I just used the niftoolshader. That's one reason I wanted the nifplugin lol. I hadn't setup 3ds max on this desktop yet, until last night lol.
DAI Tools
#76
Posté 02 décembre 2014 - 11:42
#77
Posté 02 décembre 2014 - 11:42
here is my list now

#78
Posté 02 décembre 2014 - 11:44
Oh heck ya, this material editor is more what I'm used to lol. The branches drive me crazy. Ya your list is looking good. That's all of it i think. I gotta double check to make sure I extracted everything.
Do you remember everything that you extracted so far?
#79
Posté 02 décembre 2014 - 11:50
well since i set it to extract everything from win32 folder it pretty much extracted every toc file and its still extracting... i should probably stop it now that i have what i need idk if i should let it keep going or not
#80
Posté 02 décembre 2014 - 11:53
OH, I see what you did. You got rid of the \*.toc part. K, I'm doing that now for sure. Dam, I should have realized that earlier on.
Have you guys taken a look at the normal maps yet? They are coming up with an error of invalid header for me.
#81
Posté 02 décembre 2014 - 11:53
btw for the mesh extracter what is the command for the size? cause he didnt put it in the example... i suck at the command window lol
#82
Posté 02 décembre 2014 - 11:59
For the size? What do you mean?
Oh crap I see it now. DOHHH! Bah..that's what I get for not reading everything. Let me test how to scale it.
Okay you basically do this:
DAIMeshConverter.exe "D:\Temp\DAI\Dump\Bundles\Res" "D:\Temp\DAI\Dump\Bundles\Meshes" Scale 10
If you want it to be 10 scale. Is that what you were asking?
#83
Posté 03 décembre 2014 - 12:02
I haven't extracted any textures yet ... i was just waiting for this to finish... is it ok if i close it now? will it break anything if i didnt let it finish? Cause the damn thing is STILL extracting...
#84
Posté 03 décembre 2014 - 12:04
No, you will just interrupt it. I would do the command ctr + c, just in case. It should interrupt the script.
I'm confirming with Eham right now about the scaling, and lod. Just to make sure. I see its supposed to default to "true" for lod, but it showed up false for me lol.
He said the normal maps are in ATI2 format. Which I'm not familiar with.
#85
Posté 03 décembre 2014 - 12:08
yea thats what i was asking but when i tried to write scale 10 it said it was an invalid command... but i also tried it with the extracted files from the previous tool and maybe thats why it didnt work?
EDIT pff nvm instead of scale i wrote size.. lol DUUUH as i said i suck at this ![]()
#86
Posté 03 décembre 2014 - 12:18
hmm im not familiar with ATI either... shouldn't there be in dds format ? how come its not? are the other the same format?
#87
Posté 03 décembre 2014 - 12:20
Yea, I'm not sure. He said he did something backwards with the mesh extractor. So I think he's updating it now. I'm waiting for his reply.
Oh nvm. It was backwards in terms of his example:
DAIMeshConverter.exe <RESDir> <OutDir> true 10
This will set the global scale of 10, and set Convert all LODs to true - Which does default to true, but if you have additional args like you do above, it can inadvertently turn it false. You will see when it extracts meshes, you'll get one obj per LOD.
I will take another look at the headers for normal maps, but in GIMP they look correct. Just they dont open in anything else.
#88
Posté 03 décembre 2014 - 12:22
if his updating it does that mean we have to re extract everything again? cause that took forever
#89
Posté 03 décembre 2014 - 12:22
also just an idea but what if we use the previous version of the extractor instead? maybe that would work?
#90
Posté 03 décembre 2014 - 12:24
Look at my post above. Basically if you want lod to be true and scale 10 type it like this:
DAIMeshConverter.exe "D:\Temp\DAI\Dump\Bundles\Res" "D:\Temp\DAI\Dump\Bundles\Meshes" true 10
#91
Posté 03 décembre 2014 - 12:26
SWEET TY SO MUCH
#92
Posté 03 décembre 2014 - 12:26
Not a problem. I myself have to redo everything. That could be some of the issues I had with some of the meshes ;/
#93
Posté 03 décembre 2014 - 12:27
so wait he says that it works in gimp but nothing else? soo no photoshop either? >sad panda face<
#94
Posté 03 décembre 2014 - 12:33
Let me test cs6, I was having the issue in 3ds max, not image editors.
Let me screen shot what's going on.
Yea, it opened in cs6 no problem.
Edit:
3dsmax doesn't support the ATI2 format. You'll need to convert normalmaps in Photoshop or GIMP or whatever to DXT1/5 and then use it in 3dsmax.
#95
Posté 03 décembre 2014 - 12:36
i see them as dds files
#96
Posté 03 décembre 2014 - 12:37
yea i can see them in photoshop no problem
#97
Posté 03 décembre 2014 - 12:39
hehe

#98
Posté 03 décembre 2014 - 01:01
btw if you want your normals to work just convert them to png and it works fine in max
#99
Posté 03 décembre 2014 - 01:03
Yea, that's the idea I think. Except I would probably keep it dds, just change the compression to DXT5 or whatever.
Unless png doesn't take away from all the aspects of the image. Like transparencies.
#100
Posté 03 décembre 2014 - 01:08
hey where did u find the eyes for the companions?





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