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Mass Effect Andromeda

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warrantyvoider, posted Thu Jun 01, 2017 4:37 am (23704)


airflyer13 wrote:
warrantyvoider wrote:
as I tell everyone: as you like, just make some, ill use them


You got PM


thanks, but which one should I use? Also the question was initially more about icons for different ressource types in the tree, I think, but this is a start^^

greetz WV
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spinal, posted Thu Jun 01, 2017 10:25 am (23713)


warrantyvoider wrote:
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


Hey WV,

Can you tell me more about what's wrong? I have just tested the last version from github and the fbx export Works fine for me.

Beware that the scale is very Small: when I import to blender, i need to scale up by 100 to see something
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warrantyvoider, posted Thu Jun 01, 2017 10:33 am (23715)


Well then i should rescale them before export, no? I saw the object structure in blender but not the mesh, also it was late ;P

Greetz wv
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spinal, posted Thu Jun 01, 2017 11:58 am (23717)


warrantyvoider wrote:
Well then i should rescale them before export, no? I saw the object structure in blender but not the mesh, also it was late ;P

Greetz wv


What do you mean the object structure ? You mean you see it in the outliner but not in viewport? If that's so, I Guess this is indeed a scale issue.
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warrantyvoider, posted Thu Jun 01, 2017 1:04 pm (23719)


spinal wrote:
warrantyvoider wrote:
Well then i should rescale them before export, no? I saw the object structure in blender but not the mesh, also it was late ;P

Greetz wv


What do you mean the object structure ? You mean you see it in the outliner but not in viewport? If that's so, I Guess this is indeed a scale issue.


I mean in this project tree, it showed skeleton hirarchy and mesh, but nothing was rendered. will try to scale when I get home
Image

greetz WV
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airflyer13, posted Thu Jun 01, 2017 2:14 pm (23720)


warrantyvoider wrote:
airflyer13 wrote:
warrantyvoider wrote:
as I tell everyone: as you like, just make some, ill use them


You got PM


thanks, but which one should I use? Also the question was initially more about icons for different ressource types in the tree, I think, but this is a start^^

greetz WV


That's why I asked what you need icons for, if you want icons in the tree, they can't be bigger than 16x16 I guess. That will be a bit trickier and more work as well, so I can't just make a bunch like before and let you decide, but I rather need more specific info on what you have on your mind. What resources are you talking about? Textures, meshes, ebx files etc. ?

I understand that icons are really not the priority here so if you don't have time just ignore that and come back to me when you have some :lol:
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Asarimaniac, posted Thu Jun 01, 2017 3:20 pm (23723)


warrantyvoider wrote:
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



Sorry in advance, and sorry to be that guy again, and maybe I'm just misunderstanding something, I know I have seen this come up ALOT in this thread and i didn't want to bring it up again, but the high resolution textures are actually in the files somewhere, when i rip the textures from the game using ninja ripper I do actually get full 4k resolution textures for things such as Peebees face, and body, along with all the other characters, files that i can only find as 256 or 512px using the tool. And I do mean full 4k, All the detail is there, its not just some rescaled 512px image. Sorry that I can't offer any help for a solution to this, I know this doesn't help, this tool is still fantastic and you have done amazing work with it. Maybe I'm just getting this all wrong, I am no coder, but i mean the files have to be there somewhere as i'm getting them via another method, Maybe you can just just tell people to do it like this if you get sick of the same question over and over.

Sorry again.
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warrantyvoider, posted Thu Jun 01, 2017 3:24 pm (23724)


Asarimaniac wrote:
warrantyvoider wrote:
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



Sorry in advance, and sorry to be that guy again, and maybe I'm just misunderstanding something, I know I have seen this come up ALOT in this thread and i didn't want to bring it up again, but the high resolution textures are actually in the files somewhere, when i rip the textures from the game using ninja ripper I do actually get full 4k resolution textures for things such as Peebees face, and body, along with all the other characters, files that i can only find as 256 or 512px using the tool. And I do mean full 4k, All the detail is there, its not just some rescaled 512px image. Sorry that I can't offer any help for a solution to this, I know this doesn't help, this tool is still fantastic and you have done amazing work with it. Maybe I'm just getting this all wrong, I am no coder, but i mean the files have to be there somewhere as i'm getting them via another method, Maybe you can just just tell people to do it like this if you get sick of the same question over and over.

Sorry again.


stuff can also be loaded from online, also what do I KNOW? im a researcher, so if you find those files I will happily change my mind, but until then my answer is : no you cant, and cooking IS done, the dev build is way above 600GB (BF3 development server), so SOMEWHERE data has gotten to be removed. also you can do more than upscaling, shaders mean that stuff gets computed, sometimes even from texture assets to texture, but alot can also be "generated" on the fly, just some thoughts

greetz
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Snowpiercer, posted Thu Jun 01, 2017 3:32 pm (23725)


Asarimaniac wrote:
warrantyvoider wrote:
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



Sorry in advance, and sorry to be that guy again, and maybe I'm just misunderstanding something, I know I have seen this come up ALOT in this thread and i didn't want to bring it up again, but the high resolution textures are actually in the files somewhere, when i rip the textures from the game using ninja ripper I do actually get full 4k resolution textures for things such as Peebees face, and body, along with all the other characters, files that i can only find as 256 or 512px using the tool. And I do mean full 4k, All the detail is there, its not just some rescaled 512px image. Sorry that I can't offer any help for a solution to this, I know this doesn't help, this tool is still fantastic and you have done amazing work with it. Maybe I'm just getting this all wrong, I am no coder, but i mean the files have to be there somewhere as i'm getting them via another method, Maybe you can just just tell people to do it like this if you get sick of the same question over and over.

Sorry again.


This has been my experience as well. I've ripped high res 4k textures from the game but I've only found a few in the game files using the tool.

Also the 4k version of Peebee's head texture is at "ROOT/game/characters/asari/asa/0_heads/asa_hed_c_peebee/textures/asa_hed_c_peebee_diff" in the "ROOT/win32/game/characters/party/blueprintbundle_partymember_peebee" bundle but it shows as white in the preview because of the alpha channel.
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apollon08170, posted Thu Jun 01, 2017 8:15 pm (23732)


;) Hello ;)

I have an error when i try to extract the Nexus Mesh :geek:
I have start the EBX GUID Plugin for search, the file is located at "\MEA Mod\MEAExplorerWV-master\MEAExplorerWV\Release" folder
My EBX GUID File

Do you know why fails please :?: :cry:

Image



Code:
-> ROOT/win32/game/space/spaceobjects/components/spatial/poi/bundles/dockables/tier1_nexus_bundle

-> in guids.txt file -> 885E7772C36C7EC9E8C61220F9964C26 game/vehicle/nexus/rendermesh/meshes/vehi_nexus_ext_gameres_mesh

-> ROOT/game/vehicle/nexus/rendermesh/meshes/vehi_nexus_ext_gameres_mesh
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warrantyvoider, posted Thu Jun 01, 2017 8:19 pm (23733)


Snowpiercer wrote:
This has been my experience as well. I've ripped high res 4k textures from the game but I've only found a few in the game files using the tool.

Also the 4k version of Peebee's head texture is at "ROOT/game/characters/asari/asa/0_heads/asa_hed_c_peebee/textures/asa_hed_c_peebee_diff" in the "ROOT/win32/game/characters/party/blueprintbundle_partymember_peebee" bundle but it shows as white in the preview because of the alpha channel.


well I never said there cant be an instance of a texture that actually has all LODs stored, but for the majority, even if they show higher LODs in the res data, the chunk still doesnt contain them

but I fixed the preview problem:
Image

and also the FBX scale problem on export:
Image
(maybe still not the RIGHT scale, 1000, but definitly visible!)

airflyer13 wrote:
That's why I asked what you need icons for, if you want icons in the tree, they can't be bigger than 16x16 I guess. That will be a bit trickier and more work as well, so I can't just make a bunch like before and let you decide, but I rather need more specific info on what you have on your mind. What resources are you talking about? Textures, meshes, ebx files etc. ?

I understand that icons are really not the priority here so if you don't have time just ignore that and come back to me when you have some :lol:


you got pm and I used one icon in the maintool already (check "about"), use the tool and see what fits in your eyes for it, or ask around, im not the expert in GUI design here


now on github

greetz WV
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warrantyvoider, posted Thu Jun 01, 2017 8:34 pm (23734)


apollon08170 wrote:
;) Hello ;)

I have an error when i try to extract the Nexus Mesh :geek:


I looked into it and yep, thats a serious *SPAM* up mesh asset, this needs further research, no quick fix I can offer for now, sry

greetz WV
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apollon08170, posted Thu Jun 01, 2017 8:40 pm (23735)


warrantyvoider wrote:

I looked into it and yep, thats a serious *SPAM* up mesh asset, this needs further research, no quick fix I can offer for now, sry

greetz WV



I understand, it is true that is a huge 3D :roll: ;)
Thanks for your research and dev, i like your software :D
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samwins, posted Fri Jun 02, 2017 8:44 am (23744)


Maybe someone has an idea what I'm doing wrong. I'm trying to change new Sara and Scott textures from 1.06 patch to the old ones.
New texture works fine when extracted:
Image
But when I'm trying to extract texture from previous versions of the game, extracted texture only 256x256 in size :?
Image
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warrantyvoider, posted Fri Jun 02, 2017 11:08 am (23751)


samwins wrote:
Maybe someone has an idea what I'm doing wrong. I'm trying to change new Sara and Scott textures from 1.06 patch to the old ones.
New texture works fine when extracted:

But when I'm trying to extract texture from previous versions of the game, extracted texture only 256x256 in size :?

just read the posts before you on this very page, if the chunk doesnt have more data, I cant extract more data, maybe find the hires in another place

greetz
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lyutor1945, posted Fri Jun 02, 2017 11:33 am (23753)


Hi guys. How do you do? Does anyone know, possibly extract the NPC characters models? Lexi or Sloane Kelly,for example
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spinal, posted Fri Jun 02, 2017 11:40 am (23754)


lyutor1945 wrote:
Hi guys. How do you do? Does anyone know, possibly extract the NPC characters models? Lexi or Sloane Kelly,for example


Hey lyutor1945,

You're in Luck, that's my next move :)
I already started to research the subject. Made some progress on the head morph already. If everything goes as planned planning-wise, i should be able to share something sometimes next week.
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spinal, posted Fri Jun 02, 2017 1:03 pm (23758)


Hey WV,

Would you consider adding access to the guids dictionary through the plugin Host?
I will load it in the morph class I'm working on and I think it would make sense to access it using the Host like other data.

Of course, if/when you have Time and are willing. I can manage without that, it would just make code cleaner.
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Finder, posted Fri Jun 02, 2017 5:12 pm (23773)


Is there a guide for setting up and using the DDSCreatorWV tool?
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warrantyvoider, posted Sat Jun 03, 2017 7:31 am (23781)


Finder wrote:
Is there a guide for setting up and using the DDSCreatorWV tool?


yeah, lookup texconv, because its really just a GUI for that

spinal wrote:
Hey WV,

Would you consider adding access to the guids dictionary through the plugin Host?
I will load it in the morph class I'm working on and I think it would make sense to access it using the Host like other data.

Of course, if/when you have Time and are willing. I can manage without that, it would just make code cleaner.


sorry, I just slept for about 16 hrs at once, will do this asap

greetz
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warrantyvoider, posted Sat Jun 03, 2017 9:37 am (23783)


added ebxguid access to the plugin interface

Code:
public Dictionary getEBXGuids()
{
    return FS.ebxGUIDs;
}


where the keys are the guids, and the ebxpath the value to it, so you can do

Code:
string ebxPath = ebxGuids[guid];


now on github

greetz WV
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Finder, posted Sat Jun 03, 2017 11:18 am (23789)


warrantyvoider wrote:
Finder wrote:
Is there a guide for setting up and using the DDSCreatorWV tool?


yeah, lookup texconv, because its really just a GUI for that

Great I'll have a look thx :)
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lyutor1945, posted Sat Jun 03, 2017 11:21 am (23790)


Quote:
You're in Luck, that's my next move :)
I already started to research the subject. Made some progress on the head morph already. If everything goes as planned planning-wise, i should be able to share something sometimes next week.


This is awesome news!! I cant wait when this option appears in the tool:)
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warrantyvoider, posted Sat Jun 03, 2017 2:45 pm (23800)


I added EBX import resolving
Image
Image

and EBX GUID lookup to EBX GUID Plugin
Image
Image

now on github

greetz WV
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warrantyvoider, posted Sat Jun 03, 2017 9:08 pm (23804)


in case someone wonders where to start "loading levels", well it starts in an EBX and its ofc one I cant completly process yet, but the imports already, so here a nifty image on how to find stuff now (I omit here that you actually look for an ebx with that name, not a res, which the mesh plugin does, but as it has the same name usually, it works here)
Image

just as info

greetz WV
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