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MichaelDarkAngel
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Re: ForgeX Beta Released

Post by MichaelDarkAngel » Wed Aug 15, 2012 1:55 am

Let's see if I can explain this...
Walrus wrote:I've read the previous messages but I didn't find anything about this issue. Opening both models from Brotherhood and Revelations, almost every model it's showed in the model viewer without textures:

Does it depends because they're static models?
Type of model makes no difference. It's all about where files are located and the relationships between files.

File Locations
The .forge files are containers of compressed datafiles. When you select a .forge file, you a shown a listing of the datafiles contained within it. When you select a datafile, ForgeX decompresses the datafile and organizes it into categories of files contained within the datafile. Some datafiles do not show a listing of what is contained within, because I have yet to determine the nature of all file types.

File Relations
When you select a model file, inside that file is the vertex info, texture coordinate info, face info and IDs to other required files, such as animations and materials. If the ID of the material can be found inside any of the decompressed datafiles contained in the parent .forge file, then inside that file ForgeX looks to determine the ID of any Material Sets used. ForgeX will then go through the same process to determine the IDs of required texture files.

You will often find the same file in multiple locations, the game engine certainly has a better handle on where and how to find the required files than ForgeX does. I created ForgeX to be as quick as possible and use as little resources as possible and still give you some way of knowing what it is you are looking at. In turn, this does give it some limitations.
Walrus wrote:Also exporting in .obj format importing in 3ds Max 2009 and 2012 they're without textures or materials. Usually they're under the same material even when it's clear that the model uses different texture files. I'm using the same import settings posted [snip]
I never did like the OBJ format, but it is there because it is universal. Because of it's universality it relies on the import script used to handle the information contained within properly. The script I have for 3DSMAX 6 - 9 will not apply the textures. The one that I use for 3DSMAX 2012 does apply the textures. Although it does look as if both handle meshes without a defined material incorrectly. Whether that is an issue in the way I have written the OBJ file, or the way in which the script is handling the OBJ file, I have yet to determine.

Hopefully this provides some insight into some of your concerns.

Thanks for your support,
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Re: ForgeX Beta Released

Post by Walrus » Fri Aug 17, 2012 12:36 pm

Thank you Michael :) Now it's all clear.

I would report you also about a (probably?) issue about texture exporting in .dds format: usually the exported texture it's upside down. Exporting in any other format (.png, .bmp, .tga and so on) the texture it's exactly as showed in the preview of ForgeX. Not a big issue, but I tell you anyway :)

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Re: ForgeX Beta Released

Post by MichaelDarkAngel » Fri Dec 21, 2012 3:02 am

Posted this before the crash, apparently just before, because it didn't save :(

So I finally got AC3, and while I can't play the game :( because I don't have DirectX 10 due to the fact that I am still running Windows XP, I can however play around with the files :) .

I can tell you right out of the gate they have changed the forge format, slightly perhaps, but still enough that I am going to need to do some significant file spelunking in order to make ForgeX work.

So give me a few more days, perhaps a week and I should have something workable or at the very least some more information.

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Re: ForgeX Beta Released

Post by bruno021 » Fri Dec 21, 2012 1:40 pm

Prince of Persia:Forgotten Sands not supported?

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Re: ForgeX Beta Released

Post by MichaelDarkAngel » Sat Dec 22, 2012 1:06 am

bruno021 wrote:Prince of Persia:Forgotten Sands not supported?
Just bought it, downloading it right now ;)

Maybe we'll get lucky and it will get included in the next update.

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Re: ForgeX Beta Released

Post by bruno021 » Sat Dec 22, 2012 1:16 am

MichaelDarkAngel,its just a great news!!! :] Thanks!

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Re: ForgeX Beta Released

Post by wdw89 » Sat Feb 02, 2013 1:23 pm

Hello, I can't run ForgeX on Windows 8 x64. ForgeX crashes when I open it. Compatibility mode and run as administrator won't help. Can you fix it? Thank you.
This is the info:
Application Name: Forge_X Beta.exe
Application Version: 2.4.22.0
Application Timestamp: 4f943ca8
Fault Module Name: KERNELBASE.dll
Fault Module Version: 6.2.9200.16451
Fault Module Timestamp: 50988aa6
Exception Code: e0434f4d
Exception Offset: 000000000003811c

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Re: ForgeX Beta Released

Post by MichaelDarkAngel » Sat Feb 02, 2013 7:32 pm

As stated elsewhere in this topic.

ForgeX Beta will not work on a 64 bit OS.

I have recently upgraded to Win8 64 bit and I am currently working on a version of ForgeX that will work.

Current Status:

File viewing -- check
Image viewing -- check

Model viewing -- this is my current problem. With the switch to Win8 also came a switch in DirectX. What I was using in the previous version of ForgeX is not compatible with Win8 so its taking me longer than expected to re-write that portion.

I may shelve the model viewing for a later release and just move on to...

Model exporting -- the next section that I need to make sure works properly.

Once I get that much accomplished I'll have something to release. But until, rest assured, I am working on it.

Thanks for your interest,

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Re: ForgeX Beta Released

Post by dragbody » Sun Feb 03, 2013 5:24 am

I'm looking forward to ForgeX on a 64 system. However, I'm looking forward even more to support for AC3. After all, I've got a buddy with an 86 system that gets the models I need :keke:

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Re: ForgeX Beta Released

Post by ersel54 » Tue Mar 26, 2013 2:20 am

Any news? gonna be work on Win7 64bit?

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Re: ForgeX Beta Released

Post by MichaelDarkAngel » Tue Mar 26, 2013 11:49 pm

ersel54 wrote:Any news? gonna be work on Win7 64bit?
I can tell you it definitely works on Win8 64-bit. I haven't tested on my Win7 laptop yet. I'm still working on converting all the code for the differences in formats from one game to the next.

Really hoping that they don't change things again when AC:IV gets released. Would make things a whole lot easier if they left the model formats alone.

Thanks for watching and waiting...

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Re: ForgeX Beta Released

Post by MRick33 » Mon Apr 01, 2013 10:06 pm

YEssssssssss, if that work on win8-64, that will probably work on win7-64 no ???

really good news, thank for ur job MichaelDarkAngel :D

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Re: ForgeX Beta Released

Post by ersel54 » Mon May 06, 2013 10:32 pm

I'm tired of waiting release DAT TOOL :]
seriously when do you gonna release this tool give us a date please.

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Re: ForgeX Beta Released

Post by loriscangini » Sun Nov 10, 2013 6:24 pm

A new version of ForgeX has already been released!
Go here: http://www.tbotr.net/modules.php?mod=Do ... 4&sort=hot

It's called Archive_X32 or X64, depending on your operating system.

I HAVEN'T DONE NOTHING REGARDING THE TOOL, I'M WRITING HERE ONLY TO LET PEOPLE KNOW ABOUT THE NEW TOOL.

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Re: ForgeX Beta Released

Post by eycaramba » Thu Nov 21, 2013 5:16 pm

That's great! Patiently waiting for an ACIV Update :)
Does archive_32/64 support repacking modified data by any chance?

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