XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Mon Apr 24, 2017 10:39 am

All times are UTC + 1 hour


Forum rules


Please click here to view the forum rules



Post new topic Reply to topic  [ 52 posts ]  Go to page Previous  1, 2, 3, 4
Author Message
 Post subject: Re: Nier Automata
PostPosted: Mon Apr 10, 2017 4:48 pm 
Offline
Moderator

Joined: Sun Mar 27, 2011 8:42 pm
Posts: 927
Has thanked: 10 times
Have thanks: 119 times














You can make the ads go away by registering

Slokky wrote:
SkacikPL wrote:
Do you have any contact with the author or some more information?
He might share if someone asks politely?

makcar
is autor of the russian mod XD



PS guys is there some config file in the game archives? We need fix the draw distance and the shadow resolution.



Do you have any way how to contact him ? On PM pls

_________________
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/


Top
 Profile  
 
 Post subject: Re: Nier Automata
PostPosted: Mon Apr 10, 2017 8:47 pm 
Offline
advanced

Joined: Tue Oct 28, 2014 7:51 am
Posts: 51
Has thanked: 3 times
Have thanks: 4 times
Slokky wrote:
PS guys is there some config file in the game archives? We need fix the draw distance and the shadow resolution.

Doesn't seem to be the case, i also wouldn't bet on the engine to scale well. I mean all settings are pretty much rendering related, like AF, resolution or MSAA. Then there's post processing setting and that's that, nothing that would actually influence the engine itself like mesh/texture quality.

Since it's a primarily console game i assume that 80% of stuff is hardcoded and that's that.


Top
 Profile  
 
 Post subject: Re: Nier Automata
PostPosted: Mon Apr 10, 2017 9:37 pm 
Offline
n00b
User avatar

Joined: Wed Jul 22, 2015 10:08 pm
Posts: 14
Has thanked: 5 times
Have thanks: 1 time
michalss wrote:
Do you have any way how to contact him ? On PM pls


he says "Ok, that's a bargain! +src?" looks he can help us


Top
 Profile  
 
 Post subject: Re: Nier Automata
PostPosted: Fri Apr 21, 2017 9:00 am 
Offline
n00b
User avatar

Joined: Thu Jun 12, 2014 2:55 am
Posts: 10
Has thanked: 3 times
Have thanks: 6 times
hi, every one.
I have pretty much figured out the wmb format and made a Blender addon.
The importer will import meshes with the official rig. If dds files is put in the same folder, it will try to give a default material with textures assigned.

Usage:
1.run src/wmb_parser.py to generate an itermediate file for model. (*.gtb)
2.run src/splitdds.py to get the textures related to that model, put textures in the same directory with gtb file. Materials match textures by some hash or stringid, which is stored in a ".wta" file. ".wtp" file stores the actual texture data. run this script with wta and wtp files specified, and it will generate the textures needed.
3.if using blender, then put the "gtb_importer" folder into blender's addon folder. Enable that addon and you can import gtb files into blender. if you have dds files with gtb files in the same folder.then Blender will try to apply a default material for you, with textures assigned. However, to get the same visuals like the game, you have to setup your own pbr material.
4.if not using blender, then edit "src/wmb_parser.py", set DUMP_OBJ to True, and you'll get obj files instead.

known issues:
custom vertex normal is quite right.
joints and weights for some models are not correct.

PS:
gtb file is just a zlib compressed json file with fourcc "GTB\x00"
I use this custom format so that I don't have to write Blender importer for every single game.
Also, one can write importers for other DCC tools such as MAX and maya, without knowing details of wmb file.
So feel free to make importer for your favourite DCC tool.
check "src/wmb_parser.py" export_gtb for detail.


Attachments:


You do not have the required permissions to view the files attached to this post. Register to gain access.



Last edited by delguoqing on Fri Apr 21, 2017 5:04 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: Nier Automata
PostPosted: Fri Apr 21, 2017 3:34 pm 
Offline
veteran
User avatar

Joined: Wed Nov 17, 2010 2:57 pm
Posts: 98
Has thanked: 50 times
Have thanks: 16 times
Thank you very much!
Any word on how to get the wmb parser to work? Does it require a specific Python version?


Top
 Profile  
 
 Post subject: Re: Nier Automata
PostPosted: Fri Apr 21, 2017 4:13 pm 
Offline
n00b
User avatar

Joined: Thu Jun 12, 2014 2:55 am
Posts: 10
Has thanked: 3 times
Have thanks: 6 times
o0Crofty0o wrote:
Thank you very much!
Any word on how to get the wmb parser to work? Does it require a specific Python version?


I'm using python 2.7.8, and most likely it will work with 2.7.x.

Make sure you have python installed, then run the script with the wmb file path as argument.
for example:
python wmb_parser.py D:\data006\pl\pl000_dtt\pl000.wmb

A gtb file should be generated in the same directory as the wmb file. Then you can use Blender addon to import it.

Here's what it should look like in Blender.



Attachments:


You do not have the required permissions to view the files attached to this post. Register to gain access.



Top
 Profile  
 
 Post subject: Re: Nier Automata
PostPosted: Fri Apr 21, 2017 4:33 pm 
Offline
veteran
User avatar

Joined: Wed Nov 17, 2010 2:57 pm
Posts: 98
Has thanked: 50 times
Have thanks: 16 times
Thanks, that worked now =)


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 52 posts ]  Go to page Previous  1, 2, 3, 4

All times are UTC + 1 hour


Who is online

Users browsing this forum: noobforlunch and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group