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Re: Bloodborne

Posted: Thu Mar 29, 2018 5:39 pm
by daemon1
nguyen77hieu wrote: BAMMM Passcode mismatch.
I REPEAT: there is no other passcode

Re: Bloodborne

Posted: Thu Mar 29, 2018 8:32 pm
by dropoff
nguyen77hieu wrote:
daemon1 wrote:
nguyen77hieu wrote:it need passcode , 00000000000000000000000000000000 doesn't work :cry:
there is no other passcode, use 00000000000000000000000000000000
BAMMM Passcode mismatch.
You need to get pkg from PSXHAX site, that will have that passcode.

Re: Bloodborne

Posted: Fri Mar 30, 2018 1:39 am
by nguyen77hieu
Finally , time to work :D
thank you very much

Re: Bloodborne

Posted: Fri Mar 30, 2018 5:34 am
by dropoff
nguyen77hieu wrote:Finally , time to work :D
thank you very much
No problems.

Re: Bloodborne

Posted: Fri Mar 30, 2018 8:02 pm
by Shiroleinchen
JackSparrow420 wrote:
ebeeer123 wrote:Here's a list I made of what character each 4-digit code refers to.
.....
Now to figure out how to get animations working..
Thanks for the list! Any idea on how to get the .hkx animations working? I have tried to open them in Havok 2014 with no luck. I also tried to convert them to fbx or kf with the hmkcmd tool, but I am pretty sure all of the available tools only work for the Havok 2014 32bit animations, and that these are 64bit. Not really sure what to try next...
I installed the 64 bit version of HavokContentTools 2014 64Bit PcXs and HavokContentTools 2014 64Bit Anarchy but it crashes every time when i try to Start it. but the 32 bit versions runs perfectly smooth but cannot open the animation.

has anyone a solution how i can fix that problem or use that goddamn animations?
Crash error: https://i.imgur.com/vVGW0ZW.png

Re: Bloodborne

Posted: Fri Mar 30, 2018 10:46 pm
by solenrael
Shiroleinchen wrote:
I installed the 64 bit version of HavokContentTools 2014 64Bit PcXs and HavokContentTools 2014 64Bit Anarchy but it crashes every time when i try to Start it. but the 32 bit versions runs perfectly smooth but cannot open the animation.

has anyone a solution how i can fix that problem or use that goddamn animations?
Crash error: https://i.imgur.com/vVGW0ZW.png
Maybe try running it in compatibility mode - it used to work on Win10 until something updated.
It should be able to run the animation just fine, though - did you make sure to import the skeleton and then add the animation?

That said you probably won't be able to export the animations without somebody writing a specific tool to convert BB animations. You can try everything that's listed here, but it's not very likely to work. The only person I've seen who converted BB animations was SanadSk, and he never described how.

Re: Bloodborne

Posted: Fri Mar 30, 2018 10:50 pm
by daemon1
solenrael wrote:The only person I've seen who converted BB animations was SanadSk, and he never described how.
he is not the only one, many other people were able to convert them with slight changes of the files. I dont remember exact names, but they are present in this thread

Re: Bloodborne

Posted: Fri Mar 30, 2018 11:52 pm
by Shiroleinchen
solenrael wrote: Maybe try running it in compatibility mode - it used to work on Win10 until something updated.
It should be able to run the animation just fine, though - did you make sure to import the skeleton and then add the animation?
Nope compatibility mode does absolutly nothing i tried to run it on a Win 7 Machine but same Problem.

and i cant even import the skeleton
solenrael wrote: It should be able to run the animation just fine, though - did you make sure to import the skeleton and then add the animation?
I cant even open the havok preview tool.

Re: Bloodborne

Posted: Sat Mar 31, 2018 5:52 am
by dropoff
Shiroleinchen wrote: I cant even open the havok preview tool.
Maybe you have 32 bit system? It should work if you have that havok: "HavokContentTools_2014-1-0_20140830_64Bit_PcXs".

Re: Bloodborne

Posted: Sat Mar 31, 2018 12:21 pm
by laler75
so i managed to get the files,i was searching for the wrong ones the whole time :)
there is a tool called ps4 pkg viewer,i used that to extract the files from the pkg.
thank you for all to pointing me in the right direction :)

Re: Bloodborne

Posted: Sat Mar 31, 2018 1:22 pm
by StoryBook
hunter's dream map object's already had position.
but some object don't have position(building)

Re: Bloodborne

Posted: Sat Mar 31, 2018 1:40 pm
by Shiroleinchen
dropoff wrote:
Shiroleinchen wrote: I cant even open the havok preview tool.
Maybe you have 32 bit system? It should work if you have that havok: "HavokContentTools_2014-1-0_20140830_64Bit_PcXs".
yes i have that havok. and a 64 bit system. i dont know what is wrong with this but i try to get this hopefully to work.

Re: Bloodborne

Posted: Sun Apr 01, 2018 11:44 am
by StoryBook
oh.. sadly, does no one know use to hkx?
I need your help..

Re: Bloodborne

Posted: Sun Apr 01, 2018 5:44 pm
by TokiChan
StoryBook wrote: i use XNAlara 11.8, so i download 11.5
it's working!
Thank you!
and i find tutorial for .hkx animation do you kwon infomation?
Yay! Not, I no know any info about getting .hkx animation in another programmes, but glad to get any :)

Also - Gerhmann I already make for XNAlara https://tokami-fuko.deviantart.com/art/ ... -720842124
And Gascoighe... and Jura... and Henryks :)

Re: Bloodborne

Posted: Sun Apr 01, 2018 5:47 pm
by TokiChan
StoryBook wrote:
daemon1 wrote:4. texture tool will now export DX10 textures with .DX10 extension, so their names will be original, for auto-texturing to work.
i can't understand because I'm begginer
.smd of .ascii files have path in texture?
if i want automatically texturing, i change path by .smd and .ascii?(used VS?)
always i think thanks to you
Both ascii and SMD file have texture path :)
I have long ways, now always edit this with Notepad++ autoreplace :)
And put mesh render-groups before names for XNAlara