Bearbeitet von Thought Process, 20 März 2011 - 09:46 .
[Release] pyGFF 0.5 ALPHA
#176
Geschrieben 20 März 2011 - 09:45
#177
Geschrieben 21 März 2011 - 12:34
#178
Geschrieben 21 März 2011 - 01:03
#179
Geschrieben 21 März 2011 - 02:24
#180
Geschrieben 21 März 2011 - 03:51
Bearbeitet von daywalker03, 21 März 2011 - 03:57 .
#181
Geschrieben 21 März 2011 - 04:13
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
Geschrieben 22 März 2011 - 03:30
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
Geschrieben 27 März 2011 - 04:05
fnvhashes-20110327-1600-tzupdate.7z: 3529 unknows remaining.
#184
Geschrieben 27 März 2011 - 07:41
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
Geschrieben 27 Mai 2011 - 01:51
#186
Geschrieben 01 Juni 2011 - 06:59
#187
Geschrieben 12 Februar 2014 - 06:36
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
Geschrieben 13 Februar 2014 - 12:12
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
Geschrieben 14 Juni 2014 - 11:14
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
Geschrieben 15 Juni 2014 - 09:10
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.
- Berserk1479 und DahliaLynn gefällt das
#191
Geschrieben 15 Juni 2014 - 08:01
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... ![]()
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
Geschrieben 16 Juni 2014 - 02:49
Probably best to use the other thread, yes.
#193
Geschrieben 25 September 2015 - 03:59
Do you still have that CNV viewer, by chance?





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