Open DotCube1 opened 3 years ago
Hi. Binary templates that you found in project are, practicaly, all what i know about these formats. In old version of dconfv (can find it in branch 'backup') i have maked an converter from .tex to .tga - can be useful for you.
Texture formats like .spr and .pic (one format with diferent extensions) also can be converted to .tga, but i'm not shore if i posted util somewhere...
What about .mef, i extracted few simple meshes from this format, using Blender plugin (also can be found in old version). But models with bones (like humans) are imported incoret.
XTVM - stands for magic vertex. I think them are used in animation (like IK points) but i'm not shure. ATTA - stands for attachments. Attachment of other models to 'this' one.
If you want more details - feel free to ask me.
Hi. Binary templates that you found in project are, practicaly, all what i know about these formats. In old version of dconfv (can find it in branch 'backup') i have maked an converter from .tex to .tga - can be useful for you.
Texture formats like .spr and .pic (one format with diferent extensions) also can be converted to .tga, but i'm not shore if i posted util somewhere...
What about .mef, i extracted few simple meshes from this format, using Blender plugin (also can be found in old version). But models with bones (like humans) are imported incoret.
XTVM - stands for magic vertex. I think them are used in animation (like IK points) but i'm not shure. ATTA - stands for attachments. Attachment of other models to 'this' one.
If you want more details - feel free to ask me.
What about terrains I want to export them as 3d models , i found someone had exported them
I don't know about forest.dat files basically and how to open them
There are various file such as olm, tmm,thm Can u try making converter for terrain files
The igi mef importer is cool I have try it but some models cannot be imported correctly
I'm working with a modder
So I found a software for converting sounds of igi you can have a look , maybe you have seen it earlier
The wav2wav converter
It converts the sound file correctly
What about Animations is there any method to play .iff or .bef files or export them to animation format
Terrains We can export them as set of maps like height map, light map and color map. And generate terrain itself in other game engine directly from these maps.
Forest.dat This format is very simple. It contains brushes with trees and bushes. But i doesn't know how to export them because there isn't appropriate format (engine dependent). Internally is just a list of objects. An solution can be to export them into xml or json and then import into game engine manually.
Waw2wav Send me link please. I want to take a look on this util.
Play animations I don't have tried. IMHO until we can't export models with bones there is no reason to try to export animations.
Terrains We can export them as set of maps like height map, light map and color map. And generate terrain itself in other game engine directly from these maps.
Forest.dat This format is very simple. It contains brushes with trees and bushes. But i doesn't know how to export them because there isn't appropriate format (engine dependent). Internally is just a list of objects. An solution can be to export them into xml or json and then import into game engine manually.
Waw2wav Send me link please. I want to take a look on this util.
Play animations I don't have tried. IMHO until we can't export models with bones there is no reason to try to export animations.
How to export these maps please tell it solve maximum problem
I will share the wav2wav in a minute
Terrains We can export them as set of maps like height map, light map and color map. And generate terrain itself in other game engine directly from these maps.
Forest.dat This format is very simple. It contains brushes with trees and bushes. But i doesn't know how to export them because there isn't appropriate format (engine dependent). Internally is just a list of objects. An solution can be to export them into xml or json and then import into game engine manually.
Waw2wav Send me link please. I want to take a look on this util.
Play animations I don't have tried. IMHO until we can't export models with bones there is no reason to try to export animations.
Year bro I definitely want to export terrain maps to a game engine called unity I know it and I can generate a terrain from heightmap so tell how can we export it
Here you can check this out I only added GUI to it I don't know who is the real author
Igi 2 iff to bef converter https://www.mediafire.com/file/4fd6p0maef3f6vg/IGI+2+IFF+TO+BEF.7z/file.
Sample .iff animations https://www.mediafire.com/file/sggevt51l41nosz/IGI-2_Animations.zip/file
In this you only have to select igi 2 Animations folder and a output folder It will export them as .bef
And here it is Wav 2 wav converter https://www.mediafire.com/file/zctx0x4p2p8vc9s/iswav2wav.7z/file
I have added some sample igi 2 wav files You can try converting them
I have also added how to use instructions in the wav 2 wav converter
About terrain maps exportes i need few (1-2) days to end this utils. After i will push them to repository.
About terrain maps exportes i need few (1-2) days to end this utils. After i will push them to repository.
Ok bro reply this comment when u have finished maps exporters
Hi. I'm about to finish console utils for thm, tlm and tmm files.
Changes are pushed to branch master.
Pull project from master
Execute command python -m pip install -r requirements.txt
And run utils with python -m igipy thm --help
Hi. I'm about to finish console utils for thm, tlm and tmm files. Changes are pushed to branch master. Pull project from master Execute command
python -m pip install -r requirements.txt
And run utils withpython -m igipy thm --help
Is it finished can I try
Hi. I'm about to finish console utils for thm, tlm and tmm files. Changes are pushed to branch master. Pull project from master Execute command
python -m pip install -r requirements.txt
And run utils withpython -m igipy thm --help
Nice thm to PNG Tmm to PNG Tlm to works
Just I will import into game engine and let you know
Hi. I'm about to finish console utils for thm, tlm and tmm files. Changes are pushed to branch master. Pull project from master Execute command
python -m pip install -r requirements.txt
And run utils withpython -m igipy thm --help
Um bro which one is correct I kinda don't know Hieghtmap of first level igi 2
And I don't know how to add terrain lightmap and terrain material map
these are extracted from the first level
Bro people are saying this is incorrect I don't know if this heightmap is wrong or terrain generation is wrong
Have you tried generating a terrain with the heightmap?
There are mountain edges but in generating terrain hieghtmap no edges are generated
I think the concept is correct the black part represents the depression where the main buildings and game takes place And the white part represents the mountain around it
But in generating terrain it incorrectly generates
This is also the pic of level 1 2nd hieghtmap I think it represents the space for the river
And TLM converter doesn't work And in level 2 of igi 2 location 1 terrain hieghtmap PNG is blank So the converter needs to be modified
About THM Data in this format are an Float32 array of size 256x256 which can have positive and negative values. I tried to normalize these data and transform into array of UInt8 256x256 (grayscale image). To do this i scaled down raw data to range 0 - 255, what is huge dataloss. If you know some method to export bidimensional array of Float32 into image without data loss, please tell me.
And here is what i got.
About TMM This data format is an Terrain texture blending map.
On left side is blending map, on right - generated terrain material.
About TLM In fact is not an normal lightmap. It is some kind of lighting map - with color. Converter doesn't work? Show please traceback or text me what does'n work.
P.S: IGI2: Location1 - Level2 - is an underground level. It doesn't have terrain, level is builded using static models as ground and walls.
About THM Data in this format are an Float32 array of size 256x256 which can have positive and negative values. I tried to normalize these data and transform into array of UInt8 256x256 (grayscale image). To do this i scaled down raw data to range 0 - 255, what is huge dataloss. If you know some method to export bidimensional array of Float32 into image without data loss, please tell me.
And here is what i got.
About TMM This data format is an Terrain texture blending map.
On left side is blending map, on right - generated terrain material.
About TLM In fact is not an normal lightmap. It is some kind of lighting map - with color. Converter doesn't work? Show please traceback or text me what does'n work.
P.S: IGI2: Location1 - Level2 - is an underground level. It doesn't have terrain, level is builded using static models as ground and walls.
Hi bro how did u generate gray-scale map with full heightmap features on seeing and analysing it we can see that it is mostly correct
In my case you can see it is kind of error only generating a black part of image
How can I get terrain material map like you Can u push the changes you made to the repository So that I can get correct results
Bidimensional array of float 32 to image I don't know about much binary files but u should use pil and numpy which can convert the array into image
Please also tell how can I get correct terrain heightmap and correct terrain material map
Changes are already pushed
Hi. I added two more exporters for thm files, thm to_tif (32 bit floating point pixel) thm to_npy (serialized numpy array) Also added option normalize on to_png command (scale down floating point array to simple grayscale).
Obtain terrain texture In level/textures folder you can find terrain textures in rgb mode.
All these textures RGB should be included in terrain material. And alpha of them should be get from tmm. Red color on tmm texture means that texture assigned to red channel on this place have alpha 255. All othes textures on this place has alpha 0. Well you need to assign to each color on tmm texture an RGB texture from level/textures.
Hi. I added two more exporters for thm files, thm to_tif (32 bit floating point pixel) thm to_npy (serialized numpy array) Also added option normalize on to_png command (scale down floating point array to simple grayscale).
Obtain terrain texture In level/textures folder you can find terrain textures in rgb mode.
All these textures RGB should be included in terrain material. And alpha of them should be get from tmm. Red color on tmm texture means that texture assigned to red channel on this place have alpha 255. All othes textures on this place has alpha 0. Well you need to assign to each color on tmm texture an RGB texture from level/textures.
Yes the hieghtmap is working now Terrain generates correctly
My
Hi. I added two more exporters for thm files, thm to_tif (32 bit floating point pixel) thm to_npy (serialized numpy array) Also added option normalize on to_png command (scale down floating point array to simple grayscale).
Obtain terrain texture In level/textures folder you can find terrain textures in rgb mode.
All these textures RGB should be included in terrain material. And alpha of them should be get from tmm. Red color on tmm texture means that texture assigned to red channel on this place have alpha 255. All othes textures on this place has alpha 0. Well you need to assign to each color on tmm texture an RGB texture from level/textures.
My friend is making a mef program which can almost do everything with mef
Do u want to have a look?
Yes. Shore. I now working on exporters of other texture formats like .spr, .pic .tex and .olm. In near future i will push forest.dat exporter into xml. May be after all this i will take a look at animations.
Yes. Shore. I now working on exporters of other texture formats like .spr, .pic .tex and .olm. In near future i will push forest.dat exporter into xml. May be after all this i will take a look at animations.
Yeah sure you can download this file Unrar it you will get decrypted models that you can view in notepad and analyze it
It also contains instructions how to convert binary mef to gconv format
https://www.mediafire.com/file/ubtbq3u39agtu0l/Models_%28MEF%29.7z/file
Yes. Shore. I now working on exporters of other texture formats like .spr, .pic .tex and .olm. In near future i will push forest.dat exporter into xml. May be after all this i will take a look at animations.
I have already given u a GUI converter for iff to bef files And a plugin is being written to import the bef animations to .xaf (3ds max animation format)
Here you can try the application it is easy as abc just input the anims folder and a output folder https://www.mediafire.com/file/4fd6p0maef3f6vg/IGI+2+IFF+TO+BEF.7z/file
Some igi 2 iff samples https://www.mediafire.com/file/sggevt51l41nosz/IGI-2_Animations.zip/file
And also you must try the wav2wav converter I included how to use it
My
Hi. I added two more exporters for thm files, thm to_tif (32 bit floating point pixel) thm to_npy (serialized numpy array) Also added option normalize on to_png command (scale down floating point array to simple grayscale). Obtain terrain texture In level/textures folder you can find terrain textures in rgb mode. All these textures RGB should be included in terrain material. And alpha of them should be get from tmm. Red color on tmm texture means that texture assigned to red channel on this place have alpha 255. All othes textures on this place has alpha 0. Well you need to assign to each color on tmm texture an RGB texture from level/textures.
My friend is making a mef program which can almost do everything with mef
- convert it to gconv mef format (readable)
- extract magic verticies -extract other coordinates like faces, edges
Do u want to have a look?
Yeah now problem in .fnt This is a simple format but I cannot write a program to export it Explain some points so that I can generate a font file
About THM Data in this format are an Float32 array of size 256x256 which can have positive and negative values. I tried to normalize these data and transform into array of UInt8 256x256 (grayscale image). To do this i scaled down raw data to range 0 - 255, what is huge dataloss. If you know some method to export bidimensional array of Float32 into image without data loss, please tell me. And here is what i got. About TMM This data format is an Terrain texture blending map. On left side is blending map, on right - generated terrain material. About TLM In fact is not an normal lightmap. It is some kind of lighting map - with color. Converter doesn't work? Show please traceback or text me what does'n work. P.S: IGI2: Location1 - Level2 - is an underground level. It doesn't have terrain, level is builded using static models as ground and walls.
Hi bro how did u generate gray-scale map with full heightmap features on seeing and analysing it we can see that it is mostly correct
In my case you can see it is kind of error only generating a black part of image
How can I get terrain material map like you Can u push the changes you made to the repository So that I can get correct results
Bidimensional array of float 32 to image I don't know about much binary files but u should use pil and numpy which can convert the array into image
Please also tell how can I get correct terrain heightmap and correct terrain material map
Now there's a problem with TMM file The PNG image is some what like previous which I don't know how to use
@NEWME0 Is it correct tmm
Hi. Take a look at this article. https://tech.innogames.com/terrain-shader-in-unity/ I think it can help you to understand role of TMM files.
Hi. Take a look at this article. https://tech.innogames.com/terrain-shader-in-unity/ I think it can help you to understand role of TMM files.
Ok thanks understood Can u write a small script to create and extract .Res archive ? I see it is like a archive but cannot extract it
@NEWME0 needed help for .Res archive
Res archive can be extracted using legacy tool - gconv. Find in 'third party tools/gconv/examples/' folder extract_resource. Look into bat and qsc scripts how to extract concrete resource. Paste resource file into gconv/temp folder, in qsc edit resource path and run bat script to execute.
Res archive can be extracted using legacy tool - gconv. Find in 'third party tools/gconv/examples/' folder extract_resource. Look into bat and qsc scripts how to extract concrete resource. Paste resource file into gconv/temp folder, in qsc edit resource path and run bat script to execute.
The forest exporter is not working fix it soon ..
I could not run the fst exporter by following command
python -m igipy.fst --export all E:\igi\pc Desktop
Hi. You can always run python -m igipy fst --help
.
Anyway, forest exporter work on command python -m igipy fst to_xml "<source_dir>" "<target_dir>"
Hi. You can always run
python -m igipy fst --help
. Anyway, forest exporter work on commandpython -m igipy fst to_xml "<source_dir>" "<target_dir>"
I tried the to_xml command about a week ago It didn't work because I didn't put the double quotes 😂
Now it is working fine ..
@NEWME0 take a look at this util it converts binary animation files to readable animation files And we can edit it and convert it back to igi 2 using gconv.exe
Here iff conv :https://www.mediafire.com/file/h486hl4bnzj2kxz/iff+conv.zip/file
Command : there are 2 commands 1- decompile 2- convert
Converter converts to .bef file which is recognised by gconv.exe
Convert command python dconv iff convert 'source dir' 'output dir'
Decompile command python dconv iff decompile 'source dir' 'output dir'
And include it in the main GitHub project :)
Hi now terrain is generated perfectly with the custom material
Calculated light maps in 5 minutes
@NEWME0 do you know about graph and graphcover file I have reversed all these files Res, tex, spr, fnt
And how can I get this texture
Hi. I added two more exporters for thm files, thm to_tif (32 bit floating point pixel) thm to_npy (serialized numpy array) Also added option normalize on to_png command (scale down floating point array to simple grayscale). Obtain terrain texture In level/textures folder you can find terrain textures in rgb mode. All these textures RGB should be included in terrain material. And alpha of them should be get from tmm. Red color on tmm texture means that texture assigned to red channel on this place have alpha 255. All othes textures on this place has alpha 0. Well you need to assign to each color on tmm texture an RGB texture from level/textures.
Yes the hieghtmap is working now Terrain generates correctly
Yo bro! How did you manage to get these?
Hi bro can u explain concept of .mef, .Tex and .spr so that I can make a visual studio application
I analyzed your binary templates excellent work But in .mef I got all coordinates Like xvtm, atta How to pack them in a model