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PostPosted: Tue May 30, 2017 8:21 pm 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
warrantyvoider wrote:
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FBXWrapper;

namespace PluginSystem
{
    public class FBXExporter
    {
        public FBXVector4 CalculateBoneRotation(FBBone bone)
        {
            FBXAMatrix fbxrotMat =  new FBXAMatrix();
            FBXVector4 Forward =    new FBXVector4(bone.Forward.members[0], bone.Forward.members[1],    bone.Forward.members[2],    0);
            FBXVector4 Right =      new FBXVector4(bone.Right.members[0],   bone.Right.members[1],      bone.Right.members[2],      0);
            FBXVector4 Up =         new FBXVector4(bone.Up.members[0],      bone.Up.members[1],         bone.Up.members[2],         0);
            fbxrotMat.SetRow(0, Right);
            fbxrotMat.SetRow(1, Up);
            fbxrotMat.SetRow(2, Forward);
            fbxrotMat.SetRow(3, new FBXVector4(0, 0, 0, 1));
            FBXVector4 boneRot = fbxrotMat.getR();
            return boneRot;
        }

        public void UpdateSkeletonWithMorph(SkeletonAsset Skeleton, FBXNode pSkeletonNode, List<Vector> morphBones)
        {
           for (int i = 0; i < Skeleton.Bones.Count; i++)
           {
              FBBone fbbone = Skeleton.Bones[i];
              FBXNode fbxBone = pSkeletonNode.FindChild(fbbone.Name);
              Vector boneOffset = morphBones[i];
              List<double> tmp = fbxBone.LclTranslation;   
              tmp[0] += boneOffset.members[0];
              tmp[1] += boneOffset.members[1];
              tmp[2] += boneOffset.members[2];
              fbxBone.LclTranslation = tmp;
           }
        }

        public void SetBoneTransform(FBBone bone, FBXNode fbxBoneNode)
        {
            List<double> tmp = new List<double>();
            tmp.Add(bone.Location.members[0]);
            tmp.Add(bone.Location.members[1]);
            tmp.Add(bone.Location.members[2]);
            fbxBoneNode.LclTranslation = tmp;

            FBXVector4 rot = CalculateBoneRotation(bone);
            tmp = new List<double>();
            tmp.Add(rot.X);
            tmp.Add(rot.Y);
            tmp.Add(rot.Z);
            fbxBoneNode.LclRotation = tmp;
        }
    }
}


comes along nicely already^^ but im running out of time today, see yall tomorrow

greetz

PS: FBXWrapper.h FBXWrapper.cpp


Hey,


Sorry, just saw your answers now. I didn't catch that you wanted to wrap all classes like that after reading your first post about it, because that's precisely what I didn't want to do at first :-)
But anyway, I see the benefits of this approach.

So, do you want me to take over or are you well advanced so that there is no gain in it?
If you want me to finish, just drop me a line.

And again, great work, also with the quick fix the not-skinned mesh crashing...


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PostPosted: Tue May 30, 2017 9:34 pm 

Joined: Wed Feb 24, 2016 4:24 pm
Posts: 34
I want to show what I could do using the MEA tool and thank WarrantyVoider, Spinal and all who are working on this tool. Without you guys it wouldn't be possible:)
Image


Last edited by lyutor1945 on Mon Jun 26, 2017 10:53 am, edited 1 time in total.

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PostPosted: Wed May 31, 2017 2:43 am 

Joined: Wed May 31, 2017 2:41 am
Posts: 2
Apologies for the dumb question but I don't see any "search within topic button":
Have you guys figured out how to extract music? Don't care which format, just the raw data even would be fine. I got the official OST but a crapton is missing from it.


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PostPosted: Wed May 31, 2017 3:57 am 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 236
lyutor1945 wrote:
I want to show what I could do using the MEA tool and thank WarrantyVoider, Spinal and all who are working on this tool. Without you guys it wouldn't be possible:)


looks good!

spinal wrote:
So, do you want me to take over or are you well advanced so that there is no gain in it? If you want me to finish, just drop me a line.


well depends if you have more time than me, I can only code on it after work, say how you like it

Namernai wrote:
Apologies for the dumb question but I don't see any "search within topic button":
Have you guys figured out how to extract music? Don't care which format, just the raw data even would be fine. I got the official OST but a crapton is missing from it.


someone wrote the ealyer tool works on it, I think someone even wanted to start a plugin but I havent heard back yet. (someone also wanted to make icons and never came back iirc, so theres that)

greetz


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PostPosted: Wed May 31, 2017 6:10 am 

Joined: Wed May 31, 2017 2:41 am
Posts: 2
warrantyvoider wrote:
someone wrote the ealyer tool works on it, I think someone even wanted to start a plugin but I havent heard back yet. (someone also wanted to make icons and never came back iirc, so theres that)


Is that a no/not yet? Or was there something already made that I can start with? Any point of reference?


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PostPosted: Wed May 31, 2017 9:46 am 

Joined: Tue Apr 18, 2017 2:31 am
Posts: 9
Namernai wrote:
Is that a no/not yet? Or was there something already made that I can start with? Any point of reference?

Use: ealayer3, MEAExplorerWV
1. Load TOC in VFS
Load "Data\Win32\gamemusic.toc" and "Patch\Win32\gamemusic.toc" in VFS
Load "Data\Win32\chunks0.toc" and "Patch\Win32\chunks0.toc" in VFS
2. VFS
You open EBX, you search in it ChunkID, this ID copy in the field "Find Next", extract Chunk
3. ealeayer3
Drag the chunk on the ealayer3.exe and get the music in mp3. But he extracted the audio only from the chunk, in which only one audio. If several are encoded, then you need to use additional scripts.
I can not write it in more detail, English is not my language.
SFX are scattered all over the TOC.


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PostPosted: Wed May 31, 2017 2:36 pm 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 236
C# side
https://pastebin.com/u9XDFh0S

C++ header
https://pastebin.com/RcsdESPK

C++ cpp
https://pastebin.com/CkF1XS3g

will finish this maybe when I get home, but it looks done sofar :P

greetz WV


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PostPosted: Wed May 31, 2017 4:59 pm 

Joined: Wed May 31, 2017 4:54 pm
Posts: 3
warrantyvoider wrote:
someone wrote the ealyer tool works on it, I think someone even wanted to start a plugin but I havent heard back yet. (someone also wanted to make icons and never came back iirc, so theres that)


I would love to make some icons for you, just tell me for what, just for the application itself or some features inside it as well, the resolution you need and I work on it as soon as I can.


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PostPosted: Wed May 31, 2017 6:00 pm 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 236
airflyer13 wrote:
warrantyvoider wrote:
someone wrote the ealyer tool works on it, I think someone even wanted to start a plugin but I havent heard back yet. (someone also wanted to make icons and never came back iirc, so theres that)


I would love to make some icons for you, just tell me for what, just for the application itself or some features inside it as well, the resolution you need and I work on it as soon as I can.


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

in other news: I readded fbx export, but the resulting fbx is still empty, I uploaded it on github, so hopefully spinal can have a look at it again and see what I did wrong, the day was long and Im out of energy for now. This is roughly 1000 lines of new code, so im done for today :P

now on github

greetz WV


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PostPosted: Wed May 31, 2017 7:04 pm 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
warrantyvoider wrote:
spinal wrote:
So, do you want me to take over or are you well advanced so that there is no gain in it? If you want me to finish, just drop me a line.


well depends if you have more time than me, I can only code on it after work, say how you like it



I was going to answer : "I will take over then"

And then I scrolled down the page and...


warrantyvoider wrote:
in other news: I readded fbx export, but the resulting fbx is still empty, I uploaded it on github, so hopefully spinal can have a look at it again and see what I did wrong, the day was long and Im out of energy for now. This is roughly 1000 lines of new code, so im done for today :P

now on github


You're clearly too fast for me, that's impressive! :)

I'll get it and take a look to see what's wrong. Not sure I will have time tonight, but tomorrow for sure.

Thanks for your hard work!


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PostPosted: Wed May 31, 2017 7:06 pm 

Joined: Wed Feb 24, 2016 4:24 pm
Posts: 34
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?


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PostPosted: Wed May 31, 2017 7:17 pm 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 236
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


Last edited by warrantyvoider on Wed May 31, 2017 7:19 pm, edited 2 times in total.

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PostPosted: Wed May 31, 2017 7:18 pm 
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Joined: Tue Apr 04, 2017 11:44 am
Posts: 236
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


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PostPosted: Wed May 31, 2017 10:35 pm 

Joined: Wed May 31, 2017 4:54 pm
Posts: 3
warrantyvoider wrote:
as I tell everyone: as you like, just make some, ill use them


You got PM


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PostPosted: Thu Jun 01, 2017 4:37 am 
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Joined: Tue Apr 04, 2017 11:44 am
Posts: 236
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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PostPosted: Thu Jun 01, 2017 10:25 am 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
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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PostPosted: Thu Jun 01, 2017 10:33 am 
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Joined: Tue Apr 04, 2017 11:44 am
Posts: 236
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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PostPosted: Thu Jun 01, 2017 11:58 am 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
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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PostPosted: Thu Jun 01, 2017 1:04 pm 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 236
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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PostPosted: Thu Jun 01, 2017 2:14 pm 

Joined: Wed May 31, 2017 4:54 pm
Posts: 3
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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