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Post by Shenron on Jun 20, 2015 1:46:30 GMT
EDIT: Found (part of) the solution! The "artifacts" are simply RGB channels within the DDS.Hey all! So in an effort to be more useful around here (and because it's fun to do) I've started work on a simple bulk importer. The idea is to have a script that can extract all relevant data for any given character and do the nescesary conversions (i.e.: DDS to PNG). Since I'm doing this in Blender, ideally I'd also apply the correct textures to the materials and export each character as a single contained package (FBX + textures). It's going ok so far, but I noticed two oddities when working on the textures: - All non-dyt textures are lines only; is there a proper procedure for combining these or obtaining a proper "coloured" diffuse texture?
- My non-dyt textures have artifacts in them. Even when viewing them as DDS's in Blender they show through, and a different conversion procedure yielded the same result. I've attached Videl's bust textures here as an example.
Can anyone help me make some more sense of all this? =) Thanks in advance! Textures:
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Post by The Mad Titan on Jun 20, 2015 4:08:22 GMT
Hey all! So in an effort to be more useful around here (and because it's fun to do) I've started work on a simple bulk importer. The idea is to have a script that can extract all relevant data for any given character and do the nescesary conversions (i.e.: DDS to PNG). Since I'm doing this in Blender, ideally I'd also apply the correct textures to the materials and export each character as a single contained package (FBX + textures). It's going ok so far, but I noticed two oddities when working on the textures: - All non-dyt textures are lines only; is there a proper procedure for combining these or obtaining a proper "coloured" diffuse texture?
- My non-dyt textures have artifacts in them. Even when viewing them as DDS's in Blender they show through, and a different conversion procedure yielded the same result. I've attached Videl's bust textures here as an example.
Can anyone help me make some more sense of all this? =) Thanks in advance! Textures: you are a programmer? im sorry i dont know much about this
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Post by Shenron on Jun 20, 2015 18:53:41 GMT
Programmer, 3D artist and game developer. =)
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Post by The Mad Titan on Jun 20, 2015 22:19:23 GMT
Programmer, 3D artist and game developer. =) find a way to edit the esk ( skeleton) , edit the ean files , add new characters and add new music and edit stages please we severely lack programmers. we could use your help .
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Post by Shenron on Jun 20, 2015 22:49:36 GMT
Aah, and so the feature requests begin! =P I'd like to stick to character models first, just because there's more knowledge on those. Once I have that I hope to be able to extract characters by the bunches and upload those for everyone to use. Stages are definitely something I'd like to look into as well though.
Also, what do .ean files do?
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Post by The Mad Titan on Jun 20, 2015 22:57:27 GMT
Aah, and so the feature requests begin! =P I'd like to stick to character models first, just because there's more knowledge on those. Once I have that I hope to be able to extract characters by the bunches and upload those for everyone to use. Stages are definitely something I'd like to look into as well though. Also, what do .ean files do? im sorry we are hungry for programmers. ean files are the animations. everything to to deal with attack animation , lobby animation and tails . so far we cannot make custome skeletons for the game . so those two will help immensly. Dariosamo stopped working on the lib xenoverse. may be you can pick up from where he left you want to extract the characters by bunches? I m sorry i didnt get that?
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Post by Shenron on Jun 20, 2015 23:02:37 GMT
Haha, no worries. I'll try and see how useful I can make myself here. =) Adding custom skeletons sounds like a challenge and isn't likely something I'll tackle soon I'm afraid. I am using LibXenoverse atm though, and I definitely plan on checking out the source of that as well.
As for my current goal: what I'd ideally like is something where I can very easily rip all different characters and outfits. So I could run my script with the parameters "HUF" and "610" to rip all of ChiChi's outfit's models, textures, etc. The idea is to build a repository of all available models (I'm thinking on models-resource).
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Post by The Mad Titan on Jun 20, 2015 23:13:49 GMT
Haha, no worries. I'll try and see how useful I can make myself here. =) Adding custom skeletons sounds like a challenge and isn't likely something I'll tackle soon I'm afraid. I am using LibXenoverse atm though, and I definitely plan on checking out the source of that as well. As for my current goal: what I'd ideally like is something where I can very easily rip all different characters and outfits. So I could run my script with the parameters "HUF" and "610" to rip all of ChiChi's outfit's models, textures, etc. The idea is to build a repository of all available models (I'm thinking on models-resource). you can definitely upgrade the lib xenoverse i guess. i has functions that dariosamo was planning to finish but never fully configured. as for custom skeletons, just a way of editing them(in 3ds max or blender) and exporting them back to the game so we can use them is all we need. im just excited to find a programmer here
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Post by Shenron on Jun 20, 2015 23:16:54 GMT
Yeah, that's definitely something for later. =)
Hopefully I can figure out this issue tonight. XenoViewer actually displays the texture just fine, so I'm jumping in the source right now. Titan, any chance you could send me a .zip of you VDL (data1 > chara > VDL) files? I'd specifically like Bust001 .emds so I can rule out any problems with my data files.
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Post by The Mad Titan on Jun 20, 2015 23:20:28 GMT
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Post by Shenron on Jun 20, 2015 23:29:25 GMT
Hey, don't hold me to it! Let's first see if I can get something as simple as this to work. I'm still new to the whole modding thing. (+ I don't even have Xenoverse for PC, so I can't even test any tools in-game...) Thanks for the upload btw! I'm not sure if this is good news or bad, but yours is showing the exact same artifacts for me.. Very odd.
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Post by The Mad Titan on Jun 20, 2015 23:34:15 GMT
lol honestly adding new tools is the best thing that could happen to this community
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Post by Shenron on Jun 21, 2015 0:12:04 GMT
Mystery solved! (kind of)
Disabling all image channels except "Alpha" shows the correct lines without the "artifacts". I got a bit thrown off by the lack of layers, but didn't think to check the channels. Next step: Figuring out what the values in .emm files mean. LibXenoverse's emmxml converter produces an XML, but the values don't make sense to me yet. Anyway, at least my original question is answered! \0/ Thanks for the help with sending me your files Titan!
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