Conversion tool that is able to convert from the game binary formats (.pmx) to the middle formats (.pix) in Euro Truck Simulator 2 & American Truck Simulator.
This software is used by blender add-on ConverterPIXWrapper which allows you easy use in Blender.
Parameters:
-h, --help prints help text
<base_path>
mode: converts entire base(directory or archive) to mid-formats
-b, --base <base_path>
specify base path and mount it (can be used multiple times)
-e, --export <export_path>
specifies export path
-m, --model <model_path> [<anim_path_1> <anim_path_2> <anim_path_3> ...]
mode: convert single model to mid-formats (model_path is relative to base, without extension)
--find-model-animations <model_path>
mode: finds and prints all matching animations file path to model (model_path is relative to base, without extension)
-t, --tobj <tobj_path>
mode: convert single tobj to mid-formats (tobj_path is relative to base)
-d, --debug-dds <dds_path>
mode: print debug info about given DDS file (dds_path is absolute path)
--extract-file <file_path>
mode: extracts given file and saves it in export path (file_path is relative to base)
--show-file <file_path>
mode: extracts given file and prints it to stdout (file_path is relative to base)
--extract-directory <dir_path>
mode: extracts given directory and saves it in export path (dir_path is relative to base)
--list-directory <dir_path>
mode: lists entries of given directory (dir_path is relative to base)
--list-directory-recursive <dir_path>
mode: lists entries of given directory recursively (dir_path is relative to base)
--calc-cityhash64 <string>
mode: calculate and print to stdout cityhash64 of given string
--calc-cityhash64-file <file_path>
mode: calculate and print to stdout cityhash64 of given file (file_path is absolute path)
--output-material-format147
switch: output materials in 1.47 mid-format
--output-dds-dxt10
switch: output DDS files in DXT10 format
Usage:
converter_pix -b C:\ets2_base -m /vehicle/truck/man_tgx/interior/anim s_wheel
# export into C:\ets2_base_exp single model with s_wheel animation.
# instead of exact animation name you can use * to convert every anim file from model directory.
# when anim name is not started by /, then converter is looking for it in model directory.
converter_pix C:\ets2_base
# will convert whole base, it will export it into: <base_path>_exp (C:\ets2_base_exp in this example).
# you can also specify export path using the -e parameter.
converter_pix C:\base.scs
# will convert whole base, it will export it into: <base_path>_exp (C:\base.scs_exp in this example).
converter_pix -b C:\base.scs -b C:\base_share.scs C:\base_vehicle.scs
# will convert whole base(base_vehicle.scs). It will export it into <base_path>_exp (C:\base_vehicle.scs_exp in this example).
# mounting other archives might be important as files inside base_vehicle.scs may depend on files in other archives.
converter_pix -b C:\ets2_base -t /material/environment/vehicle_reflection.tobj
# will convert tobj file and copy texture to export path.
converter_pix -b C:\ets2_base -m /model/mover/characters/models/generic/m_afam_01 /model/mover/characters/animations/man/walk/walk_01
# animations are located in another directory than the models. These animations can be used for multiple models.
converter_pix -b C:\ets2_base -b C:\mod_base -m /vehicle/truck/man_tgx/interior/model
# multiple base paths (you can specify more paths in the same way)
converter_pix -b C:\base.scs -extract_f /material/environment/vehicle_reflection.tobj
# will extract tobj file into <base_path>_exp (if path is not set by -e parameter). C:\base.scs_exp/material/environment/vehicle_reflection.tobj in this example.
converter_pix -b C:\base.scs -extract_d /material
# will extract entire directory into <base_path>_exp (if path is not set by -e parameter). C:\base.scs_exp/material in this example.
converter_pix -b C:\base.scs -listdir /material
# will show entries (files and subdirectories) of /material directory
converter_pix -b C:\def.scs -show_f /def/ui.sii
# will show content of /def/ui.sii file stored in def.scs archive
Note that animations will not be converted when converting the whole base. TBD
Supported formats: pmg(0x13, 0x14, 0x15), pmd(0x04), pma(0x03, 0x04, 0x05), ppd(0x15, 0x16, 0x17), pmc, tobj, mat, scs(hashfs, v1, v2, hash: CITY), zip(uncompressed & compressed)
This is Open-Source software under GNU LGPL License.
--- Copyright © 2024 Michał Wójtowicz a.k.a. mwl4 ---
--- All rights reserved ---
Enjoy