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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Tue Jul 25, 2017 2:34 pm 
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With your help, my obj converter starts getting into shape :wink:

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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Sun Jul 30, 2017 9:42 pm 
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[quote="volfin"]I suspect either the Trenchoat is in another file (since you can change trenchcoats from settings), or because it's flexible cloth, is generated on the GPU.
[/quote]

You are right
Jensen's Trenchoat:[quote]17230170369043947 003D36BFA8442DEB [assembly:/characters/resources/main_characters/jensen/jensen_trench.apx].pc_apex[/quote]

Jensen's hairs:[quote]59216673450565904 00D2614031CD2110 [assembly:/characters/resources/main_characters/jensen/jensen.hair].pc_hair[/quote]


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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Sun Aug 06, 2017 6:28 pm 
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volfin wrote:
as far as I know, there's no need to update the texture tool. it works with all valid textures. If that's not true, I need more information.

As for the number stuff, I have no idea what all that is.

"New" format (.bin/.tex) have a 24 bytes header; first 4 bytes - ascii TXET (54 58 45 54), so you can simple add checking and trimming bytes - all other data is unchanged

UPD: here full example dataset of tex files: there are 11 subformats (2 bytes with offset 42 or short Format in volfin script). Link: https://yadi.sk/d/9zcdSJR53M6KKi

UPD 2: looks like DEMD .dat importer can't read UV coordinates from .linkedprim files; and there are some files, that obviously 3d models (collisions, COLA signature), but can't be opened + examples of .apx (clothes) and .hair files. Link: https://yadi.sk/d/n11L2IQk3M6K5e

UPD 3: small teaser for non-console peoples :) (I must do some enchantments before upload program)
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Last edited by aspadm on Thu Aug 17, 2017 12:06 pm, edited 1 time in total.

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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Tue Aug 08, 2017 10:21 pm 
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thank you so much for your sharing this nice article,
I really like to reading your blog !

ดูหนังออนไลน์



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