Conqueror Of The Sea
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Post by olganix on Mar 10, 2018 10:55:08 GMT
iggytex, it is more common Ok thank. Another question : I check the difference with emb, it's pretty the same except it's ID instead of filename inside iggytex. So the files named "DATA000001.dds" is good for rebuild if in all iggytex, DDS are ordered with IDs in ascending order. Did someone have trouble ingame by rebuild a iggytex, like if index/Id are not good ?
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Post by Josou Kitsune on Mar 10, 2018 18:49:30 GMT
iggytex files haven't given me any problems while rebuilding, just iggyted's that have dds names like DATA4294902142.dds did glitch my game after rebuilding
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Conqueror Of The Sea
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Post by olganix on Mar 10, 2018 21:01:20 GMT
could you send me the file at the origina of the trouble ?
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Post by Josou Kitsune on Mar 12, 2018 5:25:56 GMT
sysfont01_ab.iggytedThis is the original file it goes in data>system>iggy I tried replacing the Xbox buttons with PS buttons and then I rebuild the iggyted, and the GUI glitched. Then I extract and rebuild the original without replacing anything and it still glitched.
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Conqueror Of The Sea
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Post by olganix on Mar 12, 2018 9:42:16 GMT
Thank. I will take in count for the next release witch will coming soon.
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Conqueror Of The Sea
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Post by olganix on Mar 12, 2018 13:52:02 GMT
it's sound the id, witch was uint32 because there is always "XXXX 0000", it's not. in yours file , there is the id on 16 bits + another id, sometime it's FFFF, sometime another id (sometime the same id as itself). when there is the FFFF, you have a normal file. for others, it's the 0kb file generated, there is no datas inside, so it's strange. I ask myself if it's about LOD, or images in a subpart to another. (or may be a ~hierarchy, but I don't beleive so).
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Conqueror Of The Sea
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Post by olganix on Mar 12, 2018 14:12:17 GMT
could you test with this version witch only forget the unknow_id, please. linkI think with this specific case, unknow_id is refer to another id with a texture, may be.
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Post by olganix on Mar 12, 2018 14:57:45 GMT
OK, when the tool extract, it's add a iggytexFiles.xml witch add all the id and unk_id listed.
<Iggytex> <File id="2" unk_id="2" /> <File id="3" unk_id="3" /> <File id="4" unk_id="4" /> <File id="5" unk_id="65535" /> <File id="6" unk_id="65535" /> <File id="7" unk_id="65535" /> <File id="8" unk_id="65535" /> <File id="9" unk_id="65535" /> <File id="10" unk_id="65535" /> <File id="11" unk_id="65535" /> I only create the files with real data (avoid dds with 0ko). And when I repack, I add all files, read the xml to getback the id with no data and getback the unk_id. And finally I reoreder by id to be sure. so now I have 0 difference with the original version of the file. Release will come soon. Thank to have report me that. I never touched on UI yet.
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Post by laloromer0 on Mar 12, 2018 23:08:48 GMT
I am having a problem with Emdfbx and Fbxemd. It is exporting every mesh individually, what can I do?
Fbxemd instead of exporting 000_Bust.fbx as .emd is exporting waist_bust_A and waist_bust_B as emds instead.
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Conqueror Of The Sea
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Post by olganix on Mar 13, 2018 0:57:24 GMT
I am having a problem with Emdfbx and Fbxemd. It is exporting every mesh individually, what can I do? Fbxemd instead of exporting 000_Bust.fbx as .emd is exporting waist_bust_A and waist_bust_B as emds instead. normal. if you want only one emd, change the hierarchy of the file inside blender. put all mesh on the same node.
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Post by olganix on Mar 13, 2018 1:07:59 GMT
Ok. all tools are updated. "All ?". yes because I solve few annoying things like: -"path with space" -solve lot of trouble of precision. -resolve extension in UpperCase. -normalize the Wait at the end of application : by default, there is a wait only if there is a error. (if you want to change that, create a shortcut with the good option for you, so you will continue to drag and drop files). -confirmation of Loading.
But, without this consideration, there is lots of new functionnalities : -modification of camera animation (start of Charac, skills's ULT, demo), by Xml version , and by Fbx conversion for edit in blender or 3dsmax. -there a Xml conversion for Havok file (hitbox/collisions included in map file), and also a extract of 3d data by making a fbx editable in blender or 3dsmax. -correction on emo and ema (so you could use some file of Saint Seya, charac or Stages). -alpha implementation for scd and spm. -and Xenoviewer don't stop anymore if a emd miss its linked emm emb or dyt.emb files. -correction on iggytex, as said on previous post.
For camera edition, in 3dsmax it's pretty easy. on Blender, we can't change the fov and roll. and it's complicate for camera position and target's camera position, but not impossible. I have to make a tutorial on it.
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Post by olganix on Mar 13, 2018 10:37:36 GMT
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Post by nz12 on Mar 13, 2018 13:24:39 GMT
Hi Olganix
I am having trouble repackaging with embpack. Unpacking is fine but as soon as I drag the folder onto embpack I get an error in console saying "error on arguments". My folders have no spaces and haven't got any administrative protection on them so I am a little baffled.
Thanks.
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Post by olganix on Mar 13, 2018 14:02:10 GMT
Hi. I have try to test all tools before update. I just retest now with a emb, it's work. do you have a "." in name of folder (full path) ?
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Post by nz12 on Mar 13, 2018 14:19:37 GMT
No dot this how it looks for folder I want to repack "D:\Program Files\Steam\steamapps\common\DB Xenoverse 2\data\vfx\cmn\" and this is for embpack location "D:\MyName\EmbPack-v2-LibXenoverse\Libxenoverse_EmbPack_v2_2".
I have also tried moving the folder I want to pack into the same folder as the embpack.
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Post by olganix on Mar 13, 2018 14:28:38 GMT
"D:\Program Files\" if you have do something to move the all "program Files" in D, it possible you have trouble with rights (by default, a tool don't have to modify a folder of a other tool/aaplication in "program file", so there is right on all the folder under). Test to copy the cmn folder in a folder you just create : "c:/Xenotest", and test again to drag and drop the cnm folder on the embpack.
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Post by nz12 on Mar 13, 2018 15:03:45 GMT
Sorry there was a dot in the .pbind and removing it fixed it.
Thank you for the help.
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Post by olganix on Mar 13, 2018 15:25:52 GMT
Ok sorry. Before the condition for folder detection is "not have emb extension". and I would secure this by "not having extension". I didn't figure out that case of xxxxxx.pbind.emb.
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Post by nz12 on Mar 13, 2018 16:21:18 GMT
No problem.
I actually came to you because I was trying to add my own custom auras to the pbind and first thought the problem may have been with the eepk. However I never touched anything which was already in the file. So I thought perhaps it was the way it was being repackaged and used the back up eepk file with the modified pbind and had the problem with the aura, which cemented my suspicions thus leading me to ask you for help regarding the new embpack as I remember its functions was to list the order of the files.
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Post by olganix on Mar 14, 2018 12:35:19 GMT
I reverse the secure on EmbPack and iggytexPack.
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