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 Post subject: Re: MMO Black Desert Online
PostPosted: Sun Nov 13, 2016 2:53 am 
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the patch is simple, replace elif parVer == 259:
by
Code:
elif parVer == 515:#was 0x103=259
      bs.seek(4, NOESEEK_REL);#patch for 0x203



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 Post subject: Re: MMO Black Desert Online
PostPosted: Sun Nov 13, 2016 9:39 am 
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to maintain compatibility with existing "parVer" while adding support for "parVer 515" i added this under line 30
Code:
    if parVer == 515:
        bs.seek(0x14, NOESEEK_ABS)


and changed line 51 to this
Code:
elif parVer == 259 or parVer == 515:

:D

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 Post subject: Re: MMO Black Desert Online
PostPosted: Sun Aug 06, 2017 9:35 am 
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AceWell wrote:
to maintain compatibility with existing "parVer" while adding support for "parVer 515" i added this under line 30
Code:
    if parVer == 515:
        bs.seek(0x14, NOESEEK_ABS)


and changed line 51 to this
Code:
elif parVer == 259 or parVer == 515:

:D


I'm having troubles with this. When I try this patch Noesis complains about line 31 saying "IndentationError: unindent does not match any other outer indentation level" Perhaps it would be easier to post the full script with patch than to try and teach me, but either way help would be appreciated.


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 Post subject: Re: MMO Black Desert Online
PostPosted: Sun Aug 06, 2017 10:43 am 
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yeah here ya go :D

you got that error because that function in the original script used tab spacing


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 Post subject: Re: MMO Black Desert Online
PostPosted: Sun Aug 06, 2017 5:04 pm 
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AceWell wrote:
yeah here ya go :D
you got that error because that function in the original script used tab spacing


Thank you so much, and your reply was almost inhumanly fast for being a forum reply. :o


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 Post subject: Re: MMO Black Desert Online
PostPosted: Fri Nov 24, 2017 1:04 pm 
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hello, is there a way to mirror models on load? because now everything whats left is on the right side. ex: left hand is on the right

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 Post subject: Re: MMO Black Desert Online
PostPosted: Sat Nov 03, 2018 1:44 pm 
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Can you please update the script? Its not working with many models from curent version of the game

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 Post subject: Re: MMO Black Desert Online
PostPosted: Mon Nov 19, 2018 11:21 am 
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@ngovandang - You could use Noesis to export the models using fmt_Black_Desert_pab.py plugin.

First you need to compile the models in the 1_pc folder.
Using PAC_to_DAE_Converter_v3 from https://www.undertow.club/threads/black-desert-online-modding-tools.9197/
The process I use is to copy/paste all the .pac files that make a full character, head, body, hair, armour etc. into a folder including the .pab.
Using the pac_to_dae.bat I convert all to .dae as explained on the site, then using the -m command [merge] I add the .dae to an existing .pac, so basically it builds up the .pac file into a full character.
Then the .pac file can be exported into .fbx from Noesis, which has the advantage over Blender 2.49 because it keeps the correct bone names.

Example: pac_to_dae.bat - Creates body .dae files
PACtool.exe -c pvw_00_nude_0001.pac bones/pvw_01.pab
PAUSE

Example: pac_to_dae.bat - Adds body lod0 to head.pac file
PACtool.exe -m pvw_00_nude_0001_mesh00_lod0.dae pvw_00_head_0001.pac bones/pvw_01.pab
PAUSE

Delete lod1 and lod2 using only lod0. You can check your progress by looking at your .pac file with Noesis.

Hopefully this is not too confusing :) Just noticed that on a lot of the .pac files there is no skeleton/rig when viewing in Noesis. These will not work unless there is a fix?


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 Post subject: Re: MMO Black Desert Online
PostPosted: Tue Nov 20, 2018 10:07 am 
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After extracting the PAZ files with an updated blackdesert_v2.0.5.bms from undertow, none of the skeleton files are linked or appear within Noesis.

Using the PAC_to_DAE_Converter_v3 you can assign the skeleton to the .pac file but it has no function/weights.

The original Quickbms Black Desert (script 0.2.3) allows PVW, PNW, PBW and NPC characters to be converted in Noesis or compiled in Blender 2.49.

So, back to square one :)

Will try the PAZ browser 1.4b to extract all files and see if that makes any difference? - Update: .pac files still have no bind/link to their skeleton .pab.


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 Post subject: Re: MMO Black Desert Online
PostPosted: Wed Dec 05, 2018 3:09 pm 
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Solution to compile characters.

Copy & Paste the .pab file into all folders e.g: phw_01.pab - 2_phw_armor\9_upperbody - 10_lowerbody + Head, Hair and Nude folders etc.

Noesis: Tools\Batch Process
Folder Batch: Choose Folder e.g: 2_phw
Recursive: Tick the Box
Input Extension: pac Output Extension: psk
Output Path: $inpath$\$inname$out.$outext$
Export.

3dsMax: ActorX Plugin .psk Importer
Import all parts needed to compile character of your choice as you would in Blender 2.49.

For the NPC's use Batch Process within Noesis
Input Extension: pac Output Extension: fbx
Output Path: $inpath$\$inname$out.$outext$
Export.

You may get some errors while processing.


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