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Wizard101 Support? #571

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Lasercar opened this issue Jun 2, 2023 · 9 comments
Open

Wizard101 Support? #571

Lasercar opened this issue Jun 2, 2023 · 9 comments
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Improvement The issue improves on existing functionality New Feature A new feature not currently implemented

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@Lasercar
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Lasercar commented Jun 2, 2023

Is your feature request related to a problem? Please describe.
Niftools can't properly import the Gamebryo file format versions used by Wizard101. For example, it doesn't recognise NiPixelData used for nif/embedded textures (though NifSkope does though) or a NiPathInterpolator used in one scene I tried importing.

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Additional context
To get/reach the nif files, use quickbms with the Wizard101 Kiwad script.

@Lasercar Lasercar added Improvement The issue improves on existing functionality New Feature A new feature not currently implemented labels Jun 2, 2023
@Candoran2
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Could you attach an example of such a nif to this issue?

@Lasercar
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Lasercar commented Jun 2, 2023

Sure. Do you want me to upload one of the archives or just one of the nifs? I think they keep their textures mostly separate.

@Candoran2
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Candoran2 commented Jun 2, 2023

One of the nifs, preferably with the associated textures. Basically, enough for us to be able to test and implement the features you are describing.

@Lasercar
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Lasercar commented Jun 2, 2023

Hmm, ok. Try this one.
MB_Hub.zip

@Lasercar
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Lasercar commented Jun 2, 2023

And, the textures.
Textures.zip

@Candoran2
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Thanks for the information. It looks like the NiPathInterpolator issue is non-trivial to solve, so it might take a while ere that is addressed. As for the NiPixelData, textures packed within a nif file usually get created as dds files upon import - the ones in your example nif are used in a NiFlipController, so maybe that's why it's not happening. For the ones existing externally as a nif, we'd either have to make Blender be able to load nif files as textures, or convert every texture nif file to a dds/other format when importing - both of those are also complicated.

All that is to say - it might be a while before these features are implemented.

That being said, if you remove the NiPathController in your example nif, you can at least import the geometry without issues:
image

@EthanZeigler
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Is there any sort of timeline for this? Not asking for more than a general guess, even if it's "IDK", but I'm running into the same issue.

@r-best
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r-best commented Jan 3, 2024

I was looking into this myself today, the Blender plugin can't import the textures properly but NifSkope can; if you import a NIF into NifSkope and manually export the textures for each object as .tga files, you can save all those TGAs on your computer and reassign them as image textures in Blender
It's a very manual process but it seems to work based on a simple test, I was able to import the Marleybone player house exterior NIF into Blender via this plugin and then separately export WC_Door02_JT.tga for the world door in NifSkope, and then reassign the door's texture in Blender to the TGA:

tldr there's a workaround but it's a pretty involved manual process

image

@EthanZeigler
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That aligns with my experience. it may be possible to automate the process but it would be both cumbersome and break exporting them again.

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