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Xenoblade Definitive Edition support #14
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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 |
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Tested, models are loading fine, morphs seems to be missing, textures are not loading at all. |
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pc010109.wimdo has fully working face morphs. |
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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 |
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Just looked into mesh data for pc010101, there is only one mesh, a hair, no morphs, no lods, just hair. |
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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. |
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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 |
@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. |
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@Demonslayerx8 im still a bit new to hex editing. where would you edit the format in here and to what? |
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Oops, not 18 bytes, 24 bytes lmao |
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got it to work thanks a bunch demon |
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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. |
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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. |
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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 |
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To be clear. |
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reyns eye keeps exploding on me. any idea @Demonslayerx8 |
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oooh, a new texture format eh? I'll go take a look! edit: Not a new format, it's still bc7_unorm @keesoudwater34 |
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 |
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hahah, well glad u fixed ur issue. If any other formats are new to ya, just let me know via discord DSX8#8255 |
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I've noticed that some ,anm files in the decompressed mp030000.mot were not working with the importer. |
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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 |
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. |
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This issue is mentioned in #8, it's actually a 3ds max issue. |
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Plugin does morphs differently apart from the script. I know where the problem is, so it will be fixed in next version. |
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whats the status on this if i may ask since its been a while |
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I tried to load in the cutscene animations from XB1DE and they didn't work. (I used offzip to decompress the files) |
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@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 |
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DE stuff is tricker than it seems it really is |
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. |
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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. I am using 3ds Max 2012 btw so maybe its the version? |
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@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/ |
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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! |
















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.
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