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pineapples721
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by pineapples721 » Sat Feb 23, 2019 8:20 pm
How do they look?

Yes, I know that the model is shaded incorrectly. I am unsure of how to fix this.
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Sovereign
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by Sovereign » Sat Feb 23, 2019 8:32 pm
I would focus on exporting geometry over correct texture previewing, but that's my opinion and the decision's up to you.
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Ezekiel
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by Ezekiel » Sat Feb 23, 2019 9:01 pm
Already working on model support,
...excited for this
![Satisfied :]](./images/smilies/%5Bcolon%5D%5D.gif)
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cire992
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by cire992 » Sun Feb 24, 2019 8:45 pm
Man, there really is no stopping you. Fantastic work, you ROCK. So much so that you earned a terrible pun.
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dudu2019
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by dudu2019 » Mon Feb 25, 2019 6:25 pm
Can you show me the fregment shader of your model?
You can check vertex color and normal vector first.
I think you can use simplest shader to just display diffuse and normal map, because AC's shading is very complex(it is a PBR material, skin or hair shading is more complex).
You need more time to render model as it looks as game.
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dudu2019
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by dudu2019 » Tue Feb 26, 2019 2:25 pm
Many DiffuseMap can't display correctly, when I click it, it will pop a dialog:
"Texture failed to convert to PNG. Alternatively, you can right-click the TEXture_MAP node, select "Texture > Save as DDS ''
When I Save it as dds, there are many noise point in it.
You can try "DataPC_ACE_Egypt.forge" >> "CE_U_Juno_Anubis_Hand_DiffuseMap".
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dudu2019
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by dudu2019 » Wed Feb 27, 2019 4:28 am
Environment Mesh(such as Olive Tree) seems can't be extracted correctly.
I used the maxscript in page 1, It works well on Character model, but when I import environment mesh in 3ds max, it just show me disorderly triangles.
You can try this mesh of AC: Origins:
DataPC_ACE_Egypt.forge >>>> BIO_VEG_OliveTree_Med_01_LOD0
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pineapples721
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by pineapples721 » Wed Feb 27, 2019 10:07 pm
Announcement:
Version 1.4 is in development, and will release on or before March 10, 2019. Some changes to look for:
- Find feature with Regex and wildcard support
- ** Partial Origins 3D model support (exporting too!)
- texture extraction and exporting fixes
- better 3D Viewer
- support for more Resource Types
- bug fixes and UI improvements
** Note: Partial does not mean full support. Blacksmith will not be able to load every model. I intend to support at least vegetation, clothes, animals, weapons, and statues.
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cire992
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by cire992 » Thu Feb 28, 2019 1:52 am
Sounds good, looking forward to it.

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jjj
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by jjj » Sun Mar 03, 2019 12:05 am
This is fantastic work, thank you! I've been using it to extract textures and compare them to the ones intercepted by Resorep. I've noticed a few things that might be helpful for you. For the TEXTURE_MAP type, the TopMip structure in ExtractTextureMap should have Height first like the DDS format. They're also not strictly dimensions. Many of them are scaled up by a factor of 2 or 4, and often just correcting the width and height in the output DDS is enough to fix them. I thought the scale factor would be determined by the DXTType, but I haven't found any definite patterns. Also, the _TopMip_* entries at least have an extra 8 bytes at the end that aren't image data.
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pineapples721
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by pineapples721 » Mon Mar 04, 2019 6:25 am
jjj wrote: ↑Sun Mar 03, 2019 12:05 am
This is fantastic work, thank you! I've been using it to extract textures and compare them to the ones intercepted by Resorep. I've noticed a few things that might be helpful for you. For the TEXTURE_MAP type, the TopMip structure in ExtractTextureMap should have Height first like the DDS format. They're also not strictly dimensions. Many of them are scaled up by a factor of 2 or 4, and often just correcting the width and height in the output DDS is enough to fix them. I thought the scale factor would be determined by the DXTType, but I haven't found any definite patterns. Also, the _TopMip_* entries at least have an extra 8 bytes at the end that aren't image data.
Hey, thanks for the info. I will update the TEXTURE_MAP code for Version 1.4. The last 8 bytes that you mention is probably a file ID (int64).
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pineapples721
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by pineapples721 » Mon Mar 04, 2019 6:35 am
Update:
Version 1.4 should be ready by Wednesday (3/6/2019) or Thursday (3/7/2019). Model support is coming along well, so far. You guys are in for a treat.
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Ezekiel
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by Ezekiel » Mon Mar 04, 2019 12:29 pm
I am thrilled, wonder will you make more tools in future.
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Sovereign
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by Sovereign » Mon Mar 04, 2019 3:08 pm
Now I have to decide which version of Kassandra I want to make first--an authentic one or this zany notion of a sci-fi twist that (on paper) mimics almost everything about her from the game including Ikaros (now Integrated Kinetic Attack Remote Operated System).
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pineapples721
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by pineapples721 » Mon Mar 04, 2019 4:07 pm
Ezekiel wrote: ↑Mon Mar 04, 2019 12:29 pm
I am thrilled, wonder will you make more tools in future.
I could make more tools. Do you have any suggestions?