Warrior
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Post by netus01 on Jan 14, 2016 10:44:38 GMT
eternity in the tutorial of the audios I'd like to ask if the new audios I inject need to be the same size or the same size of the original hca? Thank you
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Post by eternity on Jan 14, 2016 13:03:50 GMT
eternity in the tutorial of the audios I'd like to ask if the new audios I inject need to be the same size or the same size of the original hca? Thank you They can be bigger. This is at least true for "real" awb files. It is not the case for awb that are inside acb and which need to be extracted and reinjected with acbtool, due to the limit of acbtool being a quick workaround.
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Warrior
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Posts: 67
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Post by netus01 on Jan 14, 2016 13:44:12 GMT
I understand because I thought a mod to replace the voices of the customs of each character without affecting others that are related to it. The method is similar to that posted on the changing colors of the effects of the characters. By cmn_model_spec.cms file you redirect the voices to newly created files. So I thought about it could change the audio of powers, the intros of each character and the BBA, because as we move forward both in 3d modeling and adding more characters, new characters that are not present in the game as the Pallas that the Arkano is developing has its original anime voices which would give more loyalty and personality to the model. Sorry for the big message. eternity
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Hero
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Post by edu0101 on Jan 23, 2016 14:59:53 GMT
how to convert old mod formats to new formata .ssz?
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Post by eternity on Jan 23, 2016 15:33:31 GMT
There is a tutorial in the tutorial section.
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Post by eternity on Feb 16, 2016 17:38:46 GMT
Added emotool3 0.01.
Changes from emotool2 to emotool3 0.01:
- The "hide_part" has been replaced with "remove_part". In addition to removing parts group, this command can now remove specific parts or subparts, which wasn't possible with emotool2. Thanks to this, you can for example remove the cape from Hilda without removing the shoulder pads, and similiar things.
- Added "xmlize" function. This function can convert a emo, emb, emm or 2ry file into a human readable xml file, and viceversa. The .xml output for .emm is compatible with emm2xml (this is providing that emm2xml could handle the original binary file), but emotool3 is likely to support more .emm types than emm2xml.
Disclaimer: the xml format for .emo and .2ry is likely to be changing from version to version. For example, today I just changed the code for .emo xml's. I can only guarantee that the .xml format for .emm will not change. For emo, and 2ry, don't keep xml files for too long, after you are done with changes, convert them to binary.
Note: all functions (except ps3_to_pc, where it doesn't make sense) can take .xml files as input. For emotool3, there is no difference between a binary file and the xml representation of said file. They both get decomposed in the same abstract C++ objects.
- Added ps3_to_pc. This command can converts ps3 files to pc files. With this, models from Battle of Sanctuary can be imported. The command works for .emo, emm, emb and even 2ry files.
- Added replace_face. This utility can replace a face with another one. Useful to make face mods.
- Added extract_skeleton (this will extract the skeleton of a .emo/.ema file into .xml format) and compare (this performs a logical comparison between two files, at minimal logical change, it will consider files are not identical).
- Emb extraction/injection will not longer use "_extracted" or _"work" folders. Also, recursivity has been added for emb that have other emb inside (which can have more emb inside and so on) like those from vfx. With this feature (which is enabled by default, but it can be disabled editing the .bats), when emotool3 finds an emb inside an emb, instead of extracting the emb file itself, it extracts the file inside the .emb (and if it has more .emb inside, it repeats the process, and so on). In the same way, the inject command also has recursivity and can inject back again a full file tree of these complex emb files.
- Emotool3 now properly supports big endian files (emo, emm, emb, 2ry). (Big endian files are those used by ps3, xbox 360 or any device with a power pc processor like those).
- Bugfix: emotool2 couldn't rename parts group if they were the first in the .emo. This is not a problem for emotool3.
- Bugfix: emotool2 could assign incorrectly an edge texture. Fixed in emotool3.
But the most important change has been that the code has been reworked. Basically almost all code of emotool2 was discarded (only tiny portions were saved like export/inject obj, and mix parts, although those had to suffer some changes too) and it was redone again, with a more abstract design in mind (and with integration in the sssscommon code with sssspatcher/ssmins).
With this level of abstraction in the code, I can consider adding fbx with unlimited vertex support in a future version. The first stone, besides the source code change, was put the other day, the code of emotool3 is now compatible with Microsoft compiler, which is needed for fbxsdk in Windows.
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Hero
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Post by saimoon on Feb 17, 2016 7:51:11 GMT
How to use replace_face function?
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Post by eternity on Feb 17, 2016 8:23:07 GMT
Export an .emo as objs. In the folder with _exported suffix where all subparts were individually exported, check the ones called face_xxxx_yyyy. The xxxx number is the one you put in the replace face bat (but without zeroes in the left and with 0x prefix). You can preview each face in blender or 3ds max to know which face is which or you can go testing.
The replace .bat replaces the face REPLACE_DST with the face REPLACE_SRC. (Or in other words, it copies the face REPLACE_SRC into REPLACE_DST, the previous content of REPLACE_DST is discarded. )
Note that there are several faces with open eyes, and several faces with closed eyes, one with opaque eyes... And it differs from character to character, for example shiryu has more faces than Hilda.
The face in selection screen seems to be always the 0x0 so that one is useful for testing. But in battle it is another one used. The values of each face aren't still documented and I don't know then yet. But hopefully with testing this will be figured out.
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Post by eternity on Feb 17, 2016 8:30:45 GMT
Anyway before there is confusion: the replace face function is to replace face of same character with another one from same character. This can be used to create blind character mods or to change the facial expression since some faces may use a different one.
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Hero
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Post by saimoon on Feb 19, 2016 14:10:00 GMT
"xmlize" function is very useful when fixing small bugs.
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Post by eternity on Feb 19, 2016 22:13:47 GMT
Updated to 0.021. It is important to update, because the previous version had a critical bug.
Changelog 0.01 -> 0.021:
- Fixed an important bug that could cause emotool3 using pointers to "undefined memory" sections, which could result in crash, this bug was related with bones in the mix_parts feature. - emotool3 couldn't find materials in emm if the name it was referenced in the .emo differed in case. - Renamed some unknown field of Vertex52 and Vertex64 (in .emo.xml) to COLOR, as they represent vertex color (confirmed). Becasue of this, the .emo.xml generated with old version of emotool3 don't work in this one, and viceversa. I recommend to convert your .emo.xml to .emo before updating.
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Post by eternity on Feb 23, 2016 16:52:08 GMT
Added tdb2xml. It is a utility that converts between .tdb and .xml. I know there is already a tdb utility, but the purpose of this tool is not only edit text (which can also be done) but to easily swap string ids.
Swapping string ids can be useful for certain character mixes tdb, where the game still uses the string id's of the other characters. Xml generated with this tool should be read and written with a decent editor like Notepad++, and with encoding set to UTF8 without bom.
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Post by eternity on Mar 5, 2016 20:48:16 GMT
Updated emotool3 to version 0.03.
Changelog: - Added export to and inject from fbx files. Unlike with .obj, there is no limit of vertex (other than the 65535 per subpart, which is a limitation of the .emo format).
- Much to my dislike, the .exe is now compiled with the Microsoft compiler instead of gcc. This was needed because fbx sdk doesn't support gcc in Windows...
- The output of .emo.xml now has some more comments. For submeshes faces, it will display the number of triangle faces, and the number of polygons. For bones, it will display the rotation,translation, etc values of both transformation matrixes. Like any other comments, these are ignored when reading!
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Hero
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Post by saimoon on Mar 6, 2016 2:05:05 GMT
Dos it mean that we don't need to write complicated bats but only need to inject the fbx files?
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Post by eternity on Mar 24, 2016 11:29:50 GMT
Updated emotool3 to v.0.04.
changelog:
- Added initial support of .ema. There is no support for mixing ema atm, that will come next week. This initial support includes the command ShowAnimsInfo (show_anims_info.bat) that displays information about the animations inside the .ema, and support for some common operations like Xmlize, Compare, ReverseEndianess and Ps3ToPc.
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Post by eternity on Mar 27, 2016 10:23:37 GMT
Updated emotool3 to 0.041.
Changelog:
- Added a way to mix animations from characters. With this, you can copy animations from one ema to another. Please refer to the examples (currently only one) in mix_anims_examples to know how it works.
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Post by eternity on Mar 27, 2016 17:07:29 GMT
Updated emotool3 again, this time to 0.042.
Changelog:
- Added support for ema without skeleton (such as the XXX.cam.ema, which control the camera of some attacks). This is another important step towards the goal of attacks mix. - ema.xml format changed to add a missing parameter. ema.xml of previous version is not longer compatible.
And we are now half-way towards attacks mix. This is what we can do so far:
- Copy animations from one character to another (including attack animations, which are in XXX.ema). This is probably the most important step. - Copy the camera "animation" of some character attacks to another (XXX.cam.ema). Very important too, without this, the attack would look odd.
And this is what is currently missing:
- Finding a way to copy all the vfx effects of a specific attack from one character to another. - XXX.cam.ema only exists one per CMS_ENTRY. I need to find a way of specifying a custom one (this will be job of sssspatcher). - Some attacks make some objects (like weapons, for example odin sword) appear. This isn't done by the .ema as I initially thought. I need to figure out a way of instructing the game to do this, because it doesn't happen automatically when the animation is copied.
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Post by eternity on Aug 11, 2016 18:51:56 GMT
The audio tools (eternity_tools) have been updated.
New: - acbtool has been replaced by acbtool2. This one does the same (extract/inject an .awb file from/to a standalone .acb file), but it doesn't longer have the size limitation when injecting. This should help the people with voice or sound effect replacement projects, as they don't longer need to reduce .awb file sizes (which usually involves lowering the quality too much).
- hcaenctool. Well, I had already sent this to some people with audio projects, but anyway here it is for public usage. Edit the .bat file if you need to tweak options.
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Post by eternity on Aug 20, 2016 17:34:40 GMT
The audio tools (eternity_tools) have been updated again. In concrete, acbtool2 has been updated.
acbtool2 can now extract .awb files from standalone .acb which are stored inside Unreal Engine 4 .uasset files. This makes acbtool2 compatible with games that use Criware audio along with Unreal Engine 4, like Street Fighter V does. (If Xenoverse 2 uses Enreal Engine 4 as rumoured, there is the possibility that they will use this format too).
The usage is the same, you just drag the .uasset file, and if it contains .acb data, it will extract the .awb from it. And for injecting, drag the .awb file and it will inject it in the .uasset file. No file size restrictions with this format either.
----
Aaaand I think it is the time to put the final touch to the audio tools: merge all the applications in a single one with a GUI easy to use. In concrete, the application would make PES Converter / hcaenctool, afs2tool, acbtool2, HCA decoder, and hca_ciph_change obsolete at the same time.
It may take me some time, no date planned.
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Post by eternity on Aug 30, 2016 20:32:28 GMT
Well, like I said, I finally did the audio tool with gui. Link is in the first post ("Eternity Audio Tool") Tutorial here.
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