Post by olganix on Nov 21, 2016 0:48:22 GMT
Hi everyone.
Here I will add link to my news version of tools.
For now there is the XenoXmlConverter 2.2.1 (mirror) witch convert game file format into xml and vis-versa. the format supported for now : emd esk ean nsk emm sds aur, etr, map, havok (v2015), obl. (if you want more file format look at Eternity genser tool).
About AUR : now it's correct, thank to Mugen and Eternity. IdEffects are not totally linked to others game's files yet, but it's could be on vfx.
(edit v2.1.5: add mat.ema for material animation edition, by using emm assiciated file.).
(edit v2.1.7: add Etr. See Lazybone's xv2-xml-serializer for Bsa, Eepk, Emp, and ecf files format)
(edit v2.1.9a: Alpha implementation for map file (tag fmp). it's a alpha, so it could not work, names could be wrong (but they are logic). it's more for people testing with me and learning about map possibilities ). also alpha for spm.
Here the new EmbPackv2 (mirror). this one create a "embFiles.xml" witch give the files order for repack operation (useful when the files have filenames, that case you can't use the default Windows files order when you repack by drag and drop a folder). Thank komodoxeno .
(edit v2_1) Thank to Lazybone, there is a case witch there is duplicate files in pbind.emb, so in folder after extract you only have one file. So, at repack, it detect only one file, and the result it's to break id in game's file for configuration (like eppk witch use some emb). So, I change embPack to take care of duplicate file , by rename them and take in count at repack.
Notice : if some files aren't defined into Xml (or there isn't Xml, or if it's Xml from version v2), it's work as usual for them, at the last.
Here the new version of Xenoviewer (mirror). it's a version witch take a converted version of Dbxv2's shaders. Please considere as a alpha. feedback is welcome.
(edit : v2.0.1 : manual corrections on adam_shader to solve temporally the "light" problem).
(edit : v2.0.2 : Scd, Picoloo'arms, some ui/contextMenu's things).
(edit : v2.0.3 : solve for scaled ean body, play a second aniamtion for face).
(edit : v2.0.4 : add a kind of Node's Animations for Ean from Ema files. With that, you could have stage well by putting emd on esk).
(edit : v2.0.5 : xxx.dyt.emb not necessary. fullscreen on context menu. better material/shader use (not finish). vertexColor debug ).
Notice: there is a problem of too much light. I will post something about, to find a solution with people witch want.
Notice: there is a better positionning and animations (see picoloo arms is better than before in most of case). But, the symetry problem is not resolved totally for many reasons.
Here the tool I have made for automatic conversion of shaders : asmToHlslCode (Mirror) and another batch (mirror) for modifiy faster/manually a shader. A tutorial to use it, a explanation about basics of shaders are here.
EmoPack v1 (mirror) is a converter emo <-> emd + esk.
NskPack v1 (mirror) is a converter nsk <-> emd + esk.
EmaEan v3.0.1 (mirror) is a converter ema <-> ean. xxx.mat.ema and xxx.light.ema are not allowed for this tool.
HavokFbx v2.1 (mirror) is for extract some 3d informations from Havok file (havok file are included in map file for hitbox/collisions). and reupdate Havok file after modification into belnder or 3dsmax. (update v2.0:) create havok box files from a fbx with object with prefix "Box" (take min max in each dimensions) and give a extract to include inside a real map file. (update v2.1) there is also Sphere and Cylinder (but for now , only Cylinder with Oy (high) as main axis ) as Box, you can scaled them into world's axis and use any position you want.
EanOrganizer v0.8.2 (mirror)
EskOrganizer v0.5.1 (mirror)
iggytexPack v2.1 (mirror)
EmdFbx + FbxEmd + corrections on Blender's Fbx Importer/Exporter v2.1.1 (mirror) is a tools witch create a Fbx from Emds Esk Ean. the fbx could b edited into Blender, and after, you could recreate Emds, Esk and Ean for the game.
This version take care of all vertex definition, so prefer to use it instead of the old version from Dario.
This version is also good to (into blender) add some bones to make custom animation (like a flying sword)
This version could help to (into blender) adapt a skeleton on a new character.
The only things witch not working well is keeping TextureIndex Definition, because Blender lose textures. So use the XmlConverter to check this at the final stage.
Some tutorials will come soon to explain that in details.
AnalyzerXml (mirror) is a tool witch merge xml values/tags from a folder, to know all possible values and guest unknows values from xml version of dbxv files. for each value, you will have the origin of the value, witch is the file source + the path inside the xml. (v1: simplify the result, order value, and try to make some floats).
EmpEmd (mirror): is a tools to extract all Emg part into Emp file (particles file for Effects) and convert it in one Emd file. So you could edit them by editing the Emd as usual, and do the inverse : replace/add/remove Emg part into Emp with element in Emd.
3dsmax script to reduce Voxel v1.2 (to make box collisions) mirror
Tutorials : Eepk, Emp, Etr, Ecf, cam.ean, modify Animation in Blender, All about shaders, Look for stages (map/havok/spm)
Source's code of all tools is availble here.
------------ Planned :
-convert asm shader model 5.0 (DirectX11) into hlsl shader model 3.0 (witch is more readable), to have the right color into xenoviewer : done but not perfect.
My next move is to continue checking Xenoviewer + shaders.
Continue discover of map file (fmp), and try to update SimdTree and staticTree from the geometry part into Havok.
----------- IMPORTANT:
Lot's of my tools are used by a lot of people everyday.
Same if I could miss a things (near to a new release), normally it's work.
So, if not, please be sure you work on folder with all rights : I see lot of people witch said "it's not work", but it's because the tool don't have the right to modify a folder or a file, so windows make a fake folder. it's a microsoft solution for avoid virus. It's could be the case if you are under c:/users/xxxx/ or on of "program Files".
To test if it's that, you could create a folder C:/aaaaa/, copy a game file (a original), and test one of tools. if there is normal change you don't had on the previous folder, it's that case.
To solve the trouble, 2 solutions :
- Right ->click on the tool -> properties -> compatibility, to check "Run as administrator".
- or, if you prefer (I do), just right click on yours folder -> properties -> administration/rights , and allow the folder (and subfolders) to "Connected User" or "All".
------------------------------------ DB Z fighters :
-Umodel_Dbzf v0.1 (mirror) : a tool for directly extract some model into Fbx (instead psk) to keep vertex's normals, colors, and all uvs layers. (notice: for now, bones and animations are not good. Use psk export for that and update geometry part from fbx export).
------------------------------------ JumpForce :
-JumpForceTool v1.1 (mirror, Sources) : a tool witch could extract/repack the package uasset + uexp. to compose, remove or re-order files inside the package. Notice : it's could also may be work on DB Z Fighter and other game from Unreal Engine, but need to be tested more.
Here I will add link to my news version of tools.
For now there is the XenoXmlConverter 2.2.1 (mirror) witch convert game file format into xml and vis-versa. the format supported for now : emd esk ean nsk emm sds aur, etr, map, havok (v2015), obl. (if you want more file format look at Eternity genser tool).
About AUR : now it's correct, thank to Mugen and Eternity. IdEffects are not totally linked to others game's files yet, but it's could be on vfx.
(edit v2.1.5: add mat.ema for material animation edition, by using emm assiciated file.).
(edit v2.1.7: add Etr. See Lazybone's xv2-xml-serializer for Bsa, Eepk, Emp, and ecf files format)
(edit v2.1.9a: Alpha implementation for map file (tag fmp). it's a alpha, so it could not work, names could be wrong (but they are logic). it's more for people testing with me and learning about map possibilities ). also alpha for spm.
Here the new EmbPackv2 (mirror). this one create a "embFiles.xml" witch give the files order for repack operation (useful when the files have filenames, that case you can't use the default Windows files order when you repack by drag and drop a folder). Thank komodoxeno .
(edit v2_1) Thank to Lazybone, there is a case witch there is duplicate files in pbind.emb, so in folder after extract you only have one file. So, at repack, it detect only one file, and the result it's to break id in game's file for configuration (like eppk witch use some emb). So, I change embPack to take care of duplicate file , by rename them and take in count at repack.
Notice : if some files aren't defined into Xml (or there isn't Xml, or if it's Xml from version v2), it's work as usual for them, at the last.
Here the new version of Xenoviewer (mirror). it's a version witch take a converted version of Dbxv2's shaders. Please considere as a alpha. feedback is welcome.
(edit : v2.0.1 : manual corrections on adam_shader to solve temporally the "light" problem).
(edit : v2.0.2 : Scd, Picoloo'arms, some ui/contextMenu's things).
(edit : v2.0.3 : solve for scaled ean body, play a second aniamtion for face).
(edit : v2.0.4 : add a kind of Node's Animations for Ean from Ema files. With that, you could have stage well by putting emd on esk).
(edit : v2.0.5 : xxx.dyt.emb not necessary. fullscreen on context menu. better material/shader use (not finish). vertexColor debug ).
Notice: there is a problem of too much light. I will post something about, to find a solution with people witch want.
Notice: there is a better positionning and animations (see picoloo arms is better than before in most of case). But, the symetry problem is not resolved totally for many reasons.
Here the tool I have made for automatic conversion of shaders : asmToHlslCode (Mirror) and another batch (mirror) for modifiy faster/manually a shader. A tutorial to use it, a explanation about basics of shaders are here.
EmoPack v1 (mirror) is a converter emo <-> emd + esk.
NskPack v1 (mirror) is a converter nsk <-> emd + esk.
EmaEan v3.0.1 (mirror) is a converter ema <-> ean. xxx.mat.ema and xxx.light.ema are not allowed for this tool.
HavokFbx v2.1 (mirror) is for extract some 3d informations from Havok file (havok file are included in map file for hitbox/collisions). and reupdate Havok file after modification into belnder or 3dsmax. (update v2.0:) create havok box files from a fbx with object with prefix "Box" (take min max in each dimensions) and give a extract to include inside a real map file. (update v2.1) there is also Sphere and Cylinder (but for now , only Cylinder with Oy (high) as main axis ) as Box, you can scaled them into world's axis and use any position you want.
EanOrganizer v0.8.2 (mirror)
EskOrganizer v0.5.1 (mirror)
iggytexPack v2.1 (mirror)
EmdFbx + FbxEmd + corrections on Blender's Fbx Importer/Exporter v2.1.1 (mirror) is a tools witch create a Fbx from Emds Esk Ean. the fbx could b edited into Blender, and after, you could recreate Emds, Esk and Ean for the game.
This version take care of all vertex definition, so prefer to use it instead of the old version from Dario.
This version is also good to (into blender) add some bones to make custom animation (like a flying sword)
This version could help to (into blender) adapt a skeleton on a new character.
The only things witch not working well is keeping TextureIndex Definition, because Blender lose textures. So use the XmlConverter to check this at the final stage.
Some tutorials will come soon to explain that in details.
AnalyzerXml (mirror) is a tool witch merge xml values/tags from a folder, to know all possible values and guest unknows values from xml version of dbxv files. for each value, you will have the origin of the value, witch is the file source + the path inside the xml. (v1: simplify the result, order value, and try to make some floats).
EmpEmd (mirror): is a tools to extract all Emg part into Emp file (particles file for Effects) and convert it in one Emd file. So you could edit them by editing the Emd as usual, and do the inverse : replace/add/remove Emg part into Emp with element in Emd.
3dsmax script to reduce Voxel v1.2 (to make box collisions) mirror
Tutorials : Eepk, Emp, Etr, Ecf, cam.ean, modify Animation in Blender, All about shaders, Look for stages (map/havok/spm)
Source's code of all tools is availble here.
------------ Planned :
-convert asm shader model 5.0 (DirectX11) into hlsl shader model 3.0 (witch is more readable), to have the right color into xenoviewer : done but not perfect.
My next move is to continue checking Xenoviewer + shaders.
Continue discover of map file (fmp), and try to update SimdTree and staticTree from the geometry part into Havok.
----------- IMPORTANT:
Lot's of my tools are used by a lot of people everyday.
Same if I could miss a things (near to a new release), normally it's work.
So, if not, please be sure you work on folder with all rights : I see lot of people witch said "it's not work", but it's because the tool don't have the right to modify a folder or a file, so windows make a fake folder. it's a microsoft solution for avoid virus. It's could be the case if you are under c:/users/xxxx/ or on of "program Files".
To test if it's that, you could create a folder C:/aaaaa/, copy a game file (a original), and test one of tools. if there is normal change you don't had on the previous folder, it's that case.
To solve the trouble, 2 solutions :
- Right ->click on the tool -> properties -> compatibility, to check "Run as administrator".
- or, if you prefer (I do), just right click on yours folder -> properties -> administration/rights , and allow the folder (and subfolders) to "Connected User" or "All".
------------------------------------ DB Z fighters :
-Umodel_Dbzf v0.1 (mirror) : a tool for directly extract some model into Fbx (instead psk) to keep vertex's normals, colors, and all uvs layers. (notice: for now, bones and animations are not good. Use psk export for that and update geometry part from fbx export).
------------------------------------ JumpForce :
-JumpForceTool v1.1 (mirror, Sources) : a tool witch could extract/repack the package uasset + uexp. to compose, remove or re-order files inside the package. Notice : it's could also may be work on DB Z Fighter and other game from Unreal Engine, but need to be tested more.