Fighter
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Posts: 14
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Last seen: May 29, 2019 0:44:35 GMT
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Post by zukenft on Jun 23, 2017 11:04:44 GMT
I might have done something wrong in fbxemd, blender, or emdfbx. I put pan's bandana with stock "hat" hairstyle. it looks ok in xenoviewer and blender, but glitched out in-game.
[EDIT] fixed. I forgot to include the esk file when converting to fbx.
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Apprentice
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Posts: 4
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Last seen: Jul 15, 2017 3:48:56 GMT
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Post by korei on Jul 10, 2017 4:35:36 GMT
I have an issue with embpack, any textures I repack will not work and I get flashing textures in the game.
I can take a perfectly fine .dyt file, unpack it then repack it, (edit or not edit the .dds, outcome is the same either way), and it will not work in the game.
All I get are flashing textures, I can take the original .dyt, that was not run through embpack, use it and everything is fine again.
If anyone has experience or a recommendation that may help it would be greatly appreciated, I would love to recolor a few things for my game.
ps. I've tried the original embpack and v2. Firewalls, antivirus, and even windows UAC are also disabled, just in case, but I get the same issue.
pss. I managed to get it to work once, after a system restart (windows 10), I even managed to edit a texture and have it work in game but haven't been able to duplicate it...even after multiple attempts.
Update: In safe mode on windows 10 I can edit and repack without issue.
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Conqueror Of The Sea
Hero
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jul 10, 2017 13:26:37 GMT
Hi. It's seam to be a user's rights troubles. try to not use any folder under "Users" folder, or "program files"(s). If you want to test something in the current folder you use, you could try to edit permissions of the folder.
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Fighter
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Posts: 28
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Last seen: Jul 10, 2019 22:10:12 GMT
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Post by -_- ... on Jul 12, 2017 3:23:33 GMT
Hey olganix have you considered programming XenoXmlConverter to have files such as .Eans have the animations to be separated by index like eternity's tool Genser, it would make move set modding much easier.
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Lord of Disruption
Administrator
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Posts: 1,135
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Last seen: Feb 29, 2020 21:44:58 GMT
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Post by Val E Ryon on Jul 12, 2017 6:18:43 GMT
Why aren't you using blender? That's easier than doing it in an xml.
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Fighter
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Posts: 28
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Last seen: Jul 10, 2019 22:10:12 GMT
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Post by -_- ... on Jul 12, 2017 17:40:23 GMT
Why aren't you using blender? That's easier than doing it in an xml. Im thinking of using the resources I already have to combine fighting styles. Not editing the animations through Xml (that would be pretty dumb), but swapping them and porting over the hit box data from the .bac file it came from.
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Lord of Disruption
Administrator
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Posts: 1,135
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Last seen: Feb 29, 2020 21:44:58 GMT
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Post by Val E Ryon on Jul 12, 2017 18:30:29 GMT
If you just want to swap just animations in the ean use eanorganizer. That's also a lot easier.
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Fighter
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Posts: 28
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Last seen: Jul 10, 2019 22:10:12 GMT
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Post by -_- ... on Jul 13, 2017 21:04:24 GMT
I honestly forgot about the tool, I found it easier to just add on animations to the to the list. I didn't know that the tool had a command to show the animation into a numbered list, which basically solves my whole problem. Thanks Val
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Lord of Disruption
Administrator
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Posts: 1,135
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Last seen: Feb 29, 2020 21:44:58 GMT
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Post by Val E Ryon on Jul 14, 2017 6:46:42 GMT
No problem \o/
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Apprentice
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Posts: 9
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Last seen: Mar 6, 2021 17:55:04 GMT
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Post by nz12 on Jul 15, 2017 13:38:57 GMT
Hey Olganix, if you don't mind I could really do with some assistance.
You see I want to combine a characters hands emd in this case Fused Zamasus with the emd of his Ki Sword (I'm making a Fused Zamasu that uses Janembas moveset which has a second set of hands which uses a sword). However the sword is not appearing where it is supposed to.
I converted the sword emo to emd and placed the Wrist emd, Zamasu esk and Sword emd into EMDFBX. In Blender I moved the sword to the right hand and joined both models together using 'ctrl + J' and exported the fbx. I then converted it back to the emd by using fused Zamasu ean file along with the fbx file in FBXEMD. Viewing the model in both Blender and Xenoviewer the sword appears on his right hand in the correct position. However when it is loaded in the game, the sword is on the floor and doesn't react with his hand at all.
So I then tried using the Wrist emd, Zamasu esk, Sword emd and Sword esk but when using EMDFBX get an error saying:
"Notice: There is all bones declaration in Ean file. In an ESK file, there is less bones than in EAN files.
Converter Emd to FBX Started. please wait ...
Load EAN files and merge bones declaration
Load ESK files and merge bones declaration "
So I then loaded the previous files along with Zamasus ean file and got a fbx model but the file was about 62MB in size and took ages to import and export in blender. After combining the models and getting a new fbx I then used FBXEMD using the ean and got a new emd. Once again in blender and Xenoviewer it looks fine but in game its on the floor in the wrong position again.
The only other thing I can think of is trying to add the sword esk bones to the main esk. I'm not really too sure how though.
I'm sorry for the long post and noob questions but I really am stuck here and any assistance would be very much appreciated.
Thank you
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Conqueror Of The Sea
Hero
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jul 15, 2017 22:03:00 GMT
Hi. -"Load EAN files and merge bones declaration" you say you didn't use ean file on emdFbx, so you don't care about this. -"Notice: There is all bones declaration in Ean file. In an ESK file, there is less bones than in EAN files." same for that (same reasons) -"fbx model but the file was about 62MB in size" yes , it's because I tryed to keep texture Definition on mesh, it's alittle bit complicated. sorry for big files and more time to import into blender. but it's not a big deal.
"Viewing the model in both Blender and Xenoviewer the sword appears on his right hand in the correct position. However when it is loaded in the game, the sword is on the floor and doesn't react with his hand at all. " Blender, Xenoviewer, Unity (as a fbx viewer) and the game doesn't react totally the same on blend weights. also, I'm not sure the sword as a emo really using skinning animation, may be it's the object witch foloow a bone animation (Node's animation). As lots of people having done the kind of thing you want to do, I suppose there is a trouble when you merging the mesh of hands and swords in blender.
I should advice you to not merging them in the first place : Just move the sword's mesh next to the hand's mesh in hierarchy, it will be added into final emd after fbxemd.exe (the hierarchy is follow the emds structure). the second thing to check is "the emo having a blend indice and weight ?" to know that, you should convert sword.emd into xml with XenoXmlconverter, and check if there is the flags for Blend.
So, if there isn't, you have to add skinning stuff on the sword's mesh into blender. normally fbxemd detecte that and add the flags (you could check that with xml version after fbxemd). But it's will still the problem that yours material, with a certain shader (program), will not deal with skeleton. So, the better thing, may be, is to clone a material in emm of the hand.emd, use the name of the sword (in hierarchy in blender, the name of the mesh is the name of the material used in emm), and adapt the value and textures to give the same result of the original material of the sword.
If you want to first test on yours merged mesh, I advice you to check weights on bones, and keep in mind, it's could only have 4 bones influence on each vertex maximum. blender could deal with more, Xenoviewer force to have all weight added == 1.0, so it's could be yours problem.
Hope it's will help you. if there is a point you don't understand, say to me witch one.
have a nice day/night.
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Hero
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Posts: 363
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Last seen: Jul 21, 2021 23:32:09 GMT
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Post by Feraz on Jul 16, 2017 11:34:14 GMT
Hi Olganix, thanks for you work , i'm having a problem with 3ds max 2010 that doesn't export in the right position the models (when I use fbxemd) and sometime with some files generated with emdfbx the program crashes, could you do something to fix that please? Thanks again for your work and fora any answer, have a nice day ^^
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Conqueror Of The Sea
Hero
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jul 16, 2017 14:35:51 GMT
Hi Feraz. Tools target Blender because it's free so lots of modder are on it. I also can't take care of all differentes version of 3dsmax. But some people success to use the tools with some of.
In yours particular case: -"that doesn't export in the right position the models" I think it's could be a missing Root Node ("EXP_XXX_000" for esk, "XXX_BAS_BONE" for ean). So the first thing to do is to check the presence of that bone (in Xml version of esk or ean). Compare with the original one and add if missing.
-"sometime with some files generated with emdfbx the program crashes," you have to be more specific, please. because it's a every day tool for lots of modder.
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Hero
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Posts: 363
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Last seen: Jul 21, 2021 23:32:09 GMT
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Post by Feraz on Jul 16, 2017 15:43:50 GMT
Okay, first of all thanks a lot for answering, so... I'm making a Tail Pack for all races and when I try to import and edited GK4_000_Pants.emd along with CaC 000 files (HUM_000_Bust ect , for example) when I drag them to the new emdfbx , when I import them on 3DS Max 2010 the tool crashes.
Also bones have exp or bas bone , the problem with thing exported with the new fbxemd is they are flipped badly, but they are exported.
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Conqueror Of The Sea
Hero
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jul 16, 2017 16:27:16 GMT
"when I import them on 3DS Max 2010 the tool crashes." try Unity as a fbx preview, please, to check if the Fbx is well done.
"with thing exported with the new fbxemd is they are flipped badly" in Blender, we have to export with Tpose to have good link between bones. if you don't care about animation (and it's hard to edit on 3dmax because of none gesture of animations layers), just keep the Tpose on the first keyframe. Hope it's will solve yours problem.
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Hero
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Posts: 363
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Last seen: Jul 21, 2021 23:32:09 GMT
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Post by Feraz on Jul 17, 2017 10:37:17 GMT
Thanks again for answering , about Unity preview when internet will go better i'll try it ^^ also about the t pose I don't edit animations I only add and move bones but the problem is that they are flipped like I told you , some days ago I asked Val and he told me that the tool is optimized for Blender, so, I don't want to sound ungrateful or demanding but is possible to optimize a bit the tool for 3ds max too? That would be a great update for much people, thanks again for answering and for your work ^^
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Conqueror Of The Sea
Hero
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jul 18, 2017 9:27:44 GMT
Hi. "but is possible to optimize a bit the tool for 3ds max too?" it's very difficult because of difference of behaviours on different importer/exporter version for fbx. you will say "it's the same for blender". yes, but , as it's free, people could give the last version at any moment. it is not the case of 3dsmax. Some of people use 3dsmax and it's work , but it's a newer version than 2010.
Please try when you can Unity as preview, also for yours Fbx exported from 3dsmax. It will give you more informations on yours two problems.
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Apprentice
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Posts: 9
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Last seen: Mar 6, 2021 17:55:04 GMT
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Post by nz12 on Jul 20, 2017 18:52:28 GMT
Hi. -"Load EAN files and merge bones declaration" you say you didn't use ean file on emdFbx, so you don't care about this. -"Notice: There is all bones declaration in Ean file. In an ESK file, there is less bones than in EAN files." same for that (same reasons) -"fbx model but the file was about 62MB in size" yes , it's because I tryed to keep texture Definition on mesh, it's alittle bit complicated. sorry for big files and more time to import into blender. but it's not a big deal. "Viewing the model in both Blender and Xenoviewer the sword appears on his right hand in the correct position. However when it is loaded in the game, the sword is on the floor and doesn't react with his hand at all. " Blender, Xenoviewer, Unity (as a fbx viewer) and the game doesn't react totally the same on blend weights. also, I'm not sure the sword as a emo really using skinning animation, may be it's the object witch foloow a bone animation (Node's animation). As lots of people having done the kind of thing you want to do, I suppose there is a trouble when you merging the mesh of hands and swords in blender. I should advice you to not merging them in the first place : Just move the sword's mesh next to the hand's mesh in hierarchy, it will be added into final emd after fbxemd.exe (the hierarchy is follow the emds structure). the second thing to check is "the emo having a blend indice and weight ?" to know that, you should convert sword.emd into xml with XenoXmlconverter, and check if there is the flags for Blend. So, if there isn't, you have to add skinning stuff on the sword's mesh into blender. normally fbxemd detecte that and add the flags (you could check that with xml version after fbxemd). But it's will still the problem that yours material, with a certain shader (program), will not deal with skeleton. So, the better thing, may be, is to clone a material in emm of the hand.emd, use the name of the sword (in hierarchy in blender, the name of the mesh is the name of the material used in emm), and adapt the value and textures to give the same result of the original material of the sword. If you want to first test on yours merged mesh, I advice you to check weights on bones, and keep in mind, it's could only have 4 bones influence on each vertex maximum. blender could deal with more, Xenoviewer force to have all weight added == 1.0, so it's could be yours problem. Hope it's will help you. if there is a point you don't understand, say to me witch one. have a nice day/night. Hi Olanix Thanks for the quick reply, I hope you're having a nice day. I finally got around to getting some time to try out what you said. In regards to what you said here: "the second thing to check is "the emo having a blend indice and weight ?" to know that, you should convert sword.emd into xml with XenoXmlconverter, and check if there is the flags for Blend." I don't really know how to check for flags or what they look like. and "So, the better thing, may be, is to clone a material in emm of the hand.emd, use the name of the sword (in hierarchy in blender, the name of the mesh is the name of the material used in emm), and adapt the value and textures to give the same result of the original material of the sword." The hand emm has "hands" and "ring" while the sword is "Sword_a" do you mean to copy the hands material in the emm and rename it sword_a and copy the values from the sword emm? If this is incorrect and if you don't mind, could you please explain what you mean by this? Thank You
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Conqueror Of The Sea
Hero
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jul 21, 2017 9:00:50 GMT
"the second thing to check is "the emo having a blend indice and weight ?" to know that, you should convert sword.emd into xml with XenoXmlconverter, and check if there is the flags for Blend." => -download XenoXmlConverter. Extract into a folder without spaces into the path. -drag your xxx.emd file on this tools -open the xxx.emd.xml in yours favorite textEditor or XmlEditor (as NotePad++ by sample). -Look after "VertexDefinition" tag. if you have "BoneBlendWeight" into it, you have blend indice and weight in vertex definition. take a look on the file , you will better understand the emd format. same for others format the tool deal with. Blend information is for "link" vertex to the bones. if you have "BoneBlendWeight", there is 4 bones influences on each vertex with some weights. So, if you need only 1 bone influence, you should put a weight 0.0 to others bones. Xenoviewer and some software adjust the 4st bone to having sum of 1.0 for weights. "if this is incorrect and if you don't mind, could you please explain what you mean by this?" -Material use a "shader" (all people on modding talk about "shader", but it's "shader program"). you have it into emm file. -"shader (program)" use a vertexShader and a PixelShader (and some of also a GeometryShader, but you don't care here). See sds files (into adam_shader folder). -In vertex shader, (so, for each vertex), it read the blend indice and blend weight to modify the position of the vertex from bones's matrices. -The game use blend indice and blend weight to do some skinning animation, that for move some vertex differently from some others vertex on the same object (that the case for all characters emd). If you don't have to do that (<==> moving all vertex of a object in the same way), you just have modify the matrix of the object, that Node's Animation, and in this case you don't need blend Indice and blend weight. -So IF the material of sword_a don't use a shader with skining informations, you must use another shader or material. To know that, it's simple : if you don't have "BoneBlendWeight" in vertexDefinition, the material of this don't have shader witch deal with skinning animation. -SO IF you allready have "BoneBlendWeight", you don't have to do anything on material. may be just copy the sword_a material into the emm of the target emd (if you have moved the mesh/geometry of the sword into hierarchy of a emd in blender). -IF you don't have "BoneBlendWeight" in vertex definition, you should copy a material like hand and make few adjustement (The Next part). For adding a material into emm for character, the things you need to know: -xxx.dyt.emb having color degrades for display difuse colors and specular and reflexion coefficients. -it's a texture with 32 lines (of 4 pixels each) grouped by 4 lines. each group is for 1 part of the geometry (so 4 part/4 material look like maximum), like Bust have armor and skin by sample. -there is many files in xxxx.dyt.emb, each file is about a slot's version into game's character selection (you choose a character, and after you could choose the version of the character). -the first line is difuse color degrade, the second is for reflexions. (if I remember well, easy to check) -To choose witch group to use, it's the value MaterialScale1_X in emm, it's a integer [0,3]. -xxx.emb have namy textures. to choose the one to use it's "EMDSubmeshDefinition" tag in emd files. -the real "how it's used" depend of the pixel shader. -but in most of case for characters, it's about : -one texture for damage in red, blood in green, pencil stroke in alpha. -one texture for skin marks (ex: Cell, Aple). -if you have more than two texture in emb, is for the same kind of things for others part of emd. NOTICE: use the last version of embPack to keep good order of files. In yours case, if you have to use another material, cloned from a character's material: -check if you have a empty group in a dyt of the emd, else change of emd. -clone a material in emm.xml, rename it by the name of the mesh/geometry in hierarchy in blender (sword_a). -change the MaterialScale1_X to target a empty group in dyt (index begin from 0). -fill degarde of the group in all files in dyt.emb: -adapt for first line color. -for reflexion, you should copy a armor, or another metal material look like. -copy the new textures for xxx.emb (hope it's look like ones for character, like my description up), better to add also the filename into the xml generated by the last version of embPack, to be sure of order of yours new files. keep in mind the index (start from 0, if I remember well) for the next step. -in yours new xxx.emd.xml, change the "textureindex" of each "EMDSubmeshDefinition" tags in the sword part. Hope it's Ok for you.
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Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on Aug 19, 2017 3:57:48 GMT
Hi olganix! after editing a model in blender, it appears white in Xenoviewer. Can you tell me how I can use the emb and dyt.emb with it i.e colour it so it wouldn't be white?
EDIT: FIXED! All I had to do was to edit the emm.xml and change the name to GOK_00_hair.000 Yes that is it!
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