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PostPosted: Mon Jun 05, 2017 4:51 pm 

Joined: Sun Aug 10, 2014 12:49 pm
Posts: 240
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..


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PostPosted: Fri Jun 09, 2017 3:20 pm 

Joined: Fri Jun 09, 2017 3:12 pm
Posts: 1
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


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PostPosted: Fri Jun 09, 2017 6:29 pm 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
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!


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PostPosted: Sat Jun 10, 2017 12:09 am 

Joined: Thu Aug 13, 2015 5:08 pm
Posts: 21
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!


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PostPosted: Sat Jun 10, 2017 10:27 am 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
Snowpiercer wrote:
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!


No, that's not the intended result... I have tested on Suvi, Gil and Dunn, all you can find in the tempest bundle and they all look different from each other and apparently similar to their appearance in game (though, without materials, it's difficult to tell if they are completely the same).

Most morphs (if not all) can be found in the levels bundles. Which character have you tried? Which path?


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PostPosted: Sat Jun 10, 2017 3:44 pm 

Joined: Thu Aug 13, 2015 5:08 pm
Posts: 21
spinal wrote:
No, that's not the intended result... I have tested on Suvi, Gil and Dunn, all you can find in the tempest bundle and they all look different from each other and apparently similar to their appearance in game (though, without materials, it's difficult to tell if they are completely the same).

Most morphs (if not all) can be found in the levels bundles. Which character have you tried? Which path?


Oh damn... OK for example I exported these three morphs (fisher, greer, kirkland):

Image

And when I import the fbx they are all the exact same:

Image

This is the skeleton I'm using:

Image

I've tried with and without "bake blend shape" and still the same.

Also when I go to the "tempest" bundle where I figure there should be a lot more I see this:

Image

Edit: I've exported "hmf_suvi_morphstatic", "global_humanark_captain_multi_morphstatic_morphstatic", and "hmf_generic_1_morphstatic" from the tempest bundle and they are also identical.

My game is at version 1.08 if that matters.


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PostPosted: Sat Jun 10, 2017 5:34 pm 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
Snowpiercer wrote:
spinal wrote:
No, that's not the intended result... I have tested on Suvi, Gil and Dunn, all you can find in the tempest bundle and they all look different from each other and apparently similar to their appearance in game (though, without materials, it's difficult to tell if they are completely the same).

Most morphs (if not all) can be found in the levels bundles. Which character have you tried? Which path?


Oh damn... OK for example I exported these three morphs (fisher, greer, kirkland):

Image

And when I import the fbx they are all the exact same:

Image

This is the skeleton I'm using:

Image

I've tried with and without "bake blend shape" and still the same.

Also when I go to the "tempest" bundle where I figure there should be a lot more I see this:

Image

Edit: I've exported "hmf_suvi_morphstatic", "global_humanark_captain_multi_morphstatic_morphstatic", and "hmf_generic_1_morphstatic" from the tempest bundle and they are also identical.

My game is at version 1.08 if that matters.


Okay!!
Totally my bad, I forgot to rollback a last minute test which indeed results in only exporting the base mesh... :arrow:

Fixed version has been posted and should work as expected: https://github.com/gabbyh/MEAExplorerWV/releases/tag/v1.2.1

Sorry about that, hope it will work out this time...


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PostPosted: Sat Jun 10, 2017 6:22 pm 

Joined: Thu Aug 13, 2015 5:08 pm
Posts: 21
spinal wrote:
Okay!!
Totally my bad, I forgot to rollback a last minute test which indeed results in only exporting the base mesh... :arrow:

Fixed version has been posted and should work as expected: https://github.com/gabbyh/MEAExplorerWV/releases/tag/v1.2.1

Sorry about that, hope it will work out this time...


Yep it works now. No worries. :D

I can't seem to find any party members but based on what you said you just haven't gotten to that point yet.

Thanks a lot, looking forward to your future releases!


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PostPosted: Tue Jun 13, 2017 4:35 pm 

Joined: Wed Feb 24, 2016 4:24 pm
Posts: 29
Hi, guys!:)I have a question.

In an object mode any morphs looks normal,

Image

and in edit mode still looks like a base model? As it should be?

Image


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PostPosted: Tue Jun 13, 2017 4:38 pm 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
In object mode, you don't see the deformations of the skeleton pose, so I think that's normal (especially since I see you don't have shape keys so you exported with the morph baked). But to be honest, I'm not sure I see the difference between both pictures :)


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PostPosted: Tue Jun 13, 2017 4:52 pm 

Joined: Wed Feb 24, 2016 4:24 pm
Posts: 29
spinal wrote:
In object mode, you don't see the deformations of the skeleton pose, so I think that's normal (especially since I see you don't have shape keys so you exported with the morph baked). But to be honest, I'm not sure I see the difference between both pictures :)


It is not clearly visible in the screenshots, but I assure you, they are different. Yes, I noticed that the bones change their position too. I still can't the extracted models so that they looked like in the game


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PostPosted: Tue Jun 13, 2017 6:35 pm 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
lyutor1945 wrote:
spinal wrote:
In object mode, you don't see the deformations of the skeleton pose, so I think that's normal (especially since I see you don't have shape keys so you exported with the morph baked). But to be honest, I'm not sure I see the difference between both pictures :)


It is not clearly visible in the screenshots, but I assure you, they are different. Yes, I noticed that the bones change their position too. I still can't the extracted models so that they looked like in the game


It's possible that there are more deformations applied than the morph to achieve the exact look. There is clearly something else when it comes to squadmates, so possibly for NPC as well.

I'm giving Suvi a try right now and she looks close to me, what do you think? I'm not very good at telling if they're identical or not, especially since the shader I applied is not very good.

Image


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PostPosted: Tue Jun 13, 2017 7:06 pm 

Joined: Thu Aug 13, 2015 5:08 pm
Posts: 21
spinal wrote:
It's possible that there are more deformations applied than the morph to achieve the exact look. There is clearly something else when it comes to squadmates, so possibly for NPC as well.

I'm giving Suvi a try right now and she looks close to me, what do you think? I'm not very good at telling if they're identical or not, especially since the shader I applied is not very good.

Image


From my experience with Suvi I'd say it looks like her, at least when it comes to facial structure.


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PostPosted: Wed Jun 14, 2017 4:47 pm 

Joined: Wed Feb 24, 2016 4:24 pm
Posts: 29
Quote:
It's possible that there are more deformations applied than the morph to achieve the exact look. There is clearly something else when it comes to squadmates, so possibly for NPC as well.

I'm giving Suvi a try right now and she looks close to me, what do you think? I'm not very good at telling if they're identical or not, especially since the shader I applied is not very good.

Image


Oh, cool!!!!!!Suvi Looks almost like in the game. By the way, this model with a normal texture?


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PostPosted: Fri Jun 16, 2017 5:57 am 

Joined: Fri Jun 16, 2017 5:54 am
Posts: 3
Ok, I feel like a complete noob here. I downloaded MEAExplorerWV and both of the AnselSDK64 files. Placed all of them in the game's directory. But, when I double click on the MEAExplorerWV file, the computer thinks about it for a couple seconds, and then nothing happens. Anyone able to tell me what I am missing? Or is it simply a lack of sleep...?


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PostPosted: Fri Jun 16, 2017 1:42 pm 

Joined: Sat May 20, 2017 5:12 am
Posts: 3
Paxxis wrote:
Ok, I feel like a complete noob here. I downloaded MEAExplorerWV and both of the AnselSDK64 files. Placed all of them in the game's directory. But, when I double click on the MEAExplorerWV file, the computer thinks about it for a couple seconds, and then nothing happens. Anyone able to tell me what I am missing? Or is it simply a lack of sleep...?


Maybe you are missing a library of some kind. Happened with me with an old DAI tool.


I have a question guys.
It seems that MEA and DAI use talktables for localization. I'm not sure how they are structured as I don't have these games.
I was able to understand the files in NFS Rivals and got to add new Unicode letters and used them successfully.
But now what I'm missing is this: The localization files have the strings referred by some sort of integer ID (that is a number), and the ebx files define strings as string ID (that is a string like ID_AR_HUD_STUFF).
How does the game knows which integer ID correspond to which string ID? I tried searching for an integer ID in the ebx files after dumping them, but there were no results at all.
And couldn't find the string ID in the game executable.
May it be in the chunks? But searching in there will take hours...
Or is it in the game executable but I have to get a proper debugger instead of hex editor?

Any idea? :)


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PostPosted: Fri Jun 16, 2017 5:38 pm 

Joined: Fri Jun 16, 2017 5:54 am
Posts: 3
SafaAlFulaij wrote:
Paxxis wrote:
Ok, I feel like a complete noob here. I downloaded MEAExplorerWV and both of the AnselSDK64 files. Placed all of them in the game's directory. But, when I double click on the MEAExplorerWV file, the computer thinks about it for a couple seconds, and then nothing happens. Anyone able to tell me what I am missing? Or is it simply a lack of sleep...?


Maybe you are missing a library of some kind. Happened with me with an old DAI tool.



Maybe. I managed to get it started, but when I went to add the .meamod files, It kicked back an error message:

"Running Job 'Replacement by SHA1' with Plugin 'SHA1 Export/Import'...
ERROR: Plugin 'SHA1 Export/Import' not found!
Running Job 'Replacement by SHA1' with Plugin 'SHA1 Export/Import'...
ERROR: Plugin 'SHA1 Export/Import' not found!"


Only 2 mods, and they are in a subdirectory called Temp in the Mass Effect Andromeda folder. This is getting a wee bit frustrating...


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PostPosted: Fri Jun 16, 2017 7:48 pm 

Joined: Sat May 20, 2017 5:12 am
Posts: 3
Paxxis wrote:


Maybe. I managed to get it started, but when I went to add the .meamod files, It kicked back an error message:

"Running Job 'Replacement by SHA1' with Plugin 'SHA1 Export/Import'...
ERROR: Plugin 'SHA1 Export/Import' not found!
Running Job 'Replacement by SHA1' with Plugin 'SHA1 Export/Import'...
ERROR: Plugin 'SHA1 Export/Import' not found!"


Only 2 mods, and they are in a subdirectory called Temp in the Mass Effect Andromeda folder. This is getting a wee bit frustrating...


Maybe you downloaded an older version? Try downloading the latest from https://github.com/zeroKilo/MEAExplorerWV (Click "Clone or Download" and then "Download ZIP") and use that one.


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PostPosted: Fri Jun 16, 2017 8:32 pm 

Joined: Fri Jun 16, 2017 5:54 am
Posts: 3
SafaAlFulaij wrote:

Maybe you downloaded an older version? Try downloading the latest from https://github.com/zeroKilo/MEAExplorerWV (Click "Clone or Download" and then "Download ZIP") and use that one.



I am running 1.05 of the game (which is fine with me), and I downloaded the only available one from that address, which I am guessing is the newest one. Not sure why it isn't letting me add these 2 mods...

Also, I have 2 mod files (1 mod, just came with 2 files) that I am not sure what to do with. One ends in .fbmod, and the other ends with .archive. Any ideas?


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PostPosted: Tue Jun 20, 2017 11:09 am 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
Hey all,


A new release of my fork of MEAExplorer is available here : https://github.com/gabbyh/MEAExplorerWV/releases/tag/v1.2.2

It adds support to preview and export rigid meshes (the cloth part of hair meshes for example) and an option to export all LODs at once in the mesh and the morph plugin.

Please note that besides bugs you may report in the morph plugin and in those new functionalities, I will not work on new things for MEA. Instead I will try to port the morph plugin (or something similar) to DAI and ME3.

Enjoy!


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