Skip to content
View in the app

A better way to browse. Learn more.

ResHax

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.
Help us keep the site running.

Mass Effect Andromeda

Featured Replies

  • Author
  • Localization

warrantyvoider, posted Sun Jun 04, 2017 12:35 am (23807)


http://www.nexusmods.com/masseffectandromeda/mods/192/?

so someone has time for mea research, can code, researched mine and ricks code and still chooses to not help with f.e. the mesh plugin, but creates an entire new tool from scratch in parallel? someone tell me again its me that doesnt want to work with others, who has made a pluginterface and all his research open? this is so demotivating...
  • Replies 674
  • Views 109
  • Created
  • Last Reply

Top Posters In This Topic

  • Author
  • Localization

AnonBaiter, posted Sun Jun 04, 2017 12:41 am (23808)


warrantyvoider wrote:
so someone has time for mea research, can code, researched mine and ricks code and still chooses to not help with f.e. the mesh plugin, but creates an entire new tool from scratch in parallel? someone tell me again its me that doesnt want to work with others, who has made a pluginterface and all his research open? this is so demotivating...
Unless you somehow manage to persuade benji to help with your tool, that is.
  • Author
  • Localization

warrantyvoider, posted Sun Jun 04, 2017 1:08 am (23810)


what do you even want to say? its my fault? I have to recruit coders? not simply offer my research, code and cooperation?
  • Author
  • Localization

AnonBaiter, posted Sun Jun 04, 2017 1:33 am (23811)


warrantyvoider wrote:
what do you even want to say? its my fault? I have to recruit coders? not simply offer my research, code and cooperation?
I didn't actually mean that, you know.
  • Author
  • Localization

warrantyvoider, posted Sun Jun 04, 2017 1:35 am (23812)


no I dont know, thats why I asked, but nvm, if you dont wanna tell
  • Author
  • Localization

Snowpiercer, posted Sun Jun 04, 2017 2:33 am (23813)


warrantyvoider wrote:
http://www.nexusmods.com/masseffectandromeda/mods/192/?

so someone has time for mea research, can code, researched mine and ricks code and still chooses to not help with f.e. the mesh plugin, but creates an entire new tool from scratch in parallel? someone tell me again its me that doesnt want to work with others, who has made a pluginterface and all his research open? this is so demotivating...


Well it's not nearly as good as yours, if that's any consolation. Exported models have no vertex weights, can't pick LOD, only supports models obviously...
  • Author
  • Localization

warrantyvoider, posted Sun Jun 04, 2017 9:57 am (23819)


dunno, am I the only one that thinks "working together" is a thing? does everyone has to copy each others work and not give a shit back? "oh you research this, then I research that" cant be a thing?. Or "hey you research this, heres some more infos I found out"? no ofc it has to be "hey look, I made a crappy copy of your work and help confusing users even more! sure I definitly already know your code, I copied and researched it, but I have absolutely no intention to help you with it"
  • Author
  • Localization

spinal, posted Sun Jun 04, 2017 12:37 pm (23820)


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

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


Wow, now I feel bad :)


warrantyvoider wrote:
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


Thank you very much, that was quick! And exactly what I needed!
  • Author
  • Localization

spinal, posted Sun Jun 04, 2017 12:46 pm (23821)


Snowpiercer wrote:
warrantyvoider wrote:
http://www.nexusmods.com/masseffectandromeda/mods/192/?

so someone has time for mea research, can code, researched mine and ricks code and still chooses to not help with f.e. the mesh plugin, but creates an entire new tool from scratch in parallel? someone tell me again its me that doesnt want to work with others, who has made a pluginterface and all his research open? this is so demotivating...


Well it's not nearly as good as yours, if that's any consolation. Exported models have no vertex weights, can't pick LOD, only supports models obviously...


Wow, haven't seen that before posting my previous answer.

That's a shame really that this guy is working on his own thing rather than taking part in already existing projects, especially since he obviously knew about said projects. Things would move a lot faster and benefit everyone if people worked together rather than everyone working on the same subject at the same time...
  • Author
  • Localization

warrantyvoider, posted Sun Jun 04, 2017 2:03 pm (23826)


wavebend helped me to fix EBX for loading level EBX...

Image
Image
Image

thanks alot!

now on github

greetz WV
  • Author
  • Localization

warrantyvoider, posted Sun Jun 04, 2017 2:09 pm (23827)


back to the topic of redundand work, or maybe plain stealing (how do I know with closed source?), I really dunno why I should release anything anymore at all, I can have my fun alone too

Image
  • Author
  • Localization

Finder, posted Sun Jun 04, 2017 5:15 pm (23830)


warrantyvoider wrote:
back to the topic of redundand work, or maybe plain stealing (how do I know with closed source?), I really dunno why I should release anything anymore at all, I can have my fun alone too

Image
I actually thought you were aware of this one, Wavebend posted a YouTube preview video of that tool almost a month ago :?
  • Author
  • Localization

HiveMind, posted Sun Jun 04, 2017 5:23 pm (23831)


warrantyvoider wrote:
back to the topic of redundand work, or maybe plain stealing (how do I know with closed source?), I really dunno why I should release anything anymore at all, I can have my fun alone too

Image

Damn. So it's gonna be like 3rd dude in a row who is stealing your work? I agree, that IS demotivating.

Huh, dude doesn't even trying to hide it - meamod conversion and stuff...

Btw, from what i see they doesn't seem to be adding anything of their own - they too busy rewriting your code as their own.
  • Author
  • Localization

spinal, posted Sun Jun 04, 2017 5:33 pm (23832)


warrantyvoider wrote:
back to the topic of redundand work, or maybe plain stealing (how do I know with closed source?), I really dunno why I should release anything anymore at all, I can have my fun alone too

Image


That's c#, so not completely closed source :)

I understand how you feel. Seriously, researching all the subjects of the game/engine is an endless work and you share everything you find just for others to take it and make their own thing, for what purpose, I really wonder.

Is there a prize somewhere and I wasn't aware??
  • Author
  • Localization

warrantyvoider, posted Sun Jun 04, 2017 5:48 pm (23833)


well the other guy thinks I have tamper issues, what a nice fame to have. btw, I made this project closed source as response to the distaster with the me3 tools, so NOT everyone starts his own shit, but we have a common base. I do even share that source with ppl that would need it, but yeah
  • Author
  • Localization

GalaxyMan2015, posted Mon Jun 05, 2017 6:39 am (23835)


HiveMind wrote:
warrantyvoider wrote:
back to the topic of redundand work, or maybe plain stealing (how do I know with closed source?), I really dunno why I should release anything anymore at all, I can have my fun alone too

Image

Damn. So it's gonna be like 3rd dude in a row who is stealing your work? I agree, that IS demotivating.

Huh, dude doesn't even trying to hide it - meamod conversion and stuff...

Btw, from what i see they doesn't seem to be adding anything of their own - they too busy rewriting your code as their own.


For those of you who dont know me, I am the developer of the above tools. And I understand that none of you have any reason to believe a word I write, but I would still like to confirm a few things.

WV was well aware of my tools existence in his brief time in the discord channel, I showed a couple of screenshots at the time, no code was stolen from anyone, everything was researched by myself or in collaboration with others in the discord channel.

I had actually started on my tool, prior to MEAs release, working on DAI and MEC at the time, but as I wanted to focus on getting things right, I delayed any kind of initial launch for as long as possible, leaving it up to a bunch of testers to help me determine if the tool is in fact working as intended. At that time I wasnt even aware that WV was planning on working on a tool for MEA, so I started MEA research, and had my first mod for MEA appearing ingame on the 5th of April (A simple texture mod). As of right now the tool works with MEA,MEC,DAI and SWBF (the latter two are read only for now)

The only reason I have an import MEAMOD option, is because it was a requested feature by numerous people, I was hesitant at implementing said feature, but given the demand I had to, I did not utilise any of WVs code to do so, I merely referred to a couple of meamods and wrote a reader, if requested, I will remove this feature without a second thought.

I will leave it at that, hope it helps clarify some things.

Thanks,
GalaxyMan2015
  • Author
  • Localization

warrantyvoider, posted Mon Jun 05, 2017 9:58 am (23840)


you know what, thats it
I came here to play "scientist" if at best
-To do real reasearch
-To behave professionally
-To meet new coders and
-To work in a team;

What I got was:
-Shit on
-My reputation is "he has temper issues, we cant work with him"
-Stupid feuds with idiots like you
-Bug reports and users that care more about your shiny gui, than working features
-ppl that say I stole from you (wtf?)

GalaxyMan2015 wrote:
WV was well aware of my tools existence in his brief time in the discord channel

and so you were you about my tool, my DAI research, my ME3 Tools and my YT channel

GalaxyMan2015 wrote:
I showed a couple of screenshots at the time, no code was stolen from anyone, everything was researched by myself or in collaboration with others in the discord channel.

oh how nice, you did research for yourself, and didnt shared it with anyone, now thats professional

GalaxyMan2015 wrote:
I had actually started on my tool, prior to MEAs release, working on DAI and MEC at the time, but as I wanted to focus on getting things right, I delayed any kind of initial launch for as long as possible, leaving it up to a bunch of testers to help me determine if the tool is in fact working as intended. At that time I wasnt even aware that WV was planning on working on a tool for MEA,


well sure, you use work I gave you since DAI, and I started DAI research because of knowning MEA will be fb. Remember when we started? I didnt even had the *SPAM* game and tried to help you with pure imagination... and it worked, until you thought working with me doesnt suit you anymore and then you left with it.

GalaxyMan2015 wrote:
so I started MEA research, and had my first mod for MEA appearing ingame on the 5th of April (A simple texture mod). As of right now the tool works with MEA,MEC,DAI and SWBF (the latter two are read only for now)


funny how that is exactly a day after I released import code. but yay, you are awesome, you support multiple games! you think that wouldnt be nice for my toolset too? you work with ricks code mostly, which is ok, but I base my code after kiwis rime, so he can use it for that later when he finally releases it, and which will support many more games than you ever will. and all I do is trying to load stuff exactly as the game so I know where to edit stuff, your attempt is recreating frostEd and you already know you will only run into trouble with that, but good luck, you are now leading mea modding developper, may the users crash on you now. you did it, you crashed another one of my projects, just like in good old DAI times...

GalaxyMan2015 wrote:
The only reason I have an import MEAMOD option, is because it was a requested feature by numerous people, I was hesitant at implementing said feature, but given the demand I had to, I did not utilise any of WVs code to do so, I merely referred to a couple of meamods and wrote a reader, if requested, I will remove this feature without a second thought


lmao, just out of curiousity, you dont happen to use my AnselSDK64.dll for all this, do you?
  • Author
  • Localization

GalaxyMan2015, posted Mon Jun 05, 2017 10:07 am (23842)


warrantyvoider wrote:
you know what, thats it
I came here to play "scientist" if at best
-To do real reasearch
-To behave professionally
-To meet new coders and
-To work in a team;

What I got was:
-Shit on
-My reputation is "he has temper issues, we cant work with him"
-Stupid feuds with idiots like you
-Bug reports and users that care more about your shiny gui, than working features
-ppl that say I stole from you (wtf?)

GalaxyMan2015 wrote:
WV was well aware of my tools existence in his brief time in the discord channel

and so you were you about my tool, my DAI research, my ME3 Tools and my YT channel

GalaxyMan2015 wrote:
I showed a couple of screenshots at the time, no code was stolen from anyone, everything was researched by myself or in collaboration with others in the discord channel.

oh how nice, you did research for yourself, and didnt shared it with anyone, now thats professional

GalaxyMan2015 wrote:
I had actually started on my tool, prior to MEAs release, working on DAI and MEC at the time, but as I wanted to focus on getting things right, I delayed any kind of initial launch for as long as possible, leaving it up to a bunch of testers to help me determine if the tool is in fact working as intended. At that time I wasnt even aware that WV was planning on working on a tool for MEA,


well sure, you use work I gave you since DAI, and I started DAI research because of knowning MEA will be fb. Remember when we started? I didnt even had the *SPAM* game and tried to help you with pure imagination... and it worked, until you thought working with me doesnt suit you anymore and then you left with it. funny how I find my code over and over when I reverse your tools...

GalaxyMan2015 wrote:
so I started MEA research, and had my first mod for MEA appearing ingame on the 5th of April (A simple texture mod). As of right now the tool works with MEA,MEC,DAI and SWBF (the latter two are read only for now)


funny how that is exactly a day after I released import code. but yay, you are awesome, you support multiple games! you think that wouldnt be nice for my toolset too? you work with ricks code mostly, which is ok, but I base my code after kiwis rime, so he can use it for that later when he finally releases it, and which will support many more games than you ever will. and all I do is trying to load stuff exactly as the game so I know where to edit stuff, your attempt is recreating frostEd and you already know you will only run into trouble with that, but good luck, you are now leading mea modding developper, may the users crash on you now. you did it, you crashed another one of my projects, just like in good old DAI times...

GalaxyMan2015 wrote:
The only reason I have an import MEAMOD option, is because it was a requested feature by numerous people, I was hesitant at implementing said feature, but given the demand I had to, I did not utilise any of WVs code to do so, I merely referred to a couple of meamods and wrote a reader, if requested, I will remove this feature without a second thought


lmao


Its funny how history gets rewritten, but whatever, I came in here to try be diplomatic about this situation, and basically ur being an ass. So as u put it "this is not the place for me"
  • Author
  • Localization

warrantyvoider, posted Mon Jun 05, 2017 10:21 am (23844)


you only wanted to rewrite history yourself, lets meet on discord
  • Author
  • Localization

warrantyvoider, posted Mon Jun 05, 2017 10:42 am (23846)


warrantyvoider wrote:
you only wanted to rewrite history yourself, lets meet on discord

that went as expected, he blocked me, well goodbye
  • Author
  • Localization

AnonBaiter, posted Mon Jun 05, 2017 1:35 pm (23853)


>this toolset is no longer maintained
Wait, are you giving space for Kiwidog's rime or you're just giving up with your tool because of this conflict?
I say this because I really liked all the progress that went with this game so far.
  • Author
  • Localization

michalss, posted Mon Jun 05, 2017 4:51 pm (23855)


wait i know this person from DAI mod forum, he actually used your code from DAI as far i remember! But this is most likely reason why all my tools not public :D Only trustworthy persons have access to it..
  • Author
  • Localization

beta992, posted Fri Jun 09, 2017 3:20 pm (23976)


Hi all,

I've exported cas data with the SHA1 Export tool of MEAExplorerWV for FIFA 17 , however I'm unable to import it back.
The sha1 has been found with CGFE 17.
Should this be encrypted again, and if so, what kind of encryption? Or is it even possible to import data again?

Many thanks!

https://drive.google.com/open?id=0BzfSu ... m9WdERpTnM
https://drive.google.com/open?id=0BzfSu ... VNVR0lONDg
  • Author
  • Localization

spinal, posted Fri Jun 09, 2017 6:29 pm (23978)


Hey all,


For those interested, I have coded a plugin to export StaticMorph : this will allow you to export NPC headmorphs as fbx if you export with skeleton or obj if not.
Please note that I have only tested with a handful of NPC characters and that the morph is a combination of actual vertices morph and of a bone pose. So if you export a face morph without skeleton, chances are that the morph (and therefore the look) will be partial.

You can download this release on github : https://github.com/gabbyh/MEAExplorerWV/releases/tag/v1.2

The morph plugin and two fixes to the FBX exporter are the only changes.

When you first open the morph plugin, it might take several minutes to load the form as it scans all the toc files and bundles for StaticMorph objects and only displays those. It then writes cache on disk, so it will be quicker afterwards.

To export a morph, select one in the tree and right click to get the contextual menu or head to the file menu.
I'll try to visit again later in case of questions :)

Enjoy!
  • Author
  • Localization

Snowpiercer, posted Sat Jun 10, 2017 12:09 am (23982)


spinal wrote:
Hey all,


For those interested, I have coded a plugin to export StaticMorph : this will allow you to export NPC headmorphs as fbx if you export with skeleton or obj if not.
Please note that I have only tested with a handful of NPC characters and that the morph is a combination of actual vertices morph and of a bone pose. So if you export a face morph without skeleton, chances are that the morph (and therefore the look) will be partial.

You can download this release on github : https://github.com/gabbyh/MEAExplorerWV/releases/tag/v1.2

The morph plugin and two fixes to the FBX exporter are the only changes.

When you first open the morph plugin, it might take several minutes to load the form as it scans all the toc files and bundles for StaticMorph objects and only displays those. It then writes cache on disk, so it will be quicker afterwards.

To export a morph, select one in the tree and right click to get the contextual menu or head to the file menu.
I'll try to visit again later in case of questions :)

Enjoy!


I was hoping to see you post here again, I'm glad you're still working on it. :D

This is the feature I've been looking forward to the most.

Anyway, I tried it out and all I can manage to find are the male and female "generic" base meshes, the males and females all look exactly the same, respectively. I am definitely exporting with a skeleton selected: "bhmf/m_skeleton".

You said you tested with some NPCs, are they supposed to look different? I can tell the exported mesh is "normal" as there aren't any weird deformations but it's just a generic head every time.

Is this the current intended result?

Thanks!
Guest
This topic is now closed to further replies.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.