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The Witcher 3 Wild Hunt (*.cache*.bundle)

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hhrhhr
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by hhrhhr » Sun Jun 07, 2015 1:42 am

NuclearTester wrote:Unfortunately, I don't know how to unpack/repack
1) viewtopic.php?p=106145#p106145
2) https://github.com/hhrhhr/Lua-utils-for-Witcher-3
3) lua unpack_textures.lua texture.cache output_dir
4) profit

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by odrin » Sun Jun 07, 2015 8:37 am

character parts replacment. know how to do?

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by ilmarvolken » Fri Jun 12, 2015 9:07 pm

Hi all. Do anyone know where to get quickBMS scripts for witcher3 (like w2_xbm2dds.bms, w2_dds2xbm.bms for witcher2) to unpack/pack .xbm texture files of witcher3?

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by stiffy360 » Mon Jun 29, 2015 3:58 pm

NuclearTester wrote:
ssringo wrote:
NuclearTester wrote:Captured some textures and found that plant life textures look very interesting. I wonder what purpose all that smudging around the texture serves. Any idea?
Nothing particular. Just how many artists do textures for small, detailed meshes like hair or, in this case, foliage. An alpha channel will hide the excess (the "smudges").
No, this doesn't look accidental and it's obvious to me that the process serves some purpose. So my question still stands why textures for small detailed meshes with transparency are done this way.
When a texture mipmaps pixels tend to bleed over, so they smudge the base texture around the edges of the alpha channel so when they bleed they are of a similar color. If you have black or white on the edges, and move far away from the branch, it'll bleed over black/white.

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by Alianin » Mon Jul 06, 2015 11:58 pm

I'm not sure what I'm missing here. I'm trying to unpack the textures.cache, but I'm getting this error:

Code: Select all

lua: unpack_textures.lua:109: '=' expected near 'skip'
I'm using the latest Lua-utils-for-Witcher-3.

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by hhrhhr » Tue Jul 07, 2015 12:24 am

Alianin wrote:

Code: Select all

lua: unpack_textures.lua:109: '=' expected near 'skip'
Your Lua does not support goto statement.

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by UT1987 » Sun Jul 12, 2015 10:52 pm

Hi guys,

i try to extract the textures for learning the speedtree (LOD, MatIDs Billboard (distance + streaming) and the Terrain shadows maps and Pigment maps.
Unfortunately I have no idea how works lua scripting. I try it with the lua demo programs but the failed to compile with this comment: input:1: unexpected symbol near '@'

How can i install lua language correctly on my pc with this batch tool?

regards,
ulrich


@ok is done :)

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by Haoose » Fri Aug 14, 2015 12:44 pm

The Witcher 3: Wild Hunt now with the mod support
http://thewitcher.com/news/view/1094

Download Witcher_3-Modkit:
http://filedelivery.nexusmods.com/Misc/ ... da68d1a8af
-= GP-team =-
Image

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by jediyoshi » Sat Aug 15, 2015 6:44 am

Is there no actual mesh for the eyes? Not seeing anything but textures

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by ssringo » Mon Aug 17, 2015 1:08 am

Looked at a couple models and it seems like the tools convert meshes with bones and weights. However, it seems like bone parenting data doesn't export with the meshes (or doesn't exist at all). Assuming the bones/weights did export properly, putting the skeleton's together will be rather time consuming with what we have now. Hopefully someone can use what CDPR has released and get a good, proper tools for converting models.

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