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[Tool] ERFv3 Packer ( ERF Version 3.0 archive creation )


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#1
elys

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Because I needed it to work on my mod, I made that today:

ERFV3 Packer is an utility that allows you to create ERF file Version 3.0 (used by Dragon Age 2)

For now it is really rudimentary alpha version and does not allow any specific options, nor compression.

Image IPB
 
>>> ERFv3 Packer <<<

Modifié par elys, 26 mars 2011 - 05:39 .


#2
mesmerizedish

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How were people making .ERFs before? I'd considered doing some re-textures, but I never knew how to get the files back into the package so they'd work in the override folder.

#3
elys

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For Dragon Age Origins, people were using the DAO Toolset to create ERF V2.

Dragon Age 2 can read ERF V2 too, but V2 is lacking functionality needed to do some stuff in DA2 such as armor modeling.

#4
daywalker03

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I believe someone had written a command line ERF v3 packer, which is another way they could be making them.

#5
Sunnie

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ishmaeltheforsaken wrote...

How were people making .ERFs before? I'd considered doing some re-textures, but I never knew how to get the files back into the package so they'd work in the override folder.

Most of us are using Gibs erf v3 packer, which just requires that you drop a folder of mod files into the exe.
This tool should do exactly the same only it has a GUI.

Modifié par Sunnie22, 26 mars 2011 - 05:41 .


#6
elys

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<sniped double post>

Modifié par elys, 29 mars 2011 - 03:36 .


#7
elys

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[quote]daywalker03 wrote...



I believe someone had written a command line ERF v3 packer, which is another way they could be making them.[/quote]

Dragon Age Origins has a command line packer included with the toolset called ErfGenerator.exe, but it cannot generate V3.

And I'm not aware of any released command like ERF V3 tool, else I would not have bothered to do one for my need :o

Do you have any link to the tool you are referring to ? 
*snaked*


[quote]ishmaeltheforsaken wrote...

How were people making .ERFs before? I'd considered doing some re-textures, but I never knew how to get the files back into the package so they'd work in the override folder. [/quote]
Most of us are using Gibs erf v3 packer, which just requires that you drop a folder of mod files into the exe.
This tool should do exactly the same only it has a GUI.

[/quote]

Dang why I was not aware of it :P 
Where can I find it ?

Modifié par elys, 26 mars 2011 - 05:49 .


#8
Sunnie

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indeed! probably because the OP is buried back 15-20 pages... I actually prefer the convenience of the cli version he did.
Let me dig up the link...

Modifié par Sunnie22, 26 mars 2011 - 05:50 .


#9
elys

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I found it, thanks to your indication :)

[quote]Thought Process wrote...

Here's mine from revision 21: erfpack-rev21.zip

It's a commandline tool, but will work if you click and drag a directory onto ErfPack and generate dirname.erf.[/quote]
[/quote]

Grr I wasted my time doing mine while I could have simply used theThought Process' one.:pinched:

There is the need for a pinned topic with all the links to DA2 tool available around.

Modifié par elys, 26 mars 2011 - 06:08 .


#10
Sunnie

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lol, I just went and dug it up also and bookmarked it, since I had neglected to do that a long time ago...

#11
daywalker03

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elys wrote...

I found it, thanks to your indication :)

Thought Process wrote...

Here's mine from revision 21: erfpack-rev21.zip

It's a commandline tool, but will work if you click and drag a directory onto ErfPack and generate dirname.erf.


Grr I wasted my time doing mine while I could have simply used theThought Process' one.:pinched:

There is the need for a pinned topic with all the links to DA2 tool available around.


If they were all on the Projects section here, the current mod sticky would work; since many of them are in posts in here, they need to be linked to somehow.

Edit: just so you know, I seem to like your version better.

Modifié par daywalker03, 26 mars 2011 - 06:25 .


#12
mesmerizedish

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Figured I'd ask here since the right people might see it, and I don't want to start a whole new thread (and it's tangentially relevant). When I use pyGFF to extract the texturepack .ERFs (either the default medium pack, or the high-res packs), all the filenames look like hex strings instead of, well... actual names. Is there any way around that?

My reason for asking is this: In one of the armor retextures I found on the Nexus, a _t.dds file was included with all four channels completely black. "Could this be the file that controls the tessellation effect?" I asked myself. I wanted to look at the evnironment art to investigate these _t files further.

I'm really interested in trying to improve the tessellation. I've never known exactly how the effect is implemented, but I've played with parallax mapping techniques in Oblivion (which uses the alpha channel of the normal map, usually reserved for specular data, as the heightmap). If the tessellation effect does pull data from a .dds file to use as a height reference, then, well... **** just got real?

Modifié par ishmaeltheforsaken, 26 mars 2011 - 07:44 .


#13
Adonnay

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The GFF Editor has an optional download that lets you import filenames into the Editor, check the project's download page.

The *_t.dds files you see are tint maps, nothing to do with tesselation but with the game's tinting system. A complete black map is quite useless... you could as well just make no tint map at all.

#14
mesmerizedish

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Adonnay wrote...

The GFF Editor has an optional download that lets you import filenames into the Editor, check the project's download page.

The *_t.dds files you see are tint maps, nothing to do with tesselation but with the game's tinting system. A complete black map is quite useless... you could as well just make no tint map at all.


Well, crap. There goes that grand idea. Do you have any idea where the tessellation effect draws height data from?

#15
daywalker03

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ishmaeltheforsaken wrote...

Figured I'd ask here since the right people might see it, and I don't want to start a whole new thread (and it's tangentially relevant). When I use pyGFF to extract the texturepack .ERFs (either the default medium pack, or the high-res packs), all the filenames look like hex strings instead of, well... actual names. Is there any way around that?


Download the file fnvdump-20110320.zip from the pyGFF file page and extract it to the same place you put pyGFF.

#16
pvpgirl

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Ah! I had just asked about this in a different thread. :D

#17
elys

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Made little update so you can drag and drop a folder onto the executable to start it with all the paths set up, and then click to pack or optionally tweak names before proceding.
 
>>> ERFv3 Packer <<<[/quote]

#18
TheEgoRaptor

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So for someone who has never modded before, namely myself, how does this work and what does it do. I have noticed that allot of the re textures in my override are erf files. Does this mean I can make textures with this?

#19
elys

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It works equivalently to an archive program such as Winzip, excepted it creates ERF archive, not ZIP.
ERF is the archive format used by Dragon Age 2.

And no you can't make textures with it, it's an archiver. It's not Photoshop or Gimp !!!  (just kidding :P)

Using the override folder does not work in all case and is limited in functionality, and also become messy when you have tons of contents from different sources all mixed up in a single folder.

Packaging your modified files allows for proper distribution and management of mods, and is absolutely necessary when creating addins.

Modifié par elys, 27 mars 2011 - 01:18 .


#20
SnakeSNMF

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Will this ever lead to creating a custom made toolset made by the players for DA2?

#21
elys

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Made little update so you can edit manually the path and file field.

>>> ERFv3 Packer <<<


SnakeSNMF wrote...

Will this ever lead to creating a custom made toolset made by the players for DA2?


I doubt that :lol:

Modifié par elys, 27 mars 2011 - 12:27 .


#22
untamedfuture

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I am having an issue with this that is probably a simple error on my part. I am trying to pack some new textures for a staff but it doesn't seem to put anything from my folder path into the new erf. The new erf has nothing but a new file called "characters" in it. I told it to pack files from \\art\\ so it would pack the file paths in the correct order. Also; if i tell it to pack files from \\art\\characters\\weapons\\staff\\textures\\ the files show up in the new erf but without any of the new folder paths. I've tried both ways and I either get a new erf with a simple "characters" file in it or a new erf with the textures with no file path designation. Obviously neither one works in game when I put the new erf into my override folder. I'm sure I'm just missing something very simple but any help would be greatly appreciated.