function later. for now, it skips all ebx already in the db (guids.bin) and only needs a few hrs instead of days to update (no user ever needs to do this). now what is this used for? every EBX has imports, referenced by its GUID, and as there is no real global way to search for that, I simply dumped them :D 178k GUIDs are already known (20mb txt, 4mb compressed) and this way I can make EBX also chain load imports for display in its tree, or follow assets around (levelasset->mesh asset->texture asset f.e.)

now on github

greetz WV
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apollon08170, posted Sun May 28, 2017 9:05 pm (23590)


Wow :o
Thank you very much for your great job.
I understand partially your dev process, but i try to learn.
With your software, I can print the best 3d of MEA, that's wonderful :roll: :mrgreen:

Image
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warrantyvoider, posted Sun May 28, 2017 9:11 pm (23591)


thats nice, I build 3d printers for fun from scratch :P
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apollon08170, posted Sun May 28, 2017 9:36 pm (23593)


The Viewer of MeshPlugin can't view the "hyperionexterior" mesh, is too large.

but the exporter work perfectly ;)

Image
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Finder, posted Sun May 28, 2017 11:14 pm (23594)


Would anyone happen to know why I get an error when trying to open extracted .DDS textures? :?

I've tried both Paint.NET and Gimp without any luck :|
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lyutor1945, posted Sun May 28, 2017 11:23 pm (23595)


Finder wrote:
Would anyone happen to know why I get an error when trying to open extracted .DDS textures? :?

I've tried both Paint.NET and Gimp without any luck :|


Try noesis:)
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Finder, posted Sun May 28, 2017 11:47 pm (23597)


lyutor1945 wrote:
Finder wrote:
Would anyone happen to know why I get an error when trying to open extracted .DDS textures? :?

I've tried both Paint.NET and Gimp without any luck :|


Try noesis:)
Getting a ton of google results if I type that in, you have a link? :D
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lyutor1945, posted Mon May 29, 2017 12:08 am (23598)


I found a bug in the model named hmf_head_cora_skinned_mesh. Wrong position of the jaw, small deformation, eyes and mesh lashes.

Image

Image

Also with the new version of the tool the UV coordinates of the models are upside down.

Image
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Snowpiercer, posted Mon May 29, 2017 1:38 am (23599)


lyutor1945 wrote:
I found a bug in the model named hmf_head_cora_skinned_mesh. Wrong position of the jaw, small deformation, eyes and mesh lashes.


I believe this is a known issue, and it also effects all head meshes as far as I can tell.
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warrantyvoider, posted Mon May 29, 2017 3:46 am (23600)


this thread is driving me crazy. funny how page after page all my updates and fixes get ignored, but I get bugreports, yay, I even get bugreports that were solved just a few pages back. seems I dont need to post here anymore, no one reads it anyway

Finder wrote:
Would anyone happen to know why I get an error when trying to open extracted .DDS textures? :?

I've tried both Paint.NET and Gimp without any luck :|


because there are like 120 formats and Paint.Net knows like 5 of them... why do I even make tools if no one mentions them or seems to use them? why do I make wiki entries on the frontpage and ppl still cant read it (link and link)

lyutor1945 wrote:
I found a bug in the model named hmf_head_cora_skinned_mesh. Wrong position of the jaw, small deformation, eyes and mesh lashes.

lyutor1945 wrote:
I waited:) Thanks to all of you for this tool. It is amazing. I continue to test mesh - plugins and don't see yet any big error. There are several small deformations on head models.

For example Cora's head model:
Decided to inform, just in case:)

P.S. I don't know for sure, these deformations due to the tool or should blame Bioware in laziness:)


how often do you want to ignore the answer I gave you, that you need to export with bones and this should be solved, by moving them. why do you think I spend the time to make a skeleton preview?

lyutor1945 wrote:
Also with the new version of the tool the UV coordinates of the models are upside down.

will fix when I get home later, yay, more bugs, fml

greetz
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lyutor1945, posted Mon May 29, 2017 8:38 am (23602)


Code:
how often do you want to ignore the answer I gave you, that you need to export with bones and this should be solved, by moving them. why do you think I spend the time to make a skeleton preview?


I'm not ignoring your answers. Of course I extract the models with bones.The bug on the model with bones
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warrantyvoider, posted Mon May 29, 2017 9:35 am (23606)


lyutor1945 wrote:
Code:
how often do you want to ignore the answer I gave you, that you need to export with bones and this should be solved, by moving them. why do you think I spend the time to make a skeleton preview?


I'm not ignoring your answers. Of course I extract the models with bones.The bug on the model with bones


so why dont I see any in your blender screenshots? do you use the right skeleton? have you tried different ones? have you actually moved bones to fix the issues? (posing)
I mean, I have no *SPAM* idea here, this is the mesh data RAW AS IT IS, I dont move points, process coordinates, nothing, this is the data how it comes out of the game, why should I know? Im *SPAM* fed up with this shit, everyone expects me to know and fix everything, from useless screenshot and error messages, no one helps, the code is there, just look at it and tell me what to change! I dont know, and this drives me nuts, I cant fix everything all the time, research and debug everything and Im no community manager, unless you found a fix, stop pressing this over and over in my face "here, shits still not working, go *SPAM* fix it, idiot", I CANT OR I WOULD HAVE ALREADY!
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spinal, posted Mon May 29, 2017 11:28 am (23609)


Hey guys,


Regarding the uv thing, I can take a look Voider.

I'll take a look at the cora model as well though at first glance, not sure I can find something...
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warrantyvoider, posted Mon May 29, 2017 11:33 am (23610)


spinal wrote:
Hey guys,


Regarding the uv thing, I can take a look Voider.

I'll take a look at the cora model as well though at first glance, not sure I can find something...


well the UV thing is easy to fix, just inverting the V coord, or flip the texture simply, but im at work, so cant commit changes. with the deformation, I have no idea

greetz
  • Author
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Finder, posted Mon May 29, 2017 11:54 am (23611)


Quote:
because there are like 120 formats and Paint.Net knows like 5 of them... why do I even make tools if no one mentions them or seems to use them? why do I make wiki entries on the frontpage and ppl still cant read it (link and link)
Sowy... :oops:

Btw, why to BMP? wouldn't it be better to convert textures like these to PNG? :?
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spinal, posted Mon May 29, 2017 12:00 pm (23612)


warrantyvoider wrote:
spinal wrote:
Hey guys,


Regarding the uv thing, I can take a look Voider.

I'll take a look at the cora model as well though at first glance, not sure I can find something...[/quote

well the UV thing is easy to fix, just inverting the V coord, but im at work, so cant commit changes. with the deformation, I have no idea

greetz


OK, so I'll just take a look at the Cora model then.
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