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Mass Effect Andromeda

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warrantyvoider, posted Mon May 29, 2017 12:30 pm (23613)


Finder wrote:
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? :?


its RGBA, each 8 bit, making it 32bit, which bmp aswell as png can store. but if you need png, its open source, just add it

spinal wrote:
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.


thx
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Finder, posted Mon May 29, 2017 1:49 pm (23617)


warrantyvoider wrote:
Finder wrote:
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? :?


its RGBA, each 8 bit, making it 32bit, which bmp aswell as png can store. but if you need png, its open source, just add it
You honestly think that if I had any idea how these things work I would ask so many dumb questions hehe :lol:

Sadly I have reached a point in my life where learning new stuff is close to impossible, things just don't seem to stick to the inside of my skull anymore :roll:
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spinal, posted Mon May 29, 2017 5:40 pm (23619)


Hey WVoider,


Here is the FBXExporter project :

If you want to compile, you will need to dowload the FBX SDK 2017 : http://usa.autodesk.com/adsk/servlet/pc ... d=26012646
In the zip, you have the project file FBXExporter.vcxproj : you need to modify all paths "G:\exe\FBX_SDK\2017.1" by the path where you will have installed the SDK.
I have compiled with the build tools v12 which are shipped with VS 2013 (which the version I have started the project with). You may need to upgrade the project depending the version you have.

Regarding integration with the plugins, there is an issue with the dependencies : as you will see, the FBXExporter class depends on MeshAsset, FBSkeleton, Vector and possibly FBBone which all are in Plugin System. But the exporter in pluginSystem also depends on FBXExporter, which means there is a cyclic dependency.

So I'm not sure how you want to proceed with this. To make it work, the exporters classes should either be moved back to the mesh plugin or maybe the asset classes could be in their own dll project. Or maybe, you will a better idea :)

I can take care of it if you wish and repost the whole project working. Just let me know.

Cheers!

FBXExporter.zip

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warrantyvoider, posted Mon May 29, 2017 5:48 pm (23620)


spinal wrote:
Hey WVoider,


Here is the FBXExporter project : FBXExporter.zip

If you want to compile, you will need to dowload the FBX SDK 2017 : http://usa.autodesk.com/adsk/servlet/pc ... d=26012646
In the zip, you have the project file FBXExporter.vcxproj : you need to modify all paths "G:\exe\FBX_SDK\2017.1" by the path where you will have installed the SDK.
I have compiled with the build tools v12 which are shipped with VS 2013 (which the version I have started the project with). You may need to upgrade the project depending the version you have.

Regarding integration with the plugins, there is an issue with the dependencies : as you will see, the FBXExporter class depends on MeshAsset, FBSkeleton, Vector and possibly FBBone which all are in Plugin System. But the exporter in pluginSystem also depends on FBXExporter, which means there is a cyclic dependency.

So I'm not sure how you want to proceed with this. To make it work, the exporters classes should either be moved back to the mesh plugin or maybe the asset classes could be in their own dll project. Or maybe, you will a better idea :)

I can take care of it if you wish and repost the whole project working. Just let me know.

Cheers!


well I will look into it, then I can tell more :P
UPDATE: so it took me a while to make a new FBX project from scratch, because stupid project settings like preprocessor flags, grrr... so i could test a few things and I see the problem, also how your code works. The solution is "simply" to move all the "convert to fbx format"-code to a c# class in pluginsystem, can be called FBXExporter as you suggested, and the actual functions to interact with fbx sdk (or better its lib) into the FBX CLR DLL (dunno how I gonna name it, FBXHelper I called my test project, but FBXExporter gets confusing if used many times on different things, namespace, class, later as variable name and another class in pluginsystem... nope, sry^^). So yeah, this could take a while (unless you want to do it) to convert the FBX dll into a wrapper dll for .Net, and then rewriting your code in C# in plugin system, but I'm on it^^ btw, that dll project will be seperate from the main project and all the plugin projects, because it needs the sdk as dependecy and I dont wanna upload 2x 80MB .lib files, so everyone could compile it. Instead I will give it an extra git repo, as I feel this will be reused again and ppl can download it sdk and configure it themselfes :P

first I added an option to flip the texture coords before export, now it would be nice if someone can tell me if there is a default "flip" of the coords or if it varies among meshes, so has to stay as option...

Image

now on github

greetz WV
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spinal, posted Mon May 29, 2017 9:32 pm (23625)


warrantyvoider wrote:
spinal wrote:
Hey WVoider,


Here is the FBXExporter project : FBXExporter.zip

If you want to compile, you will need to dowload the FBX SDK 2017 : http://usa.autodesk.com/adsk/servlet/pc ... d=26012646
In the zip, you have the project file FBXExporter.vcxproj : you need to modify all paths "G:\exe\FBX_SDK\2017.1" by the path where you will have installed the SDK.
I have compiled with the build tools v12 which are shipped with VS 2013 (which the version I have started the project with). You may need to upgrade the project depending the version you have.

Regarding integration with the plugins, there is an issue with the dependencies : as you will see, the FBXExporter class depends on MeshAsset, FBSkeleton, Vector and possibly FBBone which all are in Plugin System. But the exporter in pluginSystem also depends on FBXExporter, which means there is a cyclic dependency.

So I'm not sure how you want to proceed with this. To make it work, the exporters classes should either be moved back to the mesh plugin or maybe the asset classes could be in their own dll project. Or maybe, you will a better idea :)

I can take care of it if you wish and repost the whole project working. Just let me know.

Cheers!


well I will look into it, then I can tell more :P
UPDATE: so it took me a while to make a new FBX project from scratch, because stupid project settings like preprocessor flags, grrr... so i could test a few things and I see the problem, also how your code works. The solution is "simply" to move all the "convert to fbx format"-code to a c# class in pluginsystem, can be called FBXExporter as you suggested, and the actual functions to interact with fbx sdk (or better its lib) into the FBX CLR DLL (dunno how I gonna name it, FBXHelper I called my test project, but FBXExporter gets confusing if used many times on different things, namespace, class, later as variable name and another class in pluginsystem... nope, sry^^). So yeah, this could take a while (unless you want to do it) to convert the FBX dll into a wrapper dll for .Net, and then rewriting your code in C# in plugin system, but I'm on it^^ btw, that dll project will be seperate from the main project and all the plugin projects, because it needs the sdk as dependecy and I dont wanna upload 2x 80MB .lib files, so everyone could compile it. Instead I will give it an extra git repo, as I feel this will be reused again and ppl can download it sdk and configure it themselfes :P


Sure for making a separate project, that's also what I was thinking. Distributing the full sdk is prohibited by the license anyway.
I get it with the FbxExporter being everywhere, coded that a bit fast and was too lazy (and without much imagination) to rename as needed...

I will be happy to take care of this stuff myself since you probably have a million other subjects on your plate. I'm not sure though I see how you want to get rid of the dependency between the CLR dll and the Mesh/Skeleton/Vector classes. Maybe I'll have a better view in the morning tomorrow :)


Quote:
first I added an option to flip the texture coords before export, now it would be nice if someone can tell me if there is a default "flip" of the coords or if it varies among meshes, so has to stay as option...

Image

now on github

greetz WV


That's great addition, as is the possibility to choose the skeleton in a list.

Also, kuddos for all the great stuff you added to the search plugin, I'm sure it will come in handy!
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lyutor1945, posted Mon May 29, 2017 11:56 pm (23629)


I was lucky as always, the model I was looking for all evening, is not exported to the PSK. MEA Tool shows this error.

Code:
System.NullReferenceException: object Reference not set to an instance of an object.
in the PluginSystem.PSKExporter.ExportSkinnedMeshToPsk(FBSkeleton skeleton, MeshLOD LOD, Single OverrideScale)
in the PluginSystem.PSKExporter.ExportLod(MeshAsset mesh, lodIndex Int32, String targetFile)
in PluginMeshesWV.MainForm.toolStripButton5_Click(Object sender, EventArgs e)
in System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
in System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
in System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
 in System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
in System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
in System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
in System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
in System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
in System.Windows.Forms.Control.WndProc(Message& m)
in System.Windows.Forms.ScrollableControl.WndProc(Message& m)
in System.Windows.Forms.ToolStrip.WndProc(Message& m)
 in System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Model named hmf_cas_ark_a_base_mesh
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warrantyvoider, posted Tue May 30, 2017 3:57 am (23632)


lyutor1945 wrote:
I was lucky as always, the model I was looking for all evening, is not exported to the PSK. MEA Tool shows this error.

Code:
System.NullReferenceException: object Reference not set to an instance of an object.
in the PluginSystem.PSKExporter.ExportSkinnedMeshToPsk(FBSkeleton skeleton, MeshLOD LOD, Single OverrideScale)
in the PluginSystem.PSKExporter.ExportLod(MeshAsset mesh, lodIndex Int32, String targetFile)
in PluginMeshesWV.MainForm.toolStripButton5_Click(Object sender, EventArgs e)
in System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
in System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
in System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
 in System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
in System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
in System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
in System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
in System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
in System.Windows.Forms.Control.WndProc(Message& m)
in System.Windows.Forms.ScrollableControl.WndProc(Message& m)
in System.Windows.Forms.ToolStrip.WndProc(Message& m)
 in System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Model named hmf_cas_ark_a_base_mesh


you should know by now what I need, not a useless error message (theres a log.txt) and a bit more than just a meshname...

greetz

EDIT: this:
Code:
A2778E73215DA6AA09697D26190C60102CE51226 
-> D:\Program Files (x86)\Origin Games\Mass Effect Andromeda\Data\Win32\game\levels\bstory\turian\arknatanus\arknatanus.toc
-> win32/game/levels/bstory/turian/arknatanus/bstory_turian
-> game/characters/human/hmf/0_casual/ark/hmf_cas_ark_a_base/rendermesh/hmf_cas_ark_a_base_mesh
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warrantyvoider, posted Tue May 30, 2017 4:31 am (23633)


the mesh you selected seems to have no weights, so you need to repaint them, thats why it crashed on export (even says in info "Mesh Type : MeshType_Rigid")
Image

now on github

greetz WV
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lyutor1945, posted Tue May 30, 2017 11:47 am (23637)


Quote:
the mesh you selected seems to have no weights, so you need to repaint them...


Thanks:) I will repaint the weights:)
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warrantyvoider, posted Tue May 30, 2017 1:44 pm (23641)


at spinal: here an example I made on wrapping... the first part is a CLR C dll
Code:
// FBXWrapper.h

#pragma once

#include "FBXUtils.h"

using namespace System;

namespace FBXWrapper {

   public ref class FBXWrapper
   {
      public:
         FBXUtils FbxUtils;
         //more stuff here later on
   };

   public ref class FBXVector4
   {
      public:
         property float X
         {
            float get()
            {
               return vector->mData[0];
            };
            void set(float f)
            {
               vector->mData[0] = f;
            }
         };
         property float Y
         {
            float get()
            {
               return vector->mData[1];
            };
            void set(float f)
            {
               vector->mData[1] = f;
            }
         };
         property float Z
         {
            float get()
            {
               return vector->mData[3];
            };
            void set(float f)
            {
               vector->mData[3] = f;
            }
         };         
         property float W
         {
            float get()
            {
               return vector->mData[3];
            };
            void set(float f)
            {
               vector->mData[3] = f;
            }
         };
         FBXVector4();
         FBXVector4(float x, float y, float z, float w);
         FBXVector4(FbxVector4 v);
         FbxVector4* vector;
   };

   public ref class FBXAMatrix
   {
      public:
         FBXVector4^ getR();
         void SetRow(int Y, FBXVector4^ row);
         FBXAMatrix();
         FbxAMatrix* mat;
   };
}


and the implementation:

Code:
#include "stdafx.h"

#include "FBXWrapper.h"

#ifdef IOS_REF
#undef  IOS_REF
#define IOS_REF (*(pManager->GetIOSettings()))
#endif

using namespace System::Runtime::InteropServices;

FBXWrapper::FBXVector4::FBXVector4(float x, float y, float z, float w)
{
   vector = new FbxVector4(x, y, z, w);
}

FBXWrapper::FBXVector4::FBXVector4()
{
   vector = new FbxVector4(0, 0, 0, 0);
}

FBXWrapper::FBXVector4::FBXVector4(FbxVector4 v)
{
   vector = &v;
}

FBXWrapper::FBXAMatrix::FBXAMatrix()
{
   mat = new FbxAMatrix();
}

FBXWrapper::FBXVector4^ FBXWrapper::FBXAMatrix::getR()
{
   return gcnew FBXVector4(mat->GetR());
}

void FBXWrapper::FBXAMatrix::SetRow(int Y, FBXVector4^ row)
{
   mat->SetRow(Y, *row->vector);
}


now I can take your functions from the Exporter class in the CLR and move them to C#:
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FBXWrapper;

namespace PluginSystem
{
    public class FBXExporter
    {
        FBXVector4 CalculateBoneRotation(FBBone bone)
        {
            FBXAMatrix fbxrotMat = new FBXAMatrix();
           FBXVector4 Forward = new FBXVector4(bone.Forward.members[0], bone.Forward.members[1], bone.Forward.members[2],0);
           FBXVector4 Right= new FBXVector4(bone.Right.members[0], bone.Right.members[1], bone.Right.members[2],0);
            FBXVector4 Up = new FBXVector4(bone.Up.members[0], bone.Up.members[1], bone.Up.members[2], 0);   
           fbxrotMat.SetRow(0, Right);
           fbxrotMat.SetRow(1, Up);
           fbxrotMat.SetRow(2, Forward);
            fbxrotMat.SetRow(3, new FBXVector4(0, 0, 0, 1));   
           FBXVector4 boneRot = fbxrotMat.getR();
           return boneRot;
        }
    }
}


now I just have to redo this for all classes and we have a .net wrapper dll for fbx, and I only need to wrap the few things that are used, like f.e. for the scene object, I wont need to wrap all its functions but only the few that are called and the few members that are accessed

greetz WV
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warrantyvoider, posted Tue May 30, 2017 8:00 pm (23663)


Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FBXWrapper;

namespace PluginSystem
{
    public class FBXExporter
    {
        public FBXVector4 CalculateBoneRotation(FBBone bone)
        {
            FBXAMatrix fbxrotMat =  new FBXAMatrix();
            FBXVector4 Forward =    new FBXVector4(bone.Forward.members[0], bone.Forward.members[1],    bone.Forward.members[2],    0);
            FBXVector4 Right =      new FBXVector4(bone.Right.members[0],   bone.Right.members[1],      bone.Right.members[2],      0);
            FBXVector4 Up =         new FBXVector4(bone.Up.members[0],      bone.Up.members[1],         bone.Up.members[2],         0);
            fbxrotMat.SetRow(0, Right);
            fbxrotMat.SetRow(1, Up);
            fbxrotMat.SetRow(2, Forward);
            fbxrotMat.SetRow(3, new FBXVector4(0, 0, 0, 1));
            FBXVector4 boneRot = fbxrotMat.getR();
            return boneRot;
        }

        public void UpdateSkeletonWithMorph(SkeletonAsset Skeleton, FBXNode pSkeletonNode, List morphBones)
        {
           for (int i = 0; i < Skeleton.Bones.Count; i )
           {
              FBBone fbbone = Skeleton.Bones[i];
              FBXNode fbxBone = pSkeletonNode.FindChild(fbbone.Name);
              Vector boneOffset = morphBones[i];
              List tmp = fbxBone.LclTranslation;   
              tmp[0] = boneOffset.members[0];
              tmp[1] = boneOffset.members[1];
              tmp[2] = boneOffset.members[2];
              fbxBone.LclTranslation = tmp;
           }
        }

        public void SetBoneTransform(FBBone bone, FBXNode fbxBoneNode)
        {
            List tmp = new List();
            tmp.Add(bone.Location.members[0]);
            tmp.Add(bone.Location.members[1]);
            tmp.Add(bone.Location.members[2]);
            fbxBoneNode.LclTranslation = tmp;

            FBXVector4 rot = CalculateBoneRotation(bone);
            tmp = new List();
            tmp.Add(rot.X);
            tmp.Add(rot.Y);
            tmp.Add(rot.Z);
            fbxBoneNode.LclRotation = tmp;
        }
    }
}


comes along nicely already^^ but im running out of time today, see yall tomorrow

greetz

PS: FBXWrapper.h FBXWrapper.cpp
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spinal, posted Tue May 30, 2017 8:21 pm (23664)


warrantyvoider wrote:
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FBXWrapper;

namespace PluginSystem
{
    public class FBXExporter
    {
        public FBXVector4 CalculateBoneRotation(FBBone bone)
        {
            FBXAMatrix fbxrotMat =  new FBXAMatrix();
            FBXVector4 Forward =    new FBXVector4(bone.Forward.members[0], bone.Forward.members[1],    bone.Forward.members[2],    0);
            FBXVector4 Right =      new FBXVector4(bone.Right.members[0],   bone.Right.members[1],      bone.Right.members[2],      0);
            FBXVector4 Up =         new FBXVector4(bone.Up.members[0],      bone.Up.members[1],         bone.Up.members[2],         0);
            fbxrotMat.SetRow(0, Right);
            fbxrotMat.SetRow(1, Up);
            fbxrotMat.SetRow(2, Forward);
            fbxrotMat.SetRow(3, new FBXVector4(0, 0, 0, 1));
            FBXVector4 boneRot = fbxrotMat.getR();
            return boneRot;
        }

        public void UpdateSkeletonWithMorph(SkeletonAsset Skeleton, FBXNode pSkeletonNode, List morphBones)
        {
           for (int i = 0; i            {
              FBBone fbbone = Skeleton.Bones[i];
              FBXNode fbxBone = pSkeletonNode.FindChild(fbbone.Name);
              Vector boneOffset = morphBones[i];
              List tmp = fbxBone.LclTranslation;   
              tmp[0] = boneOffset.members[0];
              tmp[1] = boneOffset.members[1];
              tmp[2] = boneOffset.members[2];
              fbxBone.LclTranslation = tmp;
           }
        }

        public void SetBoneTransform(FBBone bone, FBXNode fbxBoneNode)
        {
            List tmp = new List();
            tmp.Add(bone.Location.members[0]);
            tmp.Add(bone.Location.members[1]);
            tmp.Add(bone.Location.members[2]);
            fbxBoneNode.LclTranslation = tmp;

            FBXVector4 rot = CalculateBoneRotation(bone);
            tmp = new List();
            tmp.Add(rot.X);
            tmp.Add(rot.Y);
            tmp.Add(rot.Z);
            fbxBoneNode.LclRotation = tmp;
        }
    }
}


comes along nicely already^^ but im running out of time today, see yall tomorrow

greetz

PS: FBXWrapper.h FBXWrapper.cpp


Hey,


Sorry, just saw your answers now. I didn't catch that you wanted to wrap all classes like that after reading your first post about it, because that's precisely what I didn't want to do at first :-)
But anyway, I see the benefits of this approach.

So, do you want me to take over or are you well advanced so that there is no gain in it?
If you want me to finish, just drop me a line.

And again, great work, also with the quick fix the not-skinned mesh crashing...
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lyutor1945, posted Tue May 30, 2017 9:34 pm (23666)


I want to show what I could do using the MEA tool and thank WarrantyVoider, Spinal and all who are working on this tool. Without you guys it wouldn't be possible:)
Image
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Namernai, posted Wed May 31, 2017 2:43 am (23668)


Apologies for the dumb question but I don't see any "search within topic button":
Have you guys figured out how to extract music? Don't care which format, just the raw data even would be fine. I got the official OST but a crapton is missing from it.
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warrantyvoider, posted Wed May 31, 2017 3:57 am (23669)


lyutor1945 wrote:
I want to show what I could do using the MEA tool and thank WarrantyVoider, Spinal and all who are working on this tool. Without you guys it wouldn't be possible:)


looks good!

spinal wrote:
So, do you want me to take over or are you well advanced so that there is no gain in it? If you want me to finish, just drop me a line.


well depends if you have more time than me, I can only code on it after work, say how you like it

Namernai wrote:
Apologies for the dumb question but I don't see any "search within topic button":
Have you guys figured out how to extract music? Don't care which format, just the raw data even would be fine. I got the official OST but a crapton is missing from it.


someone wrote the ealyer tool works on it, I think someone even wanted to start a plugin but I havent heard back yet. (someone also wanted to make icons and never came back iirc, so theres that)

greetz
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Namernai, posted Wed May 31, 2017 6:10 am (23671)


warrantyvoider wrote:
someone wrote the ealyer tool works on it, I think someone even wanted to start a plugin but I havent heard back yet. (someone also wanted to make icons and never came back iirc, so theres that)


Is that a no/not yet? Or was there something already made that I can start with? Any point of reference?
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VladlenCry, posted Wed May 31, 2017 9:46 am (23673)


Namernai wrote:
Is that a no/not yet? Or was there something already made that I can start with? Any point of reference?

Use: ealayer3, MEAExplorerWV
1. Load TOC in VFS
Load "Data\Win32\gamemusic.toc" and "Patch\Win32\gamemusic.toc" in VFS
Load "Data\Win32\chunks0.toc" and "Patch\Win32\chunks0.toc" in VFS
2. VFS
You open EBX, you search in it ChunkID, this ID copy in the field "Find Next", extract Chunk
3. ealeayer3
Drag the chunk on the ealayer3.exe and get the music in mp3. But he extracted the audio only from the chunk, in which only one audio. If several are encoded, then you need to use additional scripts.
I can not write it in more detail, English is not my language.
SFX are scattered all over the TOC.
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airflyer13, posted Wed May 31, 2017 4:59 pm (23688)


warrantyvoider wrote:
someone wrote the ealyer tool works on it, I think someone even wanted to start a plugin but I havent heard back yet. (someone also wanted to make icons and never came back iirc, so theres that)


I would love to make some icons for you, just tell me for what, just for the application itself or some features inside it as well, the resolution you need and I work on it as soon as I can.
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warrantyvoider, posted Wed May 31, 2017 6:00 pm (23689)


airflyer13 wrote:
warrantyvoider wrote:
someone wrote the ealyer tool works on it, I think someone even wanted to start a plugin but I havent heard back yet. (someone also wanted to make icons and never came back iirc, so theres that)


I would love to make some icons for you, just tell me for what, just for the application itself or some features inside it as well, the resolution you need and I work on it as soon as I can.


as I tell everyone: as you like, just make some, ill use them

in other news: I readded fbx export, but the resulting fbx is still empty, I uploaded it on github, so hopefully spinal can have a look at it again and see what I did wrong, the day was long and Im out of energy for now. This is roughly 1000 lines of new code, so im done for today :P

now on github

greetz WV
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spinal, posted Wed May 31, 2017 7:04 pm (23690)


warrantyvoider wrote:
spinal wrote:
So, do you want me to take over or are you well advanced so that there is no gain in it? If you want me to finish, just drop me a line.


well depends if you have more time than me, I can only code on it after work, say how you like it



I was going to answer : "I will take over then"

And then I scrolled down the page and...


warrantyvoider wrote:
in other news: I readded fbx export, but the resulting fbx is still empty, I uploaded it on github, so hopefully spinal can have a look at it again and see what I did wrong, the day was long and Im out of energy for now. This is roughly 1000 lines of new code, so im done for today :P

now on github


You're clearly too fast for me, that's impressive! :)

I'll get it and take a look to see what's wrong. Not sure I will have time tonight, but tomorrow for sure.

Thanks for your hard work!
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lyutor1945, posted Wed May 31, 2017 7:06 pm (23691)


Hi,Guys!! Please,tell me anybody is there any way to extract the high resolution textures? I need PeeBee Face textures, the plugin extract textures in 512x256 resolution. How can I increase them?
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warrantyvoider, posted Wed May 31, 2017 7:17 pm (23692)


lyutor1945 wrote:
Hi,Guys!! Please,tell me anybody is there any way to extract the high resolution textures? I need PeeBee Face textures, the plugin extract textures in 512x256 resolution. How can I increase them?


no and resize (long answer: textures get cooked, that means they get reduced in size when shipped as final game, the rest is just meta data)

greetz
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warrantyvoider, posted Wed May 31, 2017 7:18 pm (23693)


spinal wrote:
I'll get it and take a look to see what's wrong. Not sure I will have time tonight, but tomorrow for sure.


thank you alot :D

greetz WV
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airflyer13, posted Wed May 31, 2017 10:35 pm (23698)


warrantyvoider wrote:
as I tell everyone: as you like, just make some, ill use them


You got PM
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