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 Post subject: Kinect Star Wars dfm
PostPosted: Sun Apr 08, 2012 4:34 am 
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Here is a noesis script to load the 3d models and the modified .tga textures.
to extract the models you need to run xbdecompress.exe (in the official xbox sdk will not be provided) on the podlzx files.
then to extract the podlzx files use this bms script. viewtopic.php?f=13&p=70398#p70398
then on the resulting pac files it spits out run this bms script.
Code:
for
set MAGIC 0
Do
getdstring MAGIC 4
While MAGIC != "adoY"
getdstring MAGIC2 4
if MAGIC2 == "oMoN"
cleanexit
endif
get SIZE long
getdstring NAME 0x54
savepos OFFSET
log NAME OFFSET SIZE
math offset + size
goto offset
Padding 16
next

Image


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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Sun Apr 08, 2012 6:33 am 
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Wow, thank you very much! The scripts for Noesis work great, though some DFM models in the HVS, MR, and Vehicles folder don't load and somtimes cause Noesis to crash. I'm not sure why this is, but I know I have the latest version of Noesis.


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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Sun Apr 08, 2012 12:58 pm 
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to get those models to load all you have to do is copy them out one directory
for instance
\cinematics_pod_bespin_cinematic_hangar_bespin\vehicles\podracers\anakin_pod_cine.dfm
the reason this fails to load is it cant find the material file so just copy the entire folder
\cinematics_pod_bespin_cinematic_hangar_bespin\vehicles\podracers\
to
\cinematics_pod_bespin_cinematic_hangar_bespin\vehicles\
and then they load fine.


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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Sun Apr 08, 2012 3:34 pm 
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here is a small script update so if the files are in the wrong path it wont crash it just won't load the external files.
Image


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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Wed Apr 11, 2012 3:17 pm 
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I have some problem with xbdecompress.
I have to use like his?
xbdecompress file.podlzx out.podlzx

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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Wed Apr 11, 2012 6:54 pm 
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grotesque wrote:
I have some problem with xbdecompress.
I have to use like his?
xbdecompress file.podlzx out.podlzx


That's correct.

The weights aren't working correctly or it's just me?


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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Wed Apr 11, 2012 8:32 pm 
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i dint have any issues you would have to tell me the file.


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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Wed Apr 11, 2012 9:48 pm 
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chrrox wrote:
i dint have any issues you would have to tell me the file.

I'm not at home atm so I can't check but I'll be there soon. I'll check it then.


EDIT: The ones I tested have the same problem, exported as .fbx/.psk
Image
It's the togruta_female in the dance directory


Last edited by rexil on Thu Apr 12, 2012 11:05 pm, edited 1 time in total.

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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Thu Apr 12, 2012 4:41 am 
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Although your script update fixed the issue with files not finding the proper materials, there still seems to be an issue with a number of models that causes Noesis to crash for another reason I can't understand. Some of these models include:

R2D2.dfm
tie_fighter.dfm
droid_enforcer_big.dfm
gasgano_pod_rampage.dfm
mars_guo_pod_rampage.dfm
Delta_7b_Cinema.dfm
b2_droid.dfm

Is anyone else having this problem with these models?


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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Thu Apr 12, 2012 1:38 pm 
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Out of curiosity, do the TEX files in Art provide anything. I noticed that there seem to be model textures there. But the model packs themselves have those packaged tga's too.

I guess I'm a wee bit lost. But in which of the pk2s are the dancers? I seem to overall have very few of the DFM's


EDIT

Was probably a bug with BMS


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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Thu Apr 12, 2012 6:42 pm 
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Same weights problem here with slave Leia (not only in that part of model):

Image

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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Thu Apr 12, 2012 10:42 pm 
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chrrox wrote:
the problem is in the stupid format itself I need to fix the vertex weights because the developers were lazy when they made the exporter for star wars. I should have a fix soon.


Thanks for your work!

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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Thu Apr 12, 2012 10:55 pm 
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viewtopic.php?f=28&t=1270 Please review the new forum rules.


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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Fri Apr 13, 2012 2:25 am 
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actually the models seem fine you just cant move the twist bones.


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 Post subject: Re: Kinect Star Wars dfm
PostPosted: Sat Apr 14, 2012 2:55 am 
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very sorry if i missed something but i have been trying to extract the podlzx do need to run xbdecompress or is there a bms script to extract them?


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