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Need help identify Yulgang files viewer/exporter

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moonpaladin
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Re: Need help identify Yulgang files viewer/exporter

Post by moonpaladin »

Bigchillghost wrote: Fri Jan 06, 2023 5:27 am You need to find the subscript of the corresponding ID for each value in the bone mapping table.
So for 0x55, its subscript in the bone data list is 2, for 0x5F it's 11, for 0x54 it's 1, and for 0x53
it's 0, hence you get "2,11,1,0" for the first 4 mapping values.
Clear! thank you! the script works perfectly :).
Bigchillghost wrote: Fri Jan 06, 2023 5:27 am Not really. You need to turn on the "Display Bone Node Names" option from AXE's Preference settings before previewing the skeleton. Then link the nodes according to their logical connections. You can even do that in your 3d app if possible.
Well, I was thinking in something more than just visual, because not all models are like quadrupeds were are easy to track the bone names/ parents, are many models that have many bones in like the same place (really near), anyways my method was: see the bones in blender, and connect the nodes in AXE, bone 21--> bone 6 --> bone 5 --> bone 4, but at move the bones in blender it looks bad, so I did something wrong linking the bones? or I messed something about the weights. :cry:
Image
Bigchillghost wrote: Fri Jan 06, 2023 5:27 am The uv is right after the normal vector (12 bytes) in the first vertex data block. You just need to change the base address of that chunk and use the same relative offsets of normals/uvs/vertex colors. Or feel free to use absolute address mode for all attributes if you prefer it that way.
Honestly didn't understad much the first part, I understand much better with an example :P :mrgreen: tried with the absolute address mode for all attributes but the uv looks messed up.

Thanks for your time :roll:
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Re: Need help identify Yulgang files viewer/exporter

Post by Bigchillghost »

moonpaladin wrote: Fri Jan 06, 2023 9:42 am but at move the bones in blender it looks bad, so I did something wrong linking the bones? or I messed something about the weights. :cry:
Well, it appeared that I miscalculated the 11th mapping
index. :cry: Instead of 7, it should be 6. You should use the script for literal generation to avoid that.
moonpaladin wrote: Fri Jan 06, 2023 9:42 am Honestly didn't understad much the first part, I understand much better with an example :P :mrgreen: tried with the absolute address mode for all attributes but the uv looks messed up.
Did you copy the params from my previous screenshot and preview the uv? Looks fine at my end. Or do you mean the texture doesn't apply?
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Re: Need help identify Yulgang files viewer/exporter

Post by moonpaladin »

Bigchillghost wrote: Fri Jan 06, 2023 2:01 pm Well, it appeared that I miscalculated the 11th mapping
index. :cry: Instead of 7, it should be 6. You should use the script for literal generation to avoid that.
Thanks! I have seen that index mapping could give me any idea to interpret the bone inheritance :?
Bigchillghost wrote: Fri Jan 06, 2023 2:01 pm Did you copy the params from my previous screenshot and preview the uv? Looks fine at my end. Or do you mean the texture doesn't apply?
I copy all your values and the uv looks empty :cry:
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Re: Need help identify Yulgang files viewer/exporter

Post by Bigchillghost »

moonpaladin wrote: Fri Jan 06, 2023 3:33 pm I copy all your values and the uv looks empty :cry:
Perhaps you should show the actual params you used.
uv.png
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Re: Need help identify Yulgang files viewer/exporter

Post by moonpaladin »

Bigchillghost wrote: Fri Jan 06, 2023 2:01 pm You should use the script for literal generation to avoid that.
Hello Bigchillghost its me again [roll] , well I was able to pull the model with their parent nodes, but dunno if your exporter model have the same problems as mine, because at move the bone 7 and 8, some vertices of the hind right leg moves too :(
https://www.mediafire.com/file/9fa8bn3z ... l.FBX/file
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Re: Need help identify Yulgang files viewer/exporter

Post by Bigchillghost »

moonpaladin wrote: Mon Jan 09, 2023 7:23 am well I was able to pull the model with their parent nodes, but dunno if your exporter model have the same problems as mine, because at move the bone 7 and 8, some vertices of the hind right leg moves too :(
Your FBX file contains invalid numbers (nan) in the vertex color data. If you didn't specify the params in AXE, then you should disable this attribute when adding the param set to list or when exporting the mesh. Though it's not related to this problem. [roll]

The problematic vertex was vertex 680, which according to the blend indices/weights table is binded to bone 6 (with a weight of 0.901426) and bone 10 (with a weight of 0.09857404). While theoretically it should be binded to bone 6 only. So I guess it's just a weight-painting mistake made by the game artist. (:
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Re: Need help identify Yulgang files viewer/exporter

Post by moonpaladin »

Bigchillghost wrote: Mon Jan 09, 2023 1:17 pm Your FBX file contains invalid numbers (nan) in the vertex color data. If you didn't specify the params in AXE, then you should disable this attribute when adding the param set to list or when exporting the mesh. Though it's not related to this problem. [roll]
pointed :D .
Bigchillghost wrote: Mon Jan 09, 2023 1:17 pm The problematic vertex was vertex 680, which according to the blend indices/weights table is binded to bone 6 (with a weight of 0.901426) and bone 10 (with a weight of 0.09857404). While theoretically it should be binded to bone 6 only. So I guess it's just a weight-painting mistake made by the game artist. (:
I do not consider that possibility XD! thanks Bigchillghost! [bruce]
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Re: Need help identify Yulgang files viewer/exporter

Post by moonpaladin »

Hiiiii! I have been gathering the models with the bone info one by one and it worked nice with some models but having problems with others, bad values and also the problem from above, gonna be awesome if someone could make a plugin for this game please! :mrgreen:
re-posting the samples : https://www.mediafire.com/file/34u3djeu ... es.7z/file
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