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#426
Renmiri1

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Is anybody compiling instructions anywhere? Creation, or usage?

 

(I was mostly looking to perhaps contribute toward the tools myself, since I’ve zero experience working with 3D software, but we’ll see…)

We also need people who can write Tutorials. If you got your tool to run, and can't code or do 3D but want to help, please jump into the DAI Tools Forum and write some Tutorials or answer questions (if you know the answer). That helps too :)



#427
Adela

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Is anybody compiling instructions anywhere? Creation, or usage?

 

(I was mostly looking to perhaps contribute toward the tools myself, since I’ve zero experience working with 3D software, but we’ll see…)

Go here http://daitools.free...s.org/index.phpand ask Voider or Ehm to roll u in :)



#428
madrar

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I'm late to the party, but crazy impressed by what people have been able to put together so quickly after release.  Unfortunately my background is hobbyist-level production (Blender, Maya, etc) so I know almost nothing about ripping files from game and can't tell a .toc from an .sb.  I'm primarily interested in getting at the audio dialogue at this point- are those files accessible through the existing tools?  

 

Could any of the gurus here give me a gentle shove in the right direction?  >w<;



#429
Silvist

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@Efvie - Yea, we for sure need someone to do that kind of stuff.  I'm kinda doing an improvisation of doing that, instead of being organized about it.  There's some good guides that WV had linked, but its kind of scattered throughout the forums.

 

@madrar -  I was able to extract "some" of the audio with the bf4 tools, they have a converter where you drag the chunk file and convert it to audio.  But it was really random in terms of how everything was listed.  So I had no idea what was what till I played the audio.

 

I was messing with the tool from here:

 

http://www.bfeditor....opic=15731&st=0

 

Keep in mind, that's all it does.  You can also see people doing audio stuff here:

 

http://forum.xentax....hp?f=17&t=12239

 

Some guy even did a tutorial of how he did it here:

 

https://www.youtube....h?v=UVUv_L7m4g8

 

In terms of the tool being worked on I'm sure they will eventually create a way to rip audio/dialogue.  Just the current focus is on meshes and textures.  If you show interest on the site listed above, they may get to it faster. 

 

Also, guys, I'm testing the DA tools right now.  It seems like Eham fixed the mesh extraction, so you can pull stuff out as obj.  I'm seeing if this works for things like the skeletons, if I can find where they are at again.

 

Edit:

 

K, the skeletons are in the chargennpc.sb, but they are still under ebx ;/  So they can still only be exported as xml.



#430
Renmiri1

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Awesome links for Audio Silvist!

 

And Eh has good news:

 

Release 21: All meshes and textures are exportable!



#431
Renmiri1

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Hey guys and gals, if you have a chance, please add some interesting file paths to theis list, to help other modders

 

http://daitools.free...folder-t52.html



#432
Kiitosu

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Hello everyone!

Been stalkering here for a while now >.>

I'm not pro at modeling but i have some skills, so if my question sounds silly, i m sorry for that :(

I do things for second life which is opengl. Skeletons used there are in xml format too.

So the question.

Edit:

 

K, the skeletons are in the chargennpc.sb, but they are still under ebx ;/  So they can still only be exported as xml.

Does that mean we can do .xml > .dae convert and vise versa so we can stuff it back in game?

I'm really curious about animations and skinning formats the game uses. Could be really useful to get fully rigged 3d model in 3ds max.



#433
Renmiri1

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BTW, was it someone here that saw a wedding scene on the game files ?



#434
Silvist

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@Renmiri - I've seen the wedding attire in the game meshes.  Was going to post Solas with it on, but it looked funny lol.

 

@Kiitosu - That's what I've been trying to find out.  We can use the DA Tools to extract all animation files, fx, and skeletons to xml.  Is there a converter out there that does xml to DAE?  If so, please tell me where to find it.

 

I have 4 armor conversions lined up waiting to be skinned, so yea...I'd really could use a skeleton to skin/rig to.

 

I know that eventually Eham plans to change the formats to be something alot more friendly for modding, he just has to get to that point.  Like I'm pretty sure he'll change the mesh format from obj to probably fbx.  The ebx is the one where all the animations are...so I'm not sure what format he'll..maybe fbx also.



#435
Renmiri1

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Does that mean we can do .xml > .dae convert and vise versa so we can stuff it back in game?

I'm really curious about animations and skinning formats the game uses. Could be really useful to get fully rigged 3d model in 3ds max.

Yes

 

I myself got obj saved as DAE but to work on SL you have to rig the game mesh to the SL skeleton. You can use Avastar.

 

I did it for my Thane Krios avatar (is on SLX). But rigging is a pain, this is my first try

avastarwear.jpg

 

Luckily I got better at it  But still, my best result at SL was to use an avastar body and rig Thane's head to it dmqo.jpg



#436
Renmiri1

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@Renmiri - I've seen the wedding attire in the game meshes.  Was going to post Solas with it on, but it looked funny lol.

Post it pleeeease ?  :wub:



#437
Renmiri1

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Thane is now available on SL for all Shepards to date him 

Spoiler


#438
Renmiri1

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@Kiitosu - That's what I've been trying to find out.  We can use the DA Tools to extract all animation files, fx, and skeletons to xml.  Is there a converter out there that does xml to DAE?  If so, please tell me where to find it.

 

DAE is xml too. I had started a python thingie that rewrote xml from Final Fantasy into DAE xml but dae/Collada is a huge standard and a pain so I never finished it



#439
Kiitosu

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@Renmiri - I've seen the wedding attire in the game meshes.  Was going to post Solas with it on, but it looked funny lol.

 

@Kiitosu - That's what I've been trying to find out.  We can use the DA Tools to extract all animation files, fx, and skeletons to xml.  Is there a converter out there that does xml to DAE?  If so, please tell me where to find it.

 

I have 4 armor conversions lined up waiting to be skinned, so yea...I'd really could use a skeleton to skin/rig to.

 

I know that eventually Eham plans to change the formats to be something alot more friendly for modding, he just has to get to that point.  Like I'm pretty sure he'll change the mesh format from obj to probably fbx.  The ebx is the one where all the animations are...so I'm not sure what format he'll..maybe fbx also.

 

 

Yes

 

I myself got obj saved as DAE but to work on SL you have to rig the game mesh to the SL skeleton. You can use Avastar.

 

I did it for my Thane Krios avatar (is on SLX). But rigging is a pain, this is my first try

avastarwear.jpg

 

Luckily I got better at it  But still, my best result at SL was to use an avastar body and rig Thane's head to it dmqo.jpg

Skinning isn't a problem for me luckily.

As for xml to dae format. I have script which does pretty good job importing xml right into 3ds max. Since it's possible to export 3d max scene into dae. Should work, but not sure about how to revert the process  :(

There are few scripts/importers, could try to search for some later.

One thing i'm sure about xml format being really random, which isn't really good.

 

PS: I feel really bad now by sending this reply like that  :( Didn't want to be arrogant.

Just wanted to add that i wish you best luck in learning the rig process. It's hard at first yes but it's really interesting too :)


Modifié par Kiitosu, 08 décembre 2014 - 01:41 .


#440
Silvist

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K, I was trying to post a quote of the hf_skeleton.xml in a quote, but apparently the forums hated it.  I didn't want to share the game assets to break any tos.  From the looks of the xml, it has all the bone information.

 

I was trying to see if I could have used Tapzin's DAO scripts, cause he has one that does mmh.xml to fbx and such.  Though I didn't remember what exactly mmh was lol; haven't modded that since its release.

 

I've tried the native xml importer to 3ds max (got 2013), but no avail.  I'm less worried about converting back; more about getting it into 3ds max.  Cause there's no way to test rigging the bodies without it.

 

We have to wait for Eham to finish making his scripts for importing meshes into game content anyways, which is why there's no rush for converting back to xml yet.  But essentially his current scripts take the games native EBX format, and converts them to xml.

 

@Renmiri - lol that picture!  Trust me my first mod creations were pretty either.



#441
Kiitosu

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I really do suck at unpacking stuff from games, drives me insane.

Since it's possible to get xml, i will try my best to do so and play with it when i have time.

 

Thanks to you guys there a lot info collected so it will be easier.



#442
Renmiri1

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Skinning isn't a problem for me luckily.

As for xml to dae format. I have script which does pretty good job importing xml right into 3ds max. Since it's possible to export 3d max scene into dae. Should work, but not sure about how to revert the process  :(

There are few scripts/importers, could try to search for some later.

One thing i'm sure about xml format being really random, which isn't really good.

 

PS: I feel really bad now by sending this reply like that  :( Didn't want to be arrogant.

Just wanted to add that i wish you best luck in learning the rig process. It's hard at first yes but it's really interesting too :)

Oh don't worry, I know I'm just a beginner in rigging :)



#443
Renmiri1

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K, I was trying to post a quote of the hf_skeleton.xml in a quote, but apparently the forums hated it.  I didn't want to share the game assets to break any tos.  From the looks of the xml, it has all the bone information.

 

I was trying to see if I could have used Tapzin's DAO scripts, cause he has one that does mmh.xml to fbx and such.  Though I didn't remember what exactly mmh was lol; haven't modded that since its release.

 

I've tried the native xml importer to 3ds max (got 2013), but no avail.  I'm less worried about converting back; more about getting it into 3ds max.  Cause there's no way to test rigging the bodies without it.

 

We have to wait for Eham to finish making his scripts for importing meshes into game content anyways, which is why there's no rush for converting back to xml yet.  But essentially his current scripts take the games native EBX format, and converts them to xml.

 

@Renmiri - lol that picture!  Trust me my first mod creations were pretty either.

you can upload it to the DAI forum or to pastebin



#444
Silvist

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K, I posted it under the research part of the forums.  If you want to directly link to it, here ya go:

 

Edit:

 

K, nvm its pointless.  The xmls are a custom one that Eham created.  I'm talking it over with him now.  He just did it this way until he figures out a solution.



#445
Fizzie Panda

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If anyone needs ideas for hair Apachii Sky Hair on the Skyrim Nexus might be a good place to start

 

http://www.nexusmods...im/mods/10168/?

 

Who knows



#446
Silvist

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@Fizzie Panda - I'm actually posting on the main forum that Apachii hangs out on, amongst other well known modders.  Actually like 99% of the population of the forum is modders lol.  So I'm hoping to appeal to them in a way that makes them want to actually port their own work themselves.  Though, I agree her hair needs to be ported ;p

 

Also, I updated my picture thread with a new port.  Its not done yet, but it doesn't look bad.  This time I decided to do the male elves a favor, and port over an armor for them ^^



#447
KillTheLastRomantic

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This time I decided to do the male elves a favor, and port over an armor for them ^^

 

You are an angel. Lavellan thanks you.



#448
Renmiri1

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You are an angel. Lavellan thanks you.

Indeed!



#449
Renmiri1

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Update Rev 25: Talktables are now exportable to text files

 

Woohoo, now we can look for stuff we didn't see in game :)



#450
Chaos17

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If you"re going to work on the male elf armors, I think you should know the model is actually bugged (glued arms) : http://forum.bioware...oblems/?hl= elf

 

2r4pxyr.jpg