March 19, 20242 yr Localization 10 hours ago, Mike2023 said: I redid the script logic, it took a little brain power... ๐ซกย The script now runs somewhat, you can leave it like that for now. Have fun with it! ๐ AW2_search_offsets_us_v3.zip 6.75 kBย ยทย 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 ๐
March 24, 20242 yr Would love to get my hands on the 3d model of the cars in the game (Especially the cop car and truck)
March 26, 20242 yr Localization 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 ๐ 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 ย Edited May 18, 20242 yr by Mike2023
March 26, 20242 yr Localization 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. ๐
March 26, 20242 yr 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. ๐ 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 (1920ร1080) (artstation.com) 2) The flat bed in bright falls ron-frolich-pickup-truck-06.jpg (1920ร1080) (artstation.com) 3) The van ron-frolich-van-04.jpg (1920ร1080) (artstation.com) The fbi car would also be nice. Edited March 26, 20242 yr by bladers
March 27, 20242 yr Localization 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 (1920ร1080) (artstation.com) 2) The flat bed in bright falls ron-frolich-pickup-truck-06.jpg (1920ร1080) (artstation.com) 3) The van ron-frolich-van-04.jpg (1920ร1080) (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. ๐ @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. ๐ค 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! ๐ Edit: File deleted. Please look for the last post ย ย Edited May 18, 20242 yr by Mike2023
April 1, 20242 yr Localization 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!ย ๐ Edit: File deleted. Please look for the last post ย Edited May 18, 20242 yr by Mike2023
April 5, 20242 yr Localization I have for you this time only a few new settings and the offsets. ๐ Edit: File deleted. Please look for the last post ย Edited May 18, 20242 yr by Mike2023
April 10, 20242 yr Localization The characters are now complete and the van has been added to the vehicles. ๐ Edit: File deleted. Please look for the last post Edited May 18, 20242 yr by Mike2023
April 11, 20242 yr 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): ย File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 1026, in main ย ย ย skel_infos = read_skel_data(skel, file) ย File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 671, in read_skel_data ย ย ย weightname, wlength = read_sofl(mesh) ย File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 565, in read_sofl ย ย ย string = file.read(length).decode('utf-8') UnicodeDecodeError: 'utf-8' codec can't decode byte 0x85 in position 4: invalid start byte
April 12, 20242 yr Localization 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): ย File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 1026, in main ย ย ย skel_infos = read_skel_data(skel, file) ย File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 671, in read_skel_data ย ย ย weightname, wlength = read_sofl(mesh) ย File "C:\Users\Zyr\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\io_scene_binfbx\__init__.py", line 565, in read_sofl ย ย ย 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
April 12, 20242 yr 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
April 30, 20242 yr 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?ย
May 2, 20242 yr Localization 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?ย 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.
May 3, 20242 yr Localization 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 unfortunatelyย :(
May 12, 20242 yr Localization 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 unfortunatelyย ๐ 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 ... ๐ค 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. ย binfbx_loader_blender_dbs.zip Edited May 25, 20242 yr by Mike2023
May 26, 20242 yr 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 ... ๐ค 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. ย binfbx_loader_blender_dbs.zip 19.18 kBย ยทย 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!
June 8, 20242 yr Hello Somebody here knows how to extract files from Alan Wake 2 game? I would like to have the images of the ammo boxes files, like this one from Resident Evil 4. Can somebody help me?
June 8, 20242 yr 5 hours ago, fernandofdr said: Hello Somebody here knows how to extract files from Alan Wake 2 game? I would like to have the images of the ammo boxes files, like this one from Resident Evil 4. Can somebody help me? https://github.com/amrshaheen61/Alan-Wake-2-RMDTOC-Tool
June 8, 20242 yr DLC just released The Episodes:Time Breaker(Tim Breakerโฏ),North Star(Jesse Faden),Number One Fan(Rose). ย
June 11, 20242 yr Localization 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
June 12, 20242 yr 21 hours ago, 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 kBย ยทย 3 downloads My propositionย https://www.artstation.com/artwork/n0xdo1
June 17, 20242 yr 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 kBย ยทย 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),ย 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 June 17, 20242 yr by PumpkinHook
June 17, 20242 yr On 6/8/2024 at 6:50 AM, Drluke said: https://github.com/amrshaheen61/Alan-Wake-2-RMDTOC-Tool Hello Sorry, I don't get it I can find the ammo boxes images on this link you sent?
June 20, 20242 yr On 1/16/2024 at 7:43 AM, riverence said: figured it out ๐ย 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 well How did you find the lamp ? I can't find it anywhere
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