Fighter
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Post by Overlord on Sept 28, 2018 8:18:30 GMT
Oh, my God! Forgive me for being ignorant! I mean, the emopack tool, when I unpacked the emo file, I saw two files: xxx. EMD and xxx. esk, but when I turned them into. FBX files and imported them into the blender, then into. EMD files, then into xxxx. emo files, start the game and find the effects disappear Which great God can help me?
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Fighter
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Posts: 36
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Last seen: Oct 7, 2018 0:52:36 GMT
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Post by HGPhoenix on Sept 28, 2018 19:47:12 GMT
Oh, my God! Forgive me for being ignorant! I mean, the emopack tool, when I unpacked the emo file, I saw two files: xxx. EMD and xxx. esk, but when I turned them into. FBX files and imported them into the blender, then into. EMD files, then into xxxx. emo files, start the game and find the effects disappear Which great God can help me? First, make sure before exporting out of blender you check the UV mapping, and if you didn't do UV mapping then do it before the export. Next you will need to use a Hex editing program like HxD to open the EMD file you generated from the FBX. On here what you need to do is search for the material name, such as in this picture it is "ring". Once you find it you will see hex values "00 00 22", we want the first "00" of each, you see in the picture i highlighted the first one in green and the second one in purple. Now what you do is set them both to match the DATA0XX.dds. So if you say have the Pants with torn parts showing skin underneath, you would most likely have 2 DATA0XX.dds for it in the EMB file. So lets say that DATA000.dds is for the Pants, and DATA001.dds is for the Skin. So when we search up the material "Pants" we most likely have to do nothing, as it is default most of the time 00. So we move on to search for "Skin" and we find it. For Skin we set the value in green and the value in purple to be 01 for DATA0'01'.dds. Now sometimes the game acts weird and may decide that it doesnt like both values set the same for the material, when that happens just change one of them, and if it still doesnt work reverse them. Atleast this has happened to me for some unknown reason. But all the other EMDs in the game have both of them set instead of just one. That should get it all fixed.
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Fighter
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Posts: 26
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Last seen: Oct 1, 2020 4:10:00 GMT
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Post by Overlord on Sept 29, 2018 6:21:21 GMT
Oh, my God! Forgive me for being ignorant! I mean, the emopack tool, when I unpacked the emo file, I saw two files: xxx. EMD and xxx. esk, but when I turned them into. FBX files and imported them into the blender, then into. EMD files, then into xxxx. emo files, start the game and find the effects disappear Which great God can help me? First, make sure before exporting out of blender you check the UV mapping, and if you didn't do UV mapping then do it before the export. Next you will need to use a Hex editing program like HxD to open the EMD file you generated from the FBX. On here what you need to do is search for the material name, such as in this picture it is "ring". Once you find it you will see hex values "00 00 22", we want the first "00" of each, you see in the picture i highlighted the first one in green and the second one in purple. Now what you do is set them both to match the DATA0XX.dds. So if you say have the Pants with torn parts showing skin underneath, you would most likely have 2 DATA0XX.dds for it in the EMB file. So lets say that DATA000.dds is for the Pants, and DATA001.dds is for the Skin. So when we search up the material "Pants" we most likely have to do nothing, as it is default most of the time 00. So we move on to search for "Skin" and we find it. For Skin we set the value in green and the value in purple to be 01 for DATA0'01'.dds. Now sometimes the game acts weird and may decide that it doesnt like both values set the same for the material, when that happens just change one of them, and if it still doesnt work reverse them. Atleast this has happened to me for some unknown reason. But all the other EMDs in the game have both of them set instead of just one. That should get it all fixed. First of all, thank you for your guidance, but the final question is still unsolved.I mean, when xxxx. EMD was converted to xxx. emo, the special effects disappeared when the game was started. The cops were upset. What went wrong?
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Conqueror Of The Sea
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Post by olganix on Nov 27, 2018 21:17:26 GMT
Hi Overlord. "Garbage tools can't be used at all" => try to moderate yourself. Apparently, lots of people use my tools everyday. So, same if there are not perfect , they are usefull.
Try to keep in mind, we just try to make things work but it's not that simple. We don't have the original code of the game ^^', and we didn't use RI. so we just guess things by analyze files and with report of bugs from modders.
Yes, the emoPack is not perfect, but also all the rest of tools, same for tools of others. Yours problem is certainly caused by a missing part about IK, Inverse Kinematics (from my predecessors and I).
I allready debug a case witch give me clue about this trouble, and lots of bug people talk me about is the same origin.
Same if the bug is reveal by people want to mod emo and ema, the bug it's also on esk, ean, all file relative with skeleton. Saddely, it just luck to not have more troubles previously.
I can't work on it for now, because I'm on another project witch take me more time I was thinked. But, same if I have time, it's will take some time to check modifications I allready done on my beta/test version, because it's impact pretty every tools. I guess I will have some time to look at it in few weeks, but no garanty.
If you don't want to wait, you could download the source of my tools and I could give you my beta/test version if you want to play with that.
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Fighter
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Post by Overlord on Dec 27, 2018 10:10:56 GMT
Hi Overlord. "Garbage tools can't be used at all" => try to moderate yourself. Apparently, lots of people use my tools everyday. So, same if there are not perfect , they are usefull. Try to keep in mind, we just try to make things work but it's not that simple. We don't have the original code of the game ^^', and we didn't use RI. so we just guess things by analyze files and with report of bugs from modders. Yes, the emoPack is not perfect, but also all the rest of tools, same for tools of others. Yours problem is certainly caused by a missing part about IK, Inverse Kinematics (from my predecessors and I). I allready debug a case witch give me clue about this trouble, and lots of bug people talk me about is the same origin. Same if the bug is reveal by people want to mod emo and ema, the bug it's also on esk, ean, all file relative with skeleton. Saddely, it just luck to not have more troubles previously. I can't work on it for now, because I'm on another project witch take me more time I was thinked. But, same if I have time, it's will take some time to check modifications I allready done on my beta/test version, because it's impact pretty every tools. I guess I will have some time to look at it in few weeks, but no garanty. If you don't want to wait, you could download the source of my tools and I could give you my beta/test version if you want to play with that. OK First of all, I am sorry for my words. You should be right. I Already use emopack. exe correctly later.I hope God can have time to improve your tools better.
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Conqueror Of The Sea
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Post by olganix on Jan 3, 2019 19:39:05 GMT
HI. There is a new version of havokFbx, it's for making collision this time, by following a great idear from Maskatlo. Before, people said : "it's not work", it's work in sense of havok are good, and when you put into a map file the right informations, it's near to work, but I think the last problem is because of map file unknow parameters. for now, on the snake road of heaven, to go to Kaioh's house, made by Maskatlo, only one box on 4 are really used. but it's not the havok files the probleme because if you only keep one box, it's work, if you keep 2 box, both work, but if you keep 3 box, the first not work. So, keep waiting to solve that or help us to find the right map parameters to have all box used by the game.
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Hero
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Post by atsuraelu on Jan 3, 2019 23:46:51 GMT
That's really great news! But people will always shout "It doesn't work!", no matter what you say
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Warrior
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Post by Kuramasama on Mar 23, 2019 15:22:16 GMT
When I export the fbx edited with blender I get this problem ******************************************************************* This tool is for convert a fbx file into files of Dbxv2. Usage: 'fbxemd.exe [options] file.fbx [originalFile.ean]' originalFile.ean is for keep order on animations, you better to use it if there is animations, but it's not a obligation anymore. IMPORTANT: Blender and 3dsmax miss some textures. SO YOU HAVE to check texture definitions in xml version of emd (80 percents chance there are wrong). IMPORTANT: from this version, xxx.cam.ean.fbx will be converted as a xxxxx.cam.ean, independently of others files. Options : '-noCompressedFlag', '-NoWait', '-AlwaysWait', '-WaitOnError' (default), or '-WaitOnWarning'. Notice: by doing a shortcut, you could use another option and keep drag and drop of files. Notice: "path With Spaces" allowed now. ******************************************************************* Converter FBX to Emd/Esk/Ean Started. -------------- Load Fbx. Please wait ... FbxAxisSystem::eMayaZUp try to convert fbxAxisSys in eOpenGL (UpVector = YAxis, FrontVector = ParityOdd, CoordSystem = RightHanded) systemUnit is : cm try to convert systemUnit in meters -------------- Converting FbxMeshes to Emd Mesh found: SKIN_face_forehead After that the cmd windows closes and it doesn't export the emd from the fbx. I imported it with using all files (.emd, .emb, .emm, .dyt.emd, .esk) To the export I used the predermined parametres in blender 2.79, Y Forward and Z Up. Read more: animegamemods.net/thread/3831/emdfbx-convert-files?page=1#ixzz5j0bZG9xs
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Fighter
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Post by Dakon89 on May 4, 2019 16:15:03 GMT
Anything on the EMM files?
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Conqueror Of The Sea
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Post by olganix on Jun 27, 2019 21:11:04 GMT
Hi. Just to say I have updated Umodel_Dbzf to avoid a crash on some of files (like Guilty Gear).
For informations, I just found this morning, with Alpha, there is a trouble on vertex definition for compressed file : tangente uv1 and uv2 could be wrong. that concern big files like stages models (nsk), but that could also impact emo. I have allready corrected this in a test for using bump/normalmapping shaders, and I try also to have correct visual for stage model. I will have to test a lot before valid the modifications. but, you will have the correction soon.
Have a good day. bye.
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Conqueror Of The Sea
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Post by olganix on Jul 19, 2019 15:06:07 GMT
Hi. Sorry, I just notice yours post. you still have the problem ? Yo, sorry for the late reply, haven't been on here in a while. Yes, I still have the problem. I edited the collision mesh for a file in Blender and saved it as a .fbx, and when I put it through the havokfbx.exe the modified .hkx file I get isn't changed at all from the original. Hi. thank for repport. Apparently, the v2 version of havokfbx didn't work on hkx -> fbx, but people see the trouble after come back to hkx by drag and drop hkx + fbx. I come back to the v1 version for this way of doing*. *Notice: there is another way , better for me, to make collisions, it's about drag and drop only the fbx to havokfbx, that search for object named Cube (and now Sphere and Cylinder), to make small havok files than you can add in map file (that also make a extract of the map file to add manually, to avoid list everything by hand). sadely , same if the conversion of a havok file <-> xml is all good, we don't have understand all values inside. and the sdk version 2015 isn't free (like previous). So it's difficults to understand how, from a mesh, get all areas inclusion/exclusion, and hierarchy tree. and it's just for statis mesh. there is also all dynamic objects, like destructions on another things. so it's complex. normally , with the methode of drag fbx to serach Cube, Sphere and Cylinders to make smallhavok, it's work well. Cube sphere and Cylinder could also be scaled into world's axis. (notice, today only cylinder with Y axis as main axis is good. X and Z still have trouble, unless people find me sample from the game). hope that could solve your trouble , else say me. (just wait few minutes, the time to upload the version 2.1 of havokfbx before try). have a nice day *edit: it's "Box" instead of "Cube". sorry
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Conqueror Of The Sea
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Post by olganix on Jul 19, 2019 15:22:25 GMT
When I export the fbx edited with blender I get this problem [...] After that the cmd windows closes and it doesn't export the emd from the fbx. I imported it with using all files (.emd, .emb, .emm, .dyt.emd, .esk) To the export I used the predermined parametres in blender 2.79, Y Forward and Z Up. Hi. here, there is no useable information to solve your problem. you should try to give me more information on discord or pm.
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Conqueror Of The Sea
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Post by olganix on Jul 19, 2019 22:44:19 GMT
Oh, my God! Forgive me for being ignorant! I mean, the emopack tool, when I unpacked the emo file, I saw two files: xxx. EMD and xxx. esk, but when I turned them into. FBX files and imported them into the blender, then into. EMD files, then into xxxx. emo files, start the game and find the effects disappear Which great God can help me? First, make sure before exporting out of blender you check the UV mapping, and if you didn't do UV mapping then do it before the export. Next you will need to use a Hex editing program like HxD to open the EMD file you generated from the FBX. On here what you need to do is search for the material name, such as in this picture it is "ring". Once you find it you will see hex values "00 00 22", we want the first "00" of each, you see in the picture i highlighted the first one in green and the second one in purple. Now what you do is set them both to match the DATA0XX.dds. So if you say have the Pants with torn parts showing skin underneath, you would most likely have 2 DATA0XX.dds for it in the EMB file. So lets say that DATA000.dds is for the Pants, and DATA001.dds is for the Skin. So when we search up the material "Pants" we most likely have to do nothing, as it is default most of the time 00. So we move on to search for "Skin" and we find it. For Skin we set the value in green and the value in purple to be 01 for DATA0'01'.dds. Now sometimes the game acts weird and may decide that it doesnt like both values set the same for the material, when that happens just change one of them, and if it still doesnt work reverse them. Atleast this has happened to me for some unknown reason. But all the other EMDs in the game have both of them set instead of just one. That should get it all fixed. Hi. You know, you could convert emd into Xml and vis versa with XenoXmlConverter. it's pretty easy to solve yours problem in xml. it's about the part TextureDefinitions : <TextureDefinitions> <EMDSubmeshDefinition unknow0="0" textureindex="0" unknow1="0" unknow2="34" textScale_u="4" textScale_v="4" /> <EMDSubmeshDefinition unknow0="0" textureindex="2" unknow1="0" unknow2="34" textScale_u="1" textScale_v="1" /> </TextureDefinitions> textureindex is the index of DataXXX.dds textScale_u and textScale_v is for repetitions. (unknow2 it's 0 or 34, it's certainly for texture filter (none, linear, bilinear, or anisotropic), and also unknow1 sometime is 34, so many be for textureLod or maximizer filter. don't care about it) Notice : blender break the textures informations, so you hav to check everytime you convert from fbx. Have a nice day.
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Conqueror Of The Sea
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Post by olganix on Jul 31, 2019 17:55:44 GMT
Hi. just for information embpack is updated to deal with emb witch have more than 1000 files. Have a good day. See you.
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Conqueror Of The Sea
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Post by olganix on Aug 7, 2019 9:23:25 GMT
Hi. Apparently there is a new trouble on making camera animation with blender. I see where come from the problem : it's from missing keyframe and animations when you don't move camera or targetCamera, or if you don't move in one channel, like X position. I find a solution just by setup parameters of blender export. Look at the "Edit" part on Camera's Animations tutorial.
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Conqueror Of The Sea
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Post by olganix on Dec 8, 2019 21:52:34 GMT
Hi everyone. Just to say there is a new tool for JumpForce (and may be others games witch use Unreal engine). That for extract/repack the package uasset + uexp. like add, remove, re-order files inside the package. Hope that could help.
Have a nice day/night.
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Conqueror Of The Sea
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Post by olganix on Dec 27, 2019 17:47:39 GMT
Hi. Just to say, there is a update on JumpForceTool (v1.1): -more extension of files inside uexp file. -a console extractor, like a embpack , but for uexp. -a version of xenoXmlConverter and XenoWxHexEditorColorMaker for debug / search
have a nice day / night.
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Apprentice
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Post by technicalsoldex on Oct 16, 2020 16:31:01 GMT
hi, do you know why xenoviewerV2 just don't work at all,the only version that works for me is the xv1 version but it has an annoying yellow glow. could you help by any chance? when i click xenoviewer.exe nothing happens
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Apprentice
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Post by derobyd on Jan 1, 2021 0:26:23 GMT
OLGANIX could you kindly make available the previous version of HavokFbx
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Apprentice
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Post by aiman117 on Jan 10, 2021 2:54:44 GMT
Can someone help me bc I'm new to modding community I have obj.ema obj.ema and .emo but which one that contain the model file in it like when I Xenoviewer I can open the EMD file and the check the model but know I don't have a clue
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