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Unity Studio

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Chipicao
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Re: Unity Studio

Post by Chipicao » Mon Nov 02, 2015 6:12 pm

I guess they didn't think a mobile game needs hi-poly models.

New version uploaded:
- fixed an issue with vertex colors in Unity 5
- added support for UV channels 3 & 4 in Unity 5
- fixed a problem with the scene hierarchy search box
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Re: Unity Studio

Post by Csimbi » Mon Nov 02, 2015 8:43 pm

Ah, ok. Thought it was PC ;-)
That's good enough for mobiles.
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Re: Unity Studio

Post by lolwatt » Tue Nov 03, 2015 2:56 am

Hi Chipicao,

To be honest, I didn't look for Unity games in a while, but now I'm very happy and excited that you are back! =)

I did a quick testing with Ori and the Blind Forest, I believe it's using Unity 5.0.0.
It reads all the packages and when it starts to build, I get this:

Image

It seems to work with other games, but I'm still testing.

Thank you!

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Re: Unity Studio

Post by Chipicao » Tue Nov 03, 2015 8:31 am

@lolwatt Thanks for the feedback, I'll have a look at Ori.

@notmebug2 I uploaded the current build on GitHub.
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Re: Unity Studio

Post by Chipicao » Tue Nov 03, 2015 2:09 pm

New version uploaded
- fixed bug when attempting to preview unsupported fonts
- added failsafe for reading strings that would cause an exception in incompatible games
- added status messages for loading and previewing assets


@lolwatt unfortunately Ori is built with Unity 5 beta, and research for beta builds will require considerable time.
Still, I made some changes that should prevent failures, and as far as I can tell most assets from Ori are loaded fine now.

@notmebug2 good news: I fixed the font error
bad news: that particular type of font wasn't supported anyway (it's a custom format without any ttf or otf included)

I will look into the sorting issue and OLYM this evening.
The error looks like a new audio format that's not supported by my FMOD implementation. I think I need to update that anyway.
Last edited by Chipicao on Wed Nov 04, 2015 3:50 am, edited 1 time in total.
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Re: Unity Studio

Post by Chipicao » Tue Nov 03, 2015 2:57 pm

Unity 5 introduced FSB audio streams which are causing the error.
fmodex.dll is the latest version, but the API itself is old. I should look into a newer FMOD Studio API.

Texture conversion is already planned, but only after I make sure there are no more errors with Unity 5.

I'll add vertical texture flip to the list, thanks for the suggestion.
IIRC textures are already flipped in Preview mode, but are exported normally.
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Re: Unity Studio

Post by lolwatt » Wed Nov 04, 2015 12:00 am

Chipicao wrote: @lolwatt unfortunately Ori is built with Unity 5 beta, and research for beta builds will require considerable time.
Still, I made some changes that should prevent failures, and as far as I can tell most assets from Ori are loaded fine now.
Ouch! Didn't think they released that on BETA. :/
I confirm I can check the files. Thank you very much.

I have a question kinda related to Studio; what is the best/fastest way to convert these PVR textures to something more usable?

And thanks once again!

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Re: Unity Studio

Post by Arymond » Wed Nov 04, 2015 6:19 am

Any chance that Model Bone Weights will be Supported?

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Re: Unity Studio

Post by Chipicao » Wed Nov 04, 2015 2:13 pm

New version with small fix:
- added exception to skip preview of unsupported audio clips
- fixed a feature that automatically resizes list columns by content
- fixed sorting issue when loading a new file/folder
- asset list is now sorted by 2 columns, first by the column you click, then by the column you previously clicked

@lolwatt the fastest way I know is to use PVRTexTool CLI (command line)
Look for PVRTexToolCLI.exe in \PowerVR_Graphics\PowerVR_Tools\PVRTexTool\CLI\Windows_x86_64
Create a .cmd file in the same folder and paste this inside:

Code: Select all

set /p source="PVR folder: "
set /p dest="Output folder: "

mkdir %dest%
if defined command set "source=%source:"=%"
if defined command set "dest=%dest:"=%"

for %%G in ("%source%\*.pvr") do PVRTexToolCLI -i "%%G" -o "%dest%\%%~nG.dds" -d "%dest%\%%~nG.png" -flip y -f r8g8b8a8

pause
Since the tool is meant for converting to PVR or similar, an output compressed format is mandatory. I chose 32-bit DDS for convenience.
Fortunately you can also specify a secondary uncompressed output - in this case PNG, but you can change to JPG or BMP if you'd like.
Unfortunately the -flip switch only affects the DDS output. PNG images will retain original orientation.
But at least this allows you to do a batch conversion with only a few clicks. Good luck!

@Arymond I moved up blend weights and bones on my TODO list. The reason is CSR Racing 2 uses bones to "assemble" car parts in the correct position
Image
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Re: Unity Studio

Post by Chipicao » Wed Nov 04, 2015 11:18 pm

Another update:
- replaced FMOD Ex with FMOD Studio API
- audio preview code optimization
- added breakpoints for any FMOD errrs; status messages are now generated instead of crashing the app
- fixed a loop in the FMOD code that caused system overflow
- added platform string to app titlebar

Now some of the FSB audio streams are played, but I still have no idea how to handle substreams.
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Re: Unity Studio

Post by Chipicao » Thu Nov 05, 2015 8:31 am

You're right, it looks like they are a PCM format in AIFF container.

I labeled them as FSB because I thought I saw a FSB header in some of them, but I could have been mistaken.
I'll check and update this later. Until then you can simply change the extension to .aif


But I have also failed to use FSBextractor with clips that are indeed FSB, and have a matching FSB5 magic marker.
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Re: Unity Studio

Post by hackspeedok » Thu Nov 05, 2015 5:16 pm

when will the Unity Studio support repacker, Chipicao ? Thanks

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Re: Unity Studio

Post by Acewell » Tue Nov 10, 2015 3:12 am

Chipicao wrote:@lolwatt the fastest way I know is to use PVRTexTool CLI (command line)
Look for PVRTexToolCLI.exe in \PowerVR_Graphics\PowerVR_Tools\PVRTexTool\CLI\Windows_x86_64
Create a .cmd file in the same folder and paste this inside:

Code: Select all

set /p source="PVR folder: "
set /p dest="Output folder: "

mkdir %dest%
if defined command set "source=%source:"=%"
if defined command set "dest=%dest:"=%"

for %%G in ("%source%\*.pvr") do PVRTexToolCLI -i "%%G" -o "%dest%\%%~nG.dds" -d "%dest%\%%~nG.png" -flip y -f r8g8b8a8

pause
Since the tool is meant for converting to PVR or similar, an output compressed format is mandatory. I chose 32-bit DDS for convenience.
Fortunately you can also specify a secondary uncompressed output - in this case PNG, but you can change to JPG or BMP if you'd like.
Unfortunately the -flip switch only affects the DDS output. PNG images will retain original orientation.
But at least this allows you to do a batch conversion with only a few clicks. Good luck!
Thanks! I modified the batch file a bit to make it mobile and packaged it together with the PVRTexToolCLI.exe

Code: Select all

https://mega.nz/#!q8EGnKKQ!geMeH8gdRGjP6IoFDL-L7CRJdoUGosB4_iWXOm4Mq5g
just copy PVR2PNG.bat and PVRTexToolCLI.exe to the folder with your pvr textures and click the batch file and wait for finish.
Your new png textures will be created in the same folder. :)

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Re: Unity Studio

Post by kenwandou » Wed Nov 11, 2015 8:18 am

@Chipicao

There is a sample can not open


The actual file contains 2 TEX format images and some text.
(asset format, the suffix name is also the same as assets)
You do not have the required permissions to view the files attached to this post.
Last edited by kenwandou on Wed Nov 11, 2015 3:23 pm, edited 1 time in total.

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Re: Unity Studio

Post by Chipicao » Wed Nov 11, 2015 3:18 pm

notmebug2 wrote:When I view fonts, sometime preview window will not be refreshed after I view another font.
It often happen when I switch between two fonts repeatedly.
Sorry, but I'm not able to reproduce the problem. Does it happen in a specific game?
kenwandou wrote:There is a sample can not open
https://app.box.com/s/rlu40il1z6fntn342g9kil2r4da6omtv

The actual file contains 2 TEX format images and some text.
(asset format, the suffix name is also the same as assets)
That's a bundle file that needs to be extracted first. Click File -> Extract bundle and select "All files" from the filter list. Then you can import it.

Careful with extensions, .assets is not the same as .asset.
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