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[Release] pyGFF 0.5 ALPHA


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#176
Thought Process

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Yeah I'd say we're at a good point now. I started working on GDA column names now.

Bearbeitet von Thought Process, 20 März 2011 - 09:46 .


#177
daywalker03

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That is something that is definitely needed; we also need some sort of grid in pyGFF if we're going to use it to do a significant amount of editing of gda files. Either that, or someone is going to have to create a new gda editor that can read the sqlite databases from this to be able to properly display column names.

#178
Thought Process

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Is there a reason to have a dedicated editor for GDA files rather than using Excel/Calc? I wrote a decompiler for GDA files that outputs CSV or XLSX, but I have not written a compiler yet since I've not done any heavy GDA editing yet. Writing a compiler would be trivial.

#179
Mephales

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Indeed. The most I'd do in pyGFF is add my already-written GDA to CSV converter to the tools menu (after cleanup), and maybe write a CSV to GDA converter. In fact, I think I have my task for tomorrow. Right now I'm working on writing a program to collect the en-us localized name of resrefs of items, creatures, placeables, and areas for my save editor.

#180
daywalker03

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I find having a light-weight editing tool to be more convenient than needing to do conversions; probably a holdover from when I did personal use mods for Neverwinter Nights 2 and used community tools like TLKEdit2 for most of the work. What I'd really like to see is a tool that could compare two or more gda files and either highlight the differences in the rows or merge them; it would be useful for those people that want to use mods that alter different columns in the same gda rows, since those mods would otherwise be incompatible.

Bearbeitet von daywalker03, 21 März 2011 - 03:57 .


#181
tazpn

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There is merit to a 2da editor since Excel import/export can be annoying
but probably not worth the effort at this point with other things that
need resolving.

Anyway, while playing through I picked up some more hashes mostly from custom animations from cutscenes and textures for locations. Also finding the game is longer than I expected which is a good thing.

fnvhashes-20110321-0400-tzupdate.7z : 4456 unknowns remaining

#182
Mephales

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I uploaded 0.5.3, it has CSV as an option when doing Save As, only works for GDAs obviously. I moved Save As YAML there as well. The editor can open the exported CSVs as well, automatically generating a GDA that can be saved in turn. And I made a gda de/compiler, g2da.exe, which can be used like "g2da gda2csv *.gda" or the like, a rough idea of the syntax can be gotten by running it without arguments.

Also, I'm about to hit the filesize limit of 5,000,000 bytes. I'm probably going to switch hosting over to the Nexus or Google Code.

Bearbeitet von Mephales, 22 März 2011 - 03:31 .


#183
tazpn

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Update with more location specific DDS and endgame animations.

fnvhashes-20110327-1600-tzupdate.7z: 3529 unknows remaining. 

#184
Mephales

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And I've uploaded 0.5.5, which greatly increases the capabilities of the save game editor, notably it now can work with every inventory I know of except for the party and player character's equipment, plot items, and backpacks ... Of which I think only equipment is used. Party storage, party plot items, and all the various inventories in the various areas are accessible, and you can move items from any of them to your backpack, plot items, or party storage.

I also added the ability to add missing stats to a character's existing list of stats.

The generic file editor is pretty much the same as it was in 0.5.3, though.

#185
Mephales

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Been a while, but I've updated the list of filenames. It should have all the non-DLC filenames.

#186
mesmerizedish

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Any hope of getting a list of "2DA Column Names"?

#187
Jahiliyyah

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Any chance this is still alive? Does anyone have the latest fnvhashes or is the one here:http://social.bioware.com/project/1936/#files complete?

Also, this is the only link to 0.5.5b I can find:
http://modsreloaded.com/pygff/files

Bearbeitet von Jahiliyyah, 12 Februar 2014 - 06:50 .


#188
Mephales

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Jahiliyyah wrote...

Any chance this is still alive? Does anyone have the latest fnvhashes or is the one here:http://social.bioware.com/project/1936/#files complete?

Also, this is the only link to 0.5.5b I can find:
http://modsreloaded.com/pygff/files


It's only mostly dead. If I remember correctly, the fnvhashes in the project are mostly complete as far as the base game goes (someone in development got permission to give me the filenames), but mostly incomplete as far as the (encrypted) DLC go. I wouldn't expect any more work on it, since it appears EA will be completely abandoning Bioware's old game engine and its file formats for Dragon Age 3.

Why do you need 0.5.5b? It's been several years since I last worked on this, and if there is a reason to use it in preference to 1.0 I can't remember it. I still have the file, though, so I can send it to you if you need it (I didn't try the mods reloaded download to see if it works).

...Probably should put the source on github at some point, for posterity if nothing else.

#189
Berserk1479

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Sorry for resurrecting an old thread... It's just that I've been doing some thinking about this very useful tool today and decided it might be worth asking the question below in case Mephales or someone else is still keeping an eye on the thread and can help! :)

 

So, the question is: is there a way to "export" to e.g. a csv file or txt file some specific data from a DAO or DA2 .mor file once this is opened in pyGFF?

 

In particular, I'm thinking about the vertex data contained in the .mor files: if I open e.g. a DAO .mor file, then select e.g. the FaceM1 node under "MORPH_NODES" and then select the entry for "MESH_STREAM_VERTEXDATA", the editor shows in the edit pane three colums of data (Index, Type, Value) corresponding to the vertex data of the character's face. Any idea on how to "export" the data in those colums?

 

I just can't consider copy and paste by selecting each value manually (too damn time consuming with 9000+ values...), but since pyGFF can read the data in the .mor file I was hoping there might be a way to export or save to a file (maybe using another tool in conjunction with pyGFF?)?

 

 



#190
DarthParametric

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Yes, you can extract a morph's vert data from pyGFF and turn it into a usable format (for Origins at least). I covered how to do so in this thread.

 

Depending on what it is you want to do exactly, that may not be the best option. As mentioned in that thread, if you just want the MOR, then NewByPower's DA Face Replacer is what you want.

 

If you explain what it is you want to do, it will be easier to point you in the right direction.


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#191
Berserk1479

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Hi DarthParametric! Thank you very much for your reply and for pointing me to your post in the other thread: that's exactly the information I was looking for to create msh/mmh files using the vertexdata from a .mor file. You know, I have to admit I feel a bit silly, since I didn't find that thread when searching... :rolleyes:

 

Anyway, I successfully managed to use pyGFF to extract the vertex data from one of the Awakening .mor files and "convert" it to a useful format following the instructions in your post, then used the converted data according to the procedure of the taller elves thread to generate the msh/mmh files I needed. In case it's useful to know, I can confirm that Vista also has the Powershell commandiline tool mentioned in your post.

 

BTW, I assume this procedure (extracting/converting the vertexdata) should also work with DA2 .mor files (unless there's something I'm missing) but I'm not sure the "taller elves" procedure to create the msh/mmh files can be implemented for DA2. But now I'm going off-topic here and maybe it's better if I move this part of the discussion to the thread you linked above?



#192
DarthParametric

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Probably best to use the other thread, yes.



#193
s0leta

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Do you still have that CNV viewer, by chance?