Closed Olganix closed 9 years ago
LGTM. The DirectX shader support sounds really interesting, I had no idea it supported that to be honest. Hopefully we can get some accurate results that way.
Hi DarioSamo. Next move will be to find the way to attach well outside object as APL_001_skirt_scd.emd or GK4_000_hair_scd.emd. after I will try to solve aterial's problem with custom solutions for 3dsmax and unity.
"The game manually attaches the hair and other objects to certain bones, so there's nothing "wrong" with the files themselves. That is controlled by the .cus file I believe, which basically says what model is attached to each bone. That is probably that way because those objects have some sort of "physics" and use their own independent skeletons." Where do you find some information about file format ? it's your analyse ?
I haven't been able to figure out much of the format (mostly because I have no idea what's actually inside), but those files are the only place I found strings with the same names as bones and the models that those go attached to. Just a guess at this point.
Ok. May this make sense. Have I good day.
Hi. I just finish to look files of data\chara\APL to see the link between files. in APL_000_skirt_scd.scd, there is first the declaration of bones used by skirt_scd b_C_Pelvis SCD_skirtL_0_0 SCD_skirtC_0_0 SCD_skirtR_0_0
and after there is the link between bones of skirt_scd and the bone (of principal skeleton) to attach them on : SCD_skirtL_0_0.b_C_Pelvis SCD_skirtR_0_0.b_C_Pelvis SCD_skirtC_0_0.b_C_Pelvis So I think it's where to begin to solve the problem on hair,skirt, etc...
Think cus could be for custom charactere like the charactere editor in game. but I did see this file for now (no cus in the folder of APL, and I only see one custom_skill.cus in data\system).
Bye.
Sorry, I meant the BCS file, not CUS, I got confused. Both that and the SCD files might be linked in some way.
-create fbx material with fx files and texture embended from DBX's material inspired by Ogre's material created for Xenoviewer. => 3dsmax 2015 have DirectX shader Material witch could use fx file. but FBX import didn't work well : It read there are directX shader Material but didn't configure it (parameter, texture and fx used). => Unity read all texture and Fx file embended in FBX file, but it's can't use fx for material definition. and cgFx file didn't work. Unity material with shader definition didn't use asm shader. I keep that because the solution is to generate a maxscript file witch update Material DirectX shader for using DBX material in 3dsmax. For Unity, I will to sse another solution.
Why I commit: -add skeleton's animations in FBX file, if you add ean file in argument of emdfbx.exe. => Work well with unity. you could play with all animations directly (aniamtion viewer when you click on a animation) => in 3dsmax you have to use menu->import file and select the only one animation.