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

Posted: Tue Sep 10, 2019 2:17 am
by volfin
Bladers wrote:
Mon Sep 09, 2019 6:40 pm
That's so Neat!

What do you think about the animations? @daemon1 says its basically impossible or rather improbable. But what do you think?
Can it be done and be done in a reasonable timetable?
I have no plans to attempt animations. If I get skinned models with skeletons done I'll consider myself lucky. :P

Since I'm posting I'll give an update. I have UV Mapping working, and multi-material decoding done as well.

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multiple materials per model turned out to be very challenging because of a neat feature they implemented, which added a lot of complexity.
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Basically each LOD model can have an arbitrary number of materials applied. and even unique materials for every LOD if they wanted. In the above case, the file had 3 materials defined, material 1 and 2 were used on LOD 0, but material 3 was only used on LOD 1. I have all this working now.

I'm also seeing that texture paths aren't reliable as defined in the files:
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Here you see the paths given are saying 'centurion\batch03' but the texture files are in fact in 'centurion\batch01'

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for LOD1's unique textures, it was similarly confusing, the file stated the textures would be in 'centurion\batch03\lods' but they were instead in simply 'batch03\lods'. at least in all cases I've seen so far the filenames are consistent.

blender can't read DX10 DDS files so manual conversion to TGA or another format they can read is of course required, but with textures in blender:
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I'm still finding some exceptions I need to address, and then I can start trying for skinned models and skeletons. I'll probably make a release without skinning support once it's stable so people can mess with static models in the meantime.

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

Posted: Thu Sep 12, 2019 7:59 am
by volfin
I found another nifty feature I had to add support for, the 'breakable' items are defined as one solid mesh, however, there's a table with information about how they get broken up into parts when you 'break' them. So I figured it would be nice to have an option ("Split breakable meshes" in the plugin options, it's on by default) to break these meshes up as intended. For example the chair:
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this option even works across LODS:
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Since it all seems to be fairly stable at this point i'm releasing 1.0 which works for blender 2.70 thru 2.79 (2.80 version *may* happen at a later date)

Remember this doesn't yet have support for skinned meshes, so trying those will probably result in failure. If you find any static/breakable meshes that won't load or don't load right, let me know the file's name and i'll try to fix it.

If you need help installing the plugin into Blender, check my tutorial here: viewtopic.php?p=103131#p103131

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

Posted: Thu Sep 12, 2019 3:46 pm
by Bladers
volfin wrote:
Thu Sep 12, 2019 7:59 am
I found another nifty feature I had to add support for, the 'breakable' items are defined as one solid mesh, however, there's a table with information about how they get broken up into parts when you 'break' them. So I figured it would be nice to have an option ("Split breakable meshes" in the plugin options, it's on by default) to break these meshes up as intended.
wow you have outdone yourself. can't wait to get home and get my hands on it.

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

Posted: Fri Sep 13, 2019 3:42 am
by dennysbr
Hey guys, I convert the jesse files but it's binfbx, I don't know this format, did one of you make any breakthrough? Will we ever have a jesse nude? :o

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

Posted: Fri Sep 13, 2019 5:20 am
by volfin
characters are skinned meshes. like I said I haven't yet added support for skinned meshes. Give me time. :)

as for nude, I have no idea lol, I doubt that's in the game though.

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

Posted: Fri Sep 13, 2019 7:36 am
by tivac
Anybody have any clues what the format is for the .ui files? I was able to get them all extracted from the .rmdp using the Northlight Tool (which was awesome and super-straightforward to use, thanks!) and while I can poke at the contents a bit in a hex editor it's been a long time since I wrote an unpacker script. If someone has already done the research I'd really appreciate it!

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

Posted: Fri Sep 13, 2019 6:15 pm
by volfin
well according to the splash screen, they are using Coherent Labs' UI system:
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https://coherent-labs.com/products/coherent-gameface/
According to their website, their UI system is based on HTML5 and javascript, which seems backed up by what I saw when I peeked in a UI file, it looks like it's a pretty simple package with HTML/XML/and JavaScript all bumdled in it. I have never heard of Coherent, so I don't know how often they have been used in games, I have a feeling not much, so I doubt anything already exists for their UI system.

But it looks pretty simple

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Looks like they use the signature 0xD34DB33F (good ol DEADBEEF) is a record block signifier (marked in green) and then it's just long integers and floats of data and strings with string length coming before. it's a great project for a beginner really.

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

Posted: Sat Sep 14, 2019 6:24 am
by tivac
I'm actually interested specifically because it's using Coherent, as I'm a JS programmer :). I manually extracted a couple of files to poke at them but hopefully with your tip on the 0xD34DB33F identifier I can write a small unpacker and get a better sense of how it all fits together.

Thanks so much for the help!

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

Posted: Mon Sep 16, 2019 3:35 am
by Bladers
volfin wrote:
Thu Sep 12, 2019 7:59 am
Since it all seems to be fairly stable at this point i'm releasing 1.0 which works for blender 2.70 thru 2.79 (2.80 version *may* happen at a later date)

Remember this doesn't yet have support for skinned meshes, so trying those will probably result in failure. If you find any static/breakable meshes that won't load or don't load right, let me know the file's name and i'll try to fix it.

If you need help installing the plugin into Blender, check my tutorial here: viewtopic.php?p=103131#p103131
Looks like dead_letter_walls.binfbx and similar objects like walls floors are giving an error? These can't be skinned meshes.
Any ideas and updates?

I'm using blender 2.79b by the way

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

Posted: Mon Sep 16, 2019 11:06 am
by volfin
Bladers wrote:
Mon Sep 16, 2019 3:35 am
volfin wrote:
Thu Sep 12, 2019 7:59 am
Since it all seems to be fairly stable at this point i'm releasing 1.0 which works for blender 2.70 thru 2.79 (2.80 version *may* happen at a later date)

Remember this doesn't yet have support for skinned meshes, so trying those will probably result in failure. If you find any static/breakable meshes that won't load or don't load right, let me know the file's name and i'll try to fix it.

If you need help installing the plugin into Blender, check my tutorial here: viewtopic.php?p=103131#p103131
Looks like dead_letter_walls.binfbx and similar objects like walls floors are giving an error? These can't be skinned meshes.
Any ideas and updates?

I'm using blender 2.79b by the way
I'll give them a look, thanks.

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

Posted: Mon Sep 16, 2019 7:06 pm
by volfin
yeah about the walls, it's failing because of a new never-seen shader parameter:
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each parameter has to be added by name, because each has a possibly different number of arguments. First time seeing that one, so i'll have to add it to the plugin.

I'm making good progress on skinned models, skeleton decoding is done, and i think i see how vertice weights are stored. I just need a bit more time and I'll have it done.

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