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The Original Forum. Game archives, full of resources. How to open them? Get help here.
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MichaelDarkAngel
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Re: Archive X

Post by MichaelDarkAngel » Mon Jan 20, 2014 5:05 pm

It's almost as if they are watermarking the texture files. They started doing it with AC3. I haven't been able to figure out a way around it yet.

[EDIT]
And it does not happen with every texture, just a good chunk of them. If you scroll a little further down to CHR_P_EdwardKenway** you can find those textures are okay.
[/EDIT]



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Re: Archive X

Post by MichaelDarkAngel » Mon Jan 20, 2014 9:51 pm

Now Available v2.01.20.0

This version adds support for Assassin's Creed III: Liberation HD.
This version also fixes an issue with Archive_X32's image viewer not being able to scroll larger images.

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Re: Archive X

Post by milance941 » Tue Jan 21, 2014 7:18 pm

MichaelDarkAngel wrote:It's almost as if they are watermarking the texture files. They started doing it with AC3. I haven't been able to figure out a way around it yet.

[EDIT]
And it does not happen with every texture, just a good chunk of them. If you scroll a little further down to CHR_P_EdwardKenway** you can find those textures are okay.
[/EDIT]



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Majority of models are fine but some have only one copy of their textures and it's oversaturated.
Anyway thank you for checking and for Liberation support :)

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Re: Archive X

Post by MichaelDarkAngel » Tue Jan 21, 2014 11:58 pm

I tried a few things in Photoshop after extraction, and tried a few different DDS export formats but still no luck. It may be a DX10 DDS, but I need to read up on that more to figure out exactly how to write the header.

And you'll notice this same issue in some of the Liberation textures as well.

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Re: Archive X

Post by hammerhorn » Sat Jan 25, 2014 6:55 am

Hi Michael

Red Normal Maps on Brotherhood...

Do you have any idea how these maps can be corrected? I was trying to extract the elements for one of the Cardinals but I noticed that all the normal maps for these characters have a strange red channel. If you have any explanations or ideas on how to correct this I would appreciate it tremendously!

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Re: Archive X

Post by MichaelDarkAngel » Mon Jan 27, 2014 8:51 pm

You are the first to mention this. :)

This may be a similar situation as what has been occurring with the diffuse maps since AC3. I can't explain it, nor do I have any course of action to attempt fixing it. What is being exported are the in-game assets.

Sorry,

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Re: Archive X

Post by CMihai » Fri Jan 31, 2014 10:01 am

Would be possible a support for older PoP games? SoT/WW/T2T ?

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Re: Archive X

Post by MichaelDarkAngel » Fri Jan 31, 2014 2:49 pm

CMihai wrote:Would be possible a support for older PoP games? SoT/WW/T2T ?
Archive X will be supporting them in the future.

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Re: Archive X

Post by CMihai » Thu Feb 06, 2014 10:38 am

Good to hear that :)

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Re: Archive X

Post by RunaWhite » Fri Mar 21, 2014 12:28 pm

Hi MDA, thank you again for the amazing work you did with this tool and AC models! I have extracted tons of them now :D

I have a question though, is there a way to extract multiplayer characters as well? I ask this because I still couldn't figure it out... the format seems the same, but even if I try to copy them into the standard folder, the tool keeps giving me error messages...

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Re: Archive X

Post by MichaelDarkAngel » Fri Mar 21, 2014 6:31 pm

RunaWhite wrote:I have a question though, is there a way to extract multiplayer characters as well?
From which game, and is it a specific DLC?

I know that at least one of the games multi-player content follows the format from an older game. That issue I had fixed earlier. I don't have all the DLCs to verify the formats, so there could be an issue with some of them.

However, if you let me know what you're looking at specifically, I'll see what I can do.

Thanks for your support,

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Re: Archive X

Post by RunaWhite » Wed Mar 26, 2014 3:12 pm

Oh yeah sorry. I am talking about MP characters from AC3 and AC4, DLCs are not needed for them I think :)

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Re: Archive X

Post by MichaelDarkAngel » Fri Mar 28, 2014 2:14 am

AC3 multi-player seems fine, although you will need to piece the model together from multiple files.

AC4 multi-player does have an issue with the forge files not opening correctly. So that is something that I need to fix. I will do that at some point next month.

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Re: Archive X

Post by RunaWhite » Fri Mar 28, 2014 10:59 am

Uhm, how does the extraction work exactly? If I add AC3 path into the Archive, the multiplayer files are not included. If I copy them into the same folder and try to open them, I get errors :eek:

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Re: Archive X

Post by MichaelDarkAngel » Fri Mar 28, 2014 11:45 pm

AC: Brotherhood, AC: Revelations, ACIII and ACIV: Black Flag should all have a folder named "multi" inside the main install directory. That is where you will find the multi-player forge files.

Until I can definitively determine another way to figure out what format a given forge file is using that is where the forge files need to be and that is the name of the directory they need to be in.

Hope that helps,

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