PredatorCZ / XenoMax

Xenoblade 3ds max plugin
GNU General Public License v3.0
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Xenoblade Definitive Edition support #14

Open Andree12 opened 4 years ago

Andree12 commented 4 years ago

So the roms of Xenoblade Definitive Edition had been leaked and I had extracted the files off of the game.

mot xb1de.zip xb1de pc010000.zip

The files appeared to have similarities with the files of Xenoblade 2 and some of which are newly compressed, so they probably never work with your tool.

keesoudwater34 commented 4 years ago

texture formats are difrent. the old tool can read the meshes but doenst know what to do with the textures. and the new tool just crashes since its difrent so

PredatorCZ commented 4 years ago

Tested, models are loading fine, morphs seems to be missing, textures are not loading at all. For now, uncheck Export textures.

Demonslayerx8 commented 4 years ago

The textures are BC7_UNORM format, just thought I'd say.

LOD meshes and morph's are indeed missing on my end. However I don't like how I have to make duplications of the arc/chr files for each model piece.

image image

Andree12 commented 4 years ago

pc010109.wimdo has fully working face morphs.

keesoudwater34 commented 4 years ago

a lot of the times it just straight up crashes but i think thats due to the other texture format. the only time it doesnt its on the old tool. its a mix match of the texture formats at least on the shulk. BC7_UNORM is used on the rest instead of the test face texture on pc010109 aka shulks head. the old tool is able to load that texture fine though

keesoudwater34 commented 4 years ago

when exported though to fbx it for some reason goes ballistic shapes going nuts

PredatorCZ commented 4 years ago

Just looked into mesh data for pc010101, there is only one mesh, a hair, no morphs, no lods, just hair. This happens, when you play around with leaked content, god knows how old these files are, they might be prototypes/placeholders. I would rather wait for proper release.

keesoudwater34 commented 4 years ago

pc010101 isnt the head though. the head is pc010109. its taking a sort of xenoblade x structure.

pcxxxxx1 to pcxxxxx5 are body parts hair arms legs and stuff. heads are their seperate files wich are most the time always pcxxxxx9 files. also that shape key thing on my end happens on the xeno2 stuff too but its for some reason my 3ds max and i dont know how to fix it since reinstalls wont do it.

Demonslayerx8 commented 4 years ago

what Keesoudwater34 said is correct. Heads are it's own model files cause you can change your outfit style in the game, which is why they took this route.

Also found another texture format that's used for Future Connected shulk outfit.. R8G8B8A8_UNORM

If you want the filename for that alt, it is pc01940# image

keesoudwater34 commented 4 years ago

The textures are BC7_UNORM format, just thought I'd say.

LOD meshes and morph's are indeed missing on my end. However I don't like how I have to make duplications of the arc/chr files for each model piece.

image image

@Demonslayerx8 demonslayerx8 may i ask how you extracted those textures? some of them we are having throuble with. cause the tools that are out there right now just downright crash and the other way we do it is with offzip and rawtex but we seem to miss a bunch of them.

Demonslayerx8 commented 4 years ago

The textures are BC7_UNORM format, just thought I'd say. LOD meshes and morph's are indeed missing on my end. However I don't like how I have to make duplications of the arc/chr files for each model piece. image image

@Demonslayerx8 demonslayerx8 may i ask how you extracted those textures? some of them we are having throuble with. cause the tools that are out there right now just downright crash and the other way we do it is with offzip and rawtex but we seem to miss a bunch of them.

I used the old script, just uncheck Convert textures to DDS, it'll leave a BNTX file, then open said file in a hex editor, and put in the texture format for each texture, then use a bntx bms script.

keesoudwater34 commented 4 years ago

image

@Demonslayerx8 im still a bit new to hex editing. where would you edit the format in here and to what?

Demonslayerx8 commented 4 years ago

image

@Demonslayerx8 im still a bit new to hex editing. where would you edit the format in here and to what?

image for each BRTI magic, after 18 bytes, change the next 2 bytes from 00 00 to 01 20, and then there's some that's 01 0B, but best to do those after trying 01 20 and exporting contents as DDS.

keesoudwater34 commented 4 years ago

so basically from this image

to this image

or does it have to be the first 00 00 that has to be changed instead of a 01 00 to a 01 20

Demonslayerx8 commented 4 years ago

Oops, not 18 bytes, 24 bytes lmao

keesoudwater34 commented 4 years ago

got it to work thanks a bunch demon

Demonslayerx8 commented 4 years ago

Your welcome! I just hope this gets added into the max script so that we don't have to do the texture format all manually.

keesoudwater34 commented 4 years ago

it would probably have to be an option for it since otherwise it would go apeshit cause of the difrent formats used but still the same header. at least it sounds possible oh and the ones that are 01 0B those ussually as far as ive encountered are already set to that value. its just the 00 00 that goes nuts.

Demonslayerx8 commented 4 years ago

Yeah, I just recently ran into a new format for Melia's pc079402 model, and it's a 0x39 format, atm trying to decode which dds format it is.

keesoudwater34 commented 4 years ago

Yeah, I just recently ran into a new format for Melia's pc079402 model, and it's a 0x39 format, atm trying to decode which dds format it is.

another one?? hopefully this one isnt so wierd

Demonslayerx8 commented 4 years ago

R8A8_UNORM - 01 09 is what you'll have to hex edit for it [PC079402_BODY_SHY] image

Demonslayerx8 commented 4 years ago

So I decided to look at the animation files, the .mot files are zlib, and are no longer named .anm, there's just no format to them at all.

offsets: 0x04 - number of files 0x08 - decomp size 0x0C - comp size 0x14 - container/file name 0x30 - zlib flag

Sadly, the .mot file is connected to the mcapk file, which has more animation names inside of it, which has about 3 other containers inside there. image

pc - Melia.zip

PredatorCZ commented 4 years ago

To be clear. mot files are mot files, but compressed. anm extensions are not here, because they don't need to be anymore. animation format is basically same mcapk are archives for mca files, they are state machines for animations

keesoudwater34 commented 4 years ago

reyns eye keeps exploding on me. any idea @Demonslayerx8 image

Demonslayerx8 commented 4 years ago

oooh, a new texture format eh? I'll go take a look!

edit: Not a new format, it's still bc7_unorm @keesoudwater34 image image

keesoudwater34 commented 4 years ago

oooh, a new texture format eh? I'll go take a look!

edit: Not a new format, it's still bc7_unorm @keesoudwater34 image image

so still 01 20 in hex right? cause its the eye texture

edit: for some fucking reason when i redid it the same it just worked image

Demonslayerx8 commented 4 years ago

hahah, well glad u fixed ur issue. If any other formats are new to ya, just let me know via discord

DSX8#8255

Andree12 commented 4 years ago

I've noticed that some ,anm files in the decompressed mp030000.mot were not working with the importer. mp030000Decompressed files.zip The application I used to decompress the .mot file is zlibc.exe, so did I decompressed them right or I was using the wrong zlib decompressing application?

PredatorCZ commented 4 years ago

They seems to be fine, only a few oddities. I'll take a proper look on everything, once I get the necessary resources.

keesoudwater34 commented 4 years ago

They seems to be fine, only a few oddities. I'll take a proper look on everything, once I get the necessary resources.

what do you need. i can supply files for what you need. character files objects stuff like that

italonvcc commented 4 years ago

pc010101 isnt the head though. the head is pc010109. its taking a sort of xenoblade x structure.

pcxxxxx1 to pcxxxxx5 are body parts hair arms legs and stuff. heads are their seperate files wich are most the time always pcxxxxx9 files. also that shape key thing on my end happens on the xeno2 stuff too but its for some reason my 3ds max and i dont know how to fix it since reinstalls wont do it.

It is not just you... It is happening on my end too. I tried both 2016 and 2017 and got the same results. Morphs look fine in Max but break on export.

Edit: Using the old script (1.5 not the plugin). The morphs are exported correctly. So it does not seem to be a Max problem.

PredatorCZ commented 4 years ago

This issue is mentioned in #8, it's actually a 3ds max issue.

keesoudwater34 commented 4 years ago

This issue is mentioned in #8, it's actually a 3ds max issue. did anything in the rendering of them change though from the old to new. cause if it was a full break issue it would do it on the old tool too. it aint just max only

PredatorCZ commented 4 years ago

Plugin does morphs differently apart from the script. I know where the problem is, so it will be fixed in next version.

keesoudwater34 commented 4 years ago

whats the status on this if i may ask since its been a while

Andree12 commented 4 years ago

I tried to load in the cutscene animations from XB1DE and they didn't work. (I used offzip to decompress the files) cs animations.zip And also, can you please stop focusing on your other projects now and just add in XB1DE support and then come back to your project you are working on?

keesoudwater34 commented 4 years ago

@Andree12 for all we know he is busy with real life stuff. he gets to it when he gets to it. sorry to sound so intrusive on it but serieusly cut the man a break. thinks wouldnt have gotten this far without the work he did on this. for all we know he got just a lot of shit on his plate and or needs a break. things wont run away. files wont run away or delete themselves. im just as wanting for shit to be fixed but things get done when the time comes for it to be done. believe me im working with this shit every day so i understand but serieusly just give him a break. im asking this as a xenoblade fan to another. just calm and we will see. also @PredatorCZ hope youre doing alright and that youre doing well. just take your time

keesoudwater34 commented 4 years ago

DE stuff is tricker than it seems it really is

Kurarashi commented 3 years ago

The textures are BC7_UNORM format, just thought I'd say. LOD meshes and morph's are indeed missing on my end. However I don't like how I have to make duplications of the arc/chr files for each model piece. image image

@Demonslayerx8 demonslayerx8 may i ask how you extracted those textures? some of them we are having throuble with. cause the tools that are out there right now just downright crash and the other way we do it is with offzip and rawtex but we seem to miss a bunch of them.

I used the old script, just uncheck Convert textures to DDS, it'll leave a BNTX file, then open said file in a hex editor, and put in the texture format for each texture, then use a bntx bms script.

I've been trying to use the script to extract the raw textures, but 3D max (2020 version) crashes every time I try to import something, i assume is due to trying to export the textures on DDS, and I don't see any option to keep the raw one.

Eraea commented 3 years ago

So I followed what you guys have said, I checked Export Textures and unchecked Convert to PNG but 3DSMAX crashes for some reason. The model will load properly if I uncheck both Export Textures and Convert, but then the script doesn't generate a BNTX file that I can hex edit.

keesoudwater34 commented 3 years ago

So I followed what you guys have said, I checked Export Textures and unchecked Convert to PNG but 3DSMAX crashes for some reason. The model will load properly if I uncheck both Export Textures and Convert, but then the script doesn't generate a BNTX file that I can hex edit.

the export textures part needs to be ticked as far as i can remember. cause otherwise it wont look for the textures to even export them to bntx.

Eraea commented 3 years ago

So I followed what you guys have said, I checked Export Textures and unchecked Convert to PNG but 3DSMAX crashes for some reason. The model will load properly if I uncheck both Export Textures and Convert, but then the script doesn't generate a BNTX file that I can hex edit.

the export textures part needs to be ticked as far as i can remember. cause otherwise it wont look for the textures to even export them to bntx.

This is the setting I have when I imported, then max would stop responding, which is understandable so I let it do its thing but then it just crashes after a good while.

image

I am using 3ds Max 2012 btw so maybe its the version?

keesoudwater34 commented 3 years ago

@Eraea ah oke if youre doing textures on the new tool it can be a bit fucky. memory on that is a bit miffy so am sorry i didnt remember sooner. youd have to use the old legacy tool to get it to work. for some reason that one can overcome the issues the new one is having pulling out textures. the temp folder is just an empty folder to cache stuff. youll need to get the things for to put in the advanced options too. but they shouldnt be too hard to find. for 3ds max 2017 this is built so i dont know if the mzp when you drag it onto your 2012 3ds max will function.

https://lukascone.wordpress.com/2018/05/06/xenoblade-chronicles-import-tool/

Xenoblade Tool Old Menu

Eraea commented 3 years ago

Ok I got it to work now, thanks a lot! Though the next problem is that the bc7_unorm hex edit and extracting it with a bms script result to an unreadable dds file for me..

Edit: Nvm, I just had to use a texture converter and its all good now. Thanks for helping!