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Northlight Tool (also known as "The Alan Wake Engine")

General game file tools that are useful for more than one game
YourImaginaryFriend
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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by YourImaginaryFriend » Thu Sep 19, 2019 10:26 am

I have a problem with trench_default_publish_physx.binfbx. He has no skeleton and vertex groups, uvs are missing, shoes are messed up.

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Tested in blender 2.78 and 2.8. Other characters I tried worked fine.

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volfin
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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by volfin » Thu Sep 19, 2019 5:20 pm

YourImaginaryFriend wrote:
Thu Sep 19, 2019 10:26 am
I have a problem with trench_default_publish_physx.binfbx. He has no skeleton and vertex groups, uvs are missing, shoes are messed up.
Tested in blender 2.78 and 2.8. Other characters I tried worked fine.
Okay, thanks for the report. I'll see why he's being stubborn. :)

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by dennysbr » Thu Sep 19, 2019 7:16 pm

you are a genius, very good, maybe one day through this project someone make a nude (:

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by volfin » Fri Sep 20, 2019 12:15 am

Okay it looks like the reason Trench is broken is because of his eyeglasses. That 'transparent blocks are skipped' issue I mentioned before. But this is the first time I've seen it happen anywhere besides the first block. It is happening between the 3rd and 4th block. So I guess I'll have to assume it can occur between any two blocks.

This means I'll have to rewrite things a little so I can check and repair skipped sections no matter where they occur. I probably won't have a solve until tomorrow.

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by volfin » Fri Sep 20, 2019 5:10 am

Okay, I found trench's other shoe, and he agreed to cooperate after that. Seems the problem was indeed what I suspected, adding in a tedious check of face offsets/counts seems to let me fill in the gaps. Hopefully the fix stays true for other such models.

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Enjoy

*new version below*
Last edited by volfin on Sat Sep 21, 2019 9:25 pm, edited 2 times in total.

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by volfin » Fri Sep 20, 2019 5:12 am

For Blender 2.80 the fix is the same as above. However I also noticed an additional bug concerning collections, The plugin was leaving an empty object behind when splitting up 'breakable' meshes. I fixed that issue, and doesn't do it anymore.

Enjoy :)

*new version below*
Last edited by volfin on Sat Sep 21, 2019 9:25 pm, edited 1 time in total.

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by volfin » Fri Sep 20, 2019 5:17 pm

I made a tiny goof with both versions, I left debug = True, so they print a ton of data that makes looking at the materials in the console a chore.

So you can either redownload the version I just changed out the posts with, or edit the file yourself (carefully) and set debug = False at the top of import_binFBX.py, or you can just not worry about it, it works the same, just prints a ton more data you might not need.

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by Bladers » Sat Sep 21, 2019 3:45 am

volfin wrote:
Fri Sep 20, 2019 5:17 pm
I made a tiny goof with both versions, I left debug = True, so they print a ton of data that makes looking at the materials in the console a chore.

So you can either redownload the version I just changed out the posts with, or edit the file yourself (carefully) and set debug = False at the top of import_binFBX.py, or you can just not worry about it, it works the same, just prints a ton more data you might not need.
I really appreciate how quick you were able to get this done. really stunning.
I did run into a problem with some models though. Looks like the carpet border models are throwing an error. For example tempestroom_carpet_borders.binfbx or research_sector_lobby_office_carpet_border_custom.binfbx or officekit_carpet_border_2m

Basically most of the carpet border models are, which is weird because they should be a simple model.

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by volfin » Sat Sep 21, 2019 4:58 am

Bladers wrote:
Sat Sep 21, 2019 3:45 am
volfin wrote:
Fri Sep 20, 2019 5:17 pm
I made a tiny goof with both versions, I left debug = True, so they print a ton of data that makes looking at the materials in the console a chore.

So you can either redownload the version I just changed out the posts with, or edit the file yourself (carefully) and set debug = False at the top of import_binFBX.py, or you can just not worry about it, it works the same, just prints a ton more data you might not need.
I really appreciate how quick you were able to get this done. really stunning.
I did run into a problem with some models though. Looks like the carpet border models are throwing an error. For example tempestroom_carpet_borders.binfbx or research_sector_lobby_office_carpet_border_custom.binfbx or officekit_carpet_border_2m

Basically most of the carpet border models are, which is weird because they should be a simple model.
yeah it's not unusual to have strange exceptions when reverse engineering something like this. I'll check those out and see what I can do.

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by volfin » Sat Sep 21, 2019 9:28 pm

Okay, the reason carpets wouldn't load is they have *zero* entries in the model block. that's a new one on me. But I figured out a way to use the material definitions instead in such an instance. Truthfully I probably made some bad assumptions at the start and should rewrite the whole thing, but This kludge seems to work fine, so I'll roll with it.

the 'carpet border' seems to be all the baseboards for a level lol. not sure they are useful but you can extract them now.
Image

Enjoy :)

*new version next page*
Last edited by volfin on Sun Sep 29, 2019 9:14 pm, edited 1 time in total.

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by volfin » Sat Sep 21, 2019 9:29 pm

and same update for 2.80 :)

*new version next page*
Last edited by volfin on Sun Sep 29, 2019 9:14 pm, edited 1 time in total.

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by The Chief » Sun Sep 22, 2019 3:41 am

Hey Volfin thanks for the update on the blender script however i have a problem with quantumbreak models doesnt matter wich one i select i get a signature is invalid lol

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Iam using blender 2.80

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by volfin » Sun Sep 22, 2019 5:58 am

this doesn't work for Quantum Break, only for Control. Quantum break uses a completely different model format.

You can try the quantum break importer I did some years ago that's here (for blender 2.70 to 2.79 only):

viewtopic.php?f=10&t=14195&start=60#p126811

But I've never tried it with this particular unpacker, it may or may not work.

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by The Chief » Sun Sep 22, 2019 5:03 pm

Thanks thats explain everting also just download blender 2.78 and its working perfect. :D

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Re: Northlight Tool (also known as "The Alan Wake Engine")

Post by kamtesel17 » Wed Sep 25, 2019 6:23 pm

hi
thanks for the plugin.
but how we edit and export the models???

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