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Alan Wake 2


michalss

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10 hours ago, Mike2023 said:

I redid the script logic, it took a little brain power... 🫡 
The script now runs somewhat, you can leave it like that for now. Have fun with it! 😊

AW2_search_offsets_us_v3.zip 6.75 kB · 2 downloads

Gonna have to look into integrating this version into the addon next, thank you! Will hopefully have some news to share soon in regards to that 😄

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On 3/19/2024 at 5:29 AM, riverence said:

Gonna have to look into integrating this version into the addon next, thank you! Will hopefully have some news to share soon in regards to that 😄

There are still a few errors in the search script v3, some vertex sizes do not yet fit a few meshes. I have my standard loader here with some current offsets to test. Different meshes are loaded without any major problems, but please pay attention to the settings in the script.

Edit: File deleted. Please look for the last post

 

Edited by Mike2023
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On 3/24/2024 at 5:45 PM, bladers said:

Would love to get my hands on the 3d model of the cars in the game (Especially the cop car and truck)

Do you mean the fbi_vehicle and the pickup_2 or the minibus? No problem, the fbi_vehicle consists of several separate meshes. I'll find the offsets for you. 🙂

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4 hours ago, Mike2023 said:

Do you mean the fbi_vehicle and the pickup_2 or the minibus? No problem, the fbi_vehicle consists of several separate meshes. I'll find the offsets for you. 🙂

Here are the ones i would love and in the order i would most want them.. Thanks a million!

1) The sheriff sedan in bright falls

ron-frolich-sedan-08.jpg (1920×1080) (artstation.com)

2) The flat bed in bright falls

ron-frolich-pickup-truck-06.jpg (1920×1080) (artstation.com)

3) The van

ron-frolich-van-04.jpg (1920×1080) (artstation.com)

The fbi car would also be nice.

Edited by bladers
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On 3/27/2024 at 12:00 AM, bladers said:

Here are the ones i would love and in the order i would most want them.. Thanks a million!

1) The sheriff sedan in bright falls

ron-frolich-sedan-08.jpg (1920×1080) (artstation.com)

2) The flat bed in bright falls

ron-frolich-pickup-truck-06.jpg (1920×1080) (artstation.com)

3) The van

ron-frolich-van-04.jpg (1920×1080) (artstation.com)

The fbi car would also be nice.

@bladers, Is not a problem, I have the entire FBI vehicle for you here. I look at the others right away. 🙂

@riverence, I found a new file type again, please look at fbi_vehicle_steering_wheel, had to set fixed offsets there. So everything is really included in the files, there is no standard solution for your import script. 🤔

Edit:

What I found out about these files is that the construction of the UV, the vertices and faces follow the Lods. Original structure e.g. of Lod5 = UV -> Vertices -Faces and this now UV = Lod5 -> Lod0 -> Vertices = Lod5 -> Lod0 -> Faces = Lod5 -> Lod0.

I am currently writing a logic for this structure. A script then comes! 🙂

Edit: File deleted. Please look for the last post

 

 

Edited by Mike2023
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Here is a new version which can now process files with staggered data blocks. There are also some other functions in it that could be used later to automate the script. Logically, some new offsets for User bladers! 😊

Edit: File deleted. Please look for the last post

 

Edited by Mike2023
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Getting this error when trying to import alan_wake_scratch_publish_physx.binfbx using the Blender import/export addon script. Opened the script up in Notepad++ but can't see any reason why it wouldn't import (my knowledge of Python is limited though). Has anyone else had any luck importing that particular binfbx file with the tool?

Python: Traceback (most recent call last):
  File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 1026, in main
    skel_infos = read_skel_data(skel, file)
  File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 671, in read_skel_data
    weightname, wlength = read_sofl(mesh)
  File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 565, in read_sofl
    string = file.read(length).decode('utf-8')
UnicodeDecodeError: 'utf-8' codec can't decode byte 0x85 in position 4: invalid start byte

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18 hours ago, ZyrDraconic said:

Getting this error when trying to import alan_wake_scratch_publish_physx.binfbx using the Blender import/export addon script. Opened the script up in Notepad++ but can't see any reason why it wouldn't import (my knowledge of Python is limited though). Has anyone else had any luck importing that particular binfbx file with the tool?

Python: Traceback (most recent call last):
  File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 1026, in main
    skel_infos = read_skel_data(skel, file)
  File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 671, in read_skel_data
    weightname, wlength = read_sofl(mesh)
  File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 565, in read_sofl
    string = file.read(length).decode('utf-8')
UnicodeDecodeError: 'utf-8' codec can't decode byte 0x85 in position 4: invalid start byte

is the corresponding .binskeleton file in the same directory, or in the directory structure specified by the addon options? are you using the latest update from the github repo? i haven't worked on the project in a while, but as far as i'm aware that model imports (or, imported) fine for me

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51 minutes ago, riverence said:

is the corresponding .binskeleton file in the same directory, or in the directory structure specified by the addon options? are you using the latest update from the github repo? i haven't worked on the project in a while, but as far as i'm aware that model imports (or, imported) fine for me

I've tried it with both the .binskeleton in the same file and with the directory structure. Tried the latest release and the most recent commit version. The most recent commit will import the model without a rig fine, but throws the same error when import rig is selected. Tried a few other models with no issues, error only pops up for this one

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  • 3 weeks later...

Any ETA or idea on when we will be able to import any mesh (non human)? things like doors, carpet, trash can, road, street lamps, signs, chairs, boxes, fence, trees, etc

or can I just use the script and find the offsets to each file that I want?

is the imhex debugger still needed at this point? 

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On 4/30/2024 at 6:02 PM, bladers said:

Any ETA or idea on when we will be able to import any mesh (non human)? things like doors, carpet, trash can, road, street lamps, signs, chairs, boxes, fence, trees, etc

or can I just use the script and find the offsets to each file that I want?

is the imhex debugger still needed at this point? 

It's really difficult to say when an import script will be released that will now support every file type. Personally, I am still working on the final version, which does not require a JSON file and calculates the required offsets myself. The beta version is about 80-90 percent finished and now has almost 1000 lines of code. Even after 40-50 file checks you still find new file types. For example, the Flashlight file has a completely different structure for the 2nd level than all the others. It's really difficult to write something like this because there are almost no clear patterns in such files.

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21 hours ago, Mike2023 said:

It's really difficult to say when an import script will be released that will now support every file type. Personally, I am still working on the final version, which does not require a JSON file and calculates the required offsets myself. The beta version is about 80-90 percent finished and now has almost 1000 lines of code. Even after 40-50 file checks you still find new file types. For example, the Flashlight file has a completely different structure for the 2nd level than all the others. It's really difficult to write something like this because there are almost no clear patterns in such files.

i'm a little worried that the new DLC will introduce even more caveats to consider with the format. it is great to hear the progress you've made, i've been a little burned out from this project myself unfortunately :(

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  • 2 weeks later...
On 5/3/2024 at 3:54 PM, riverence said:

i'm a little worried that the new DLC will introduce even more caveats to consider with the format. it is great to hear the progress you've made, i've been a little burned out from this project myself unfortunately 😞

I can understand you. I don't do that every day either. I was more likely to get in here and found it very interesting. Programming is just a hobby for me. If you like, I can give you the raw data of the script, but is still a construction site. According to the motto, if one function works, the other no longer works ... 🤔
For the other users, I have a new version of the script with the JSON file, which now also supports the meshes of the vegetation. Because there are like a double block size for the mesh info table. In addition, the calculation of the block size is now automated.

Edit: Some new offsets have been added and the structure of the JSON has been revised.
In addition, without a config file, such as the JSON, things look rather bad for an import script, since such binary files are created with a file manager, which now has to take all the properties of the individual data source into account.

 

binfbx_loader_blender_dbs.zip

Edited by Mike2023
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  • 2 weeks later...
On 5/12/2024 at 5:47 AM, Mike2023 said:

I can understand you. I don't do that every day either. I was more likely to get in here and found it very interesting. Programming is just a hobby for me. If you like, I can give you the raw data of the script, but is still a construction site. According to the motto, if one function works, the other no longer works ... 🤔
For the other users, I have a new version of the script with the JSON file, which now also supports the meshes of the vegetation. Because there are like a double block size for the mesh info table. In addition, the calculation of the block size is now automated.

Edit: Some new offsets have been added and the structure of the JSON has been revised.
In addition, without a config file, such as the JSON, things look rather bad for an import script, since such binary files are created with a file manager, which now has to take all the properties of the individual data source into account.

 

binfbx_loader_blender_dbs.zip 19.18 kB · 3 downloads

Very nice to see more and more vegetation being supported, would love to see trees being supported but I suspected that will be much harder

Thanks for all your work as I've been slowly working on porting a lot of these assets for use and experimentation!

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  • 2 weeks later...
On 5/26/2024 at 11:34 PM, PumpkinHook said:

Very nice to see more and more vegetation being supported, would love to see trees being supported but I suspected that will be much harder

Thanks for all your work as I've been slowly working on porting a lot of these assets for use and experimentation!

The vegetation is now complete. If you want special offsets for files, just ask. Or should I upload a version of the script that has some offset tools in debug mode and automatically makes the entries in the JSON?

Binfbx_Loader_Source_veg.zip

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On 6/11/2024 at 5:35 PM, Mike2023 said:

The vegetation is now complete. If you want special offsets for files, just ask. Or should I upload a version of the script that has some offset tools in debug mode and automatically makes the entries in the JSON?

Binfbx_Loader_Source_veg.zip 13.69 kB · 7 downloads

Thanks for these additions!, already began importing them for use in renders and recreations!

I noticed some issues when importing lvl_specific models, from the ones i've currently tested I found crashes with "oceanview_reception_kit_ceiling_lamp_b" and "writer_room_main_wall_4m_a".

A script which could write to JSON could allow for a more collective effort to catalogue all the files. Besides that, I want to know if you could look into the full sized trees? as the new supported list mentions dead trunks and branches but none of the full trees. It's more of a random request, since I had plans for a Cauldron lake render (for some reason I enjoy remaking complicated stuff in Blender lol),  One tree i'm most interested in and feel you could agree with how unique it is, being the Witchs Ladle tree "witchs_ladle_trunk_a".

If you're unable to get it, all is good!, Along with that, the new Night Springs DLC added around a dozen new Human models, here's the notable ones.

Spoiler

alan_classic_no_satchel_publish_physx - Classic Alan Wake
alan_classic_publish_physx - Classic Alan Wake

turnip_default_publish_physx - NS Rose Player Model

pepper_default_publish_physx - NS Jesse Faden Player Model
pepper_potato_publish_physx - NS "Beth Wilder" NPC Model

potato_default_publish_physx - NS Shawn Ashmore/Tim Breaker

potato_d4_publish_physx - NS Shawn Ashmore/Tim Breaker Varient
potato_d6_publish_physx - NS Shawn Ashmore/Tim Breaker Varient
potato_d8_publish_physx - NS Shawn Ashmore/Tim Breaker Varient
potato_d10_publish_physx - NS Shawn Ashmore/Tim Breaker Varient
potato_d12_publish_physx - NS Shawn Ashmore/Tim Breaker Varient
potato_d20_publish_physx - NS Shawn Ashmore/Tim Breaker Varient

potato_fadeout_01_publish - NS Time Breakers

Lastly, I still want to give a huge thanks and props for your efforts, If you manage to get the Writer's Room into Blender I feel like that's an even bigger achievement and opens the door is many more possiblities!

Edited by PumpkinHook
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On 1/16/2024 at 7:43 AM, riverence said:

figured it out 🙂 it also seems as if the vertex size is inconsistent between meshes, which is why i was having trouble importing them. was able to get alan's revolver and his lamp as wellimage.thumb.png.926b1eaf73851c426e1b444601b908a3.pngimage.thumb.png.912231038f3222fc73e0229840d4e20d.png

How did you find the lamp ? I can't find it anywhere

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