Fighter
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Post by sniperpls on May 24, 2017 23:09:53 GMT
New problem: 17:08:29: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 shader TOON_UNIF_STAIN3_DFD_W_VS Errors: C:\Users\David\Documents\Game Mods\Xenoverse 2\LibXenoverse-master\LibXenoverse-master\bin\memory(130,1): error X2001: shader version expected in D3D9GpuProgram::loadFromSource at ..\..\..\RenderSystems\Direct3D9\src\OgreD3D9GpuProgram.cpp (line 223) Edit: All of the files (EMD, EMM, EMB) are all in the same file with the exact same names. All I did was open a copy of my Data cpk unpacked, navigated to VTO folder, drag and dropped onto ogre. This was the error. Edit 2: This is the log file. So far, I've gone as far as to go into my bios and completely deactivate my Intel integrated graphics. I'm on one display. 1. I open Xenoviewer 2. I open the Ogre log which says device lost, device reset. (I do this without minimizing Xenoviewer. Once the viewer is open, I don't touch it again.) 3. I drag and drop any EMD file into ogre. Most of the time, nothing happens. Some EMD load, usually without textures or colors. 4. Get angry and close everything. I'm frustrated. I don't know what else to do. I've gone into Nvidia control panel and set xenoviewer.exe to use only one display. Still no change.
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Conqueror Of The Sea
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Post by olganix on May 25, 2017 7:43:22 GMT
This is another things. Like the log say "Cannot assemble D3D9 shader", so I'm pretty sure it's because you are on a windows 10 without directx9 installed. It's true I didn't mention that because Xenoverse1 is on directX9, so directX9 is allready installed. Try to install this or this in your language.
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Conqueror Of The Sea
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Post by olganix on May 25, 2017 14:54:21 GMT
Now there is EmoPack tools, for convert Emo <-> Emd + Esk. Enjoy.
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Warrior
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Post by someone on May 25, 2017 16:56:57 GMT
Is there a way to make custom combos and animations with your tools?
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Post by Rai on May 25, 2017 17:25:06 GMT
Using emopack, I got the extracted emd and esk, but trying to convert it to fbx with EMDFBX causes an error to happen:
Reading Mesh at 64
Reading Submesh at 144 Unknown Vertex Type Flag 8047
This happens with every emd file that I've tried from emo files. Am I missing something, or am I just being stupid?
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Warrior
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Post by someone on May 25, 2017 18:05:13 GMT
Using emopack, I got the extracted emd and esk, but trying to convert it to fbx with EMDFBX causes an error to happen: Reading Mesh at 64 Reading Submesh at 144 Unknown Vertex Type Flag 8047 This happens with every emd file that I've tried from emo files. Am I missing something, or am I just being stupid? You can get some more info if you keep pressing enter in the emdfbx window.Like I pressed enter a few times then this showed: Reading Mesh at 80 Reading Submesh at 160 Unknown Vertex Type Flag 8047 Unknown Vertex Size 28 Submesh Name: Bas_ba Submesh Unknown 1: 32839 Vertex Size: 28 Vertex Count: 84 Vertex Address: 552 Submesh Offset 1: 88 Submesh Offset 2: 100 Reading Triangles address at 260 Reading Mesh at 3088 Reading Submesh at 3168 Unknown Vertex Type Flag 8047 Unknown Vertex Size 28 Submesh Name: Bas_aa Submesh Unknown 1: 32839 Vertex Size: 28 Vertex Count: 84 Vertex Address: 552 Submesh Offset 1: 88 Submesh Offset 2: 100 Reading Triangles address at 3268 Reading Mesh at 6096 Reading Submesh at 6176 Unknown Vertex Type Flag 8047 Unknown Vertex Size 28 Submesh Name: Bas_ab Submesh Unknown 1: 32839 Vertex Size: 28 Vertex Count: 80 Vertex Address: 552 Submesh Offset 1: 88 Submesh Offset 2: 100 Reading Triangles address at 6276 Reading Mesh at 8992 Reading Submesh at 9072 Unknown Vertex Type Flag 8047
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Conqueror Of The Sea
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Post by olganix on May 25, 2017 21:16:49 GMT
Is there a way to make custom combos and animations with your tools? No with that. What you want is about emdfbx and fbxemd, but the version witch do that is in test with the Zteam (because if I release now, I will too much have feedback. it's not easy to use for now. I have to do a better tutorial and also there still have 2 bugs to emd part). Wait for result.
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Conqueror Of The Sea
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Post by olganix on May 25, 2017 21:22:07 GMT
Using emopack, I got the extracted emd and esk, but trying to convert it to fbx with EMDFBX causes an error to happen: Reading Mesh at 64 Reading Submesh at 144 Unknown Vertex Type Flag 8047 This happens with every emd file that I've tried from emo files. Am I missing something, or am I just being stupid? Your are not stupid !!! The old version of emdfbx don't play with emd for stage, skill or vfx. the version you have is Dario version witch work well for emd for charac, but the vertex definition, it's hard coded. the new version could use all emd, and also emd from other game (I just have tested with saint seya files). it's the same with emo, the old version of tools have hard coded vertex definitions. I don't see this trouble because I work with new version of tools. sorry. May be I have to give emdfbx much earlier (it is in test).
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Conqueror Of The Sea
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Post by olganix on May 25, 2017 21:27:48 GMT
Sorry, I don't have see this trouble. I have to finalize emdfbx and fbxemd, before solve this problem. wait one or two day, please.
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Post by Rai on May 25, 2017 22:15:34 GMT
Okay cool, good to know I'm not missing something obvious lol.
Good work with the tools though.
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Fighter
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Post by sniperpls on May 26, 2017 5:39:59 GMT
Still nothing. Directx 9 installer tells me that an equal or greater version is already installed, so it won't install. I created a shortcut for Xenoviewer on my desktop and added -dx9 to force it to use directx 9 only, but it still entered lost state, and was reset. Still won't load any EMD.
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Warrior
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Post by someone on May 26, 2017 6:40:04 GMT
Still nothing. Directx 9 installer tells me that an equal or greater version is already installed, so it won't install. I created a shortcut for Xenoviewer on my desktop and added -dx9 to force it to use directx 9 only, but it still entered lost state, and was reset. Still won't load any EMD. I simply open emd files by doing this: 1:I open Xenoviewer. 2:I press and hold ctrl then press o. 3:I go to the destination where the emd files are. 4:I select them and press enter. 5:Then the files load.
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Conqueror Of The Sea
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Post by olganix on May 26, 2017 8:00:04 GMT
-did you use Xenoviewer_v2 ? -did you use tha adams shaders into Xenoviewer_v2 ? -did Xenoviewer is in a folder with all the path don't have space, point ? -the emd look like xxxxxxx.emd (no xxxxxxx.yyy.emd) ? -do you have emb and emm with the same name as emd file ?
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Conqueror Of The Sea
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Post by olganix on May 26, 2017 12:25:45 GMT
I know lot people don't have the good version to read full emds yet. But I continue to open some doors by add the NskPack tool, to extract Nsk file <-> emd + esk.
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Conqueror Of The Sea
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Post by olganix on May 26, 2017 17:15:05 GMT
XenoXmlConverter 2.1.3 : fix problem with texture Coordinate V.
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Fighter
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Post by sniperpls on May 26, 2017 18:07:52 GMT
Still nothing. Directx 9 installer tells me that an equal or greater version is already installed, so it won't install. I created a shortcut for Xenoviewer on my desktop and added -dx9 to force it to use directx 9 only, but it still entered lost state, and was reset. Still won't load any EMD. I simply open emd files by doing this: 1:I open Xenoviewer. 2:I press and hold ctrl then press o. 3:I go to the destination where the emd files are. 4:I select them and press enter. 5:Then the files load. I was actually able to get it to work like this. Now I'm just trying to figure out why animations, attach to skeleton, etc. won't work. But, at least I can see my models with dyt emb on them so I can verify color changes. Edit: How would I go about that? I've experimented a little with overwriting HUM_000_XXXX parts with Broly's emds and embs. Usually ends up with fingers stuck in the back and strange stretching of the arms. I'm assuming this has to do with the game trying to cope with the skeleton being different. (HUM esk vs the BRL esk)
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Warrior
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Post by someone on May 26, 2017 18:25:16 GMT
I simply open emd files by doing this: 1:I open Xenoviewer. 2:I press and hold ctrl then press o. 3:I go to the destination where the emd files are. 4:I select them and press enter. 5:Then the files load. I was actually able to get it to work like this. Now I'm just trying to figure out why animations, attach to skeleton, etc. won't work. But, at least I can see my models with dyt emb on them so I can verify color changes. Edit: How would I go about that? I've experimented a little with overwriting HUM_000_XXXX parts with Broly's emds and embs. Usually ends up with fingers stuck in the back and strange stretching of the arms. I'm assuming this has to do with the game trying to cope with the skeleton being different. (HUM esk vs the BRL esk) In xenoviewer,drag the emd files into the skeleton file to attach it then play the animations.And yes,the fingers stuck in the back and strange stretching of the arms is because of the different esk.
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Fighter
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Post by sniperpls on May 26, 2017 18:37:48 GMT
I was actually able to get it to work like this. Now I'm just trying to figure out why animations, attach to skeleton, etc. won't work. But, at least I can see my models with dyt emb on them so I can verify color changes. Edit: How would I go about that? I've experimented a little with overwriting HUM_000_XXXX parts with Broly's emds and embs. Usually ends up with fingers stuck in the back and strange stretching of the arms. I'm assuming this has to do with the game trying to cope with the skeleton being different. (HUM esk vs the BRL esk) In xenoviewer,drag the emd files into the skeleton file to attach it then play the animations.And yes,the fingers stuck in the back and strange stretching of the arms is because of the different esk. Awesome. So I've attached to the skeleton, how can I save these files? I'd like to save them as say HUM_10000 and use embed them in a transformation skill.
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Warrior
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Post by someone on May 27, 2017 10:41:19 GMT
In xenoviewer,drag the emd files into the skeleton file to attach it then play the animations.And yes,the fingers stuck in the back and strange stretching of the arms is because of the different esk. Awesome. So I've attached to the skeleton, how can I save these files? I'd like to save them as say HUM_10000 and use embed them in a transformation skill. You can make a copy of the files,then rename them to HUM_10000.To rename large number of files quickly,you can use Bulk Rename Utility.
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Fighter
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Post by sniperpls on May 28, 2017 3:04:13 GMT
Awesome. So I've attached to the skeleton, how can I save these files? I'd like to save them as say HUM_10000 and use embed them in a transformation skill. You can make a copy of the files,then rename them to HUM_10000.To rename large number of files quickly,you can use Bulk Rename Utility. I know how to save files as different names, what I'm trying to figure out is how to save a specific setup I've made in xenoviewer, or if it's even possible. Like I want to attach all of Broly's models to the hum esk, then save that so I can use it. If possible.
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