kggx Posted September 19, 2015 Share Posted September 19, 2015 (edited) @Kiliangg What's your pc's specs? Intel i5 760 OC @ 4GHzAsus P7H55-MCosair XMS3 2x4GB RAM(Used to be 4x but the 2 other wont work properly [Upgrade soon])ASUS Nvidea GTX 770Hard Drive Stuff Edited September 19, 2015 by Kiliangg Link to comment Share on other sites More sharing options...
kggx Posted September 19, 2015 Share Posted September 19, 2015 My Problem right now that i cant add the original Animations and most of the models are one big model and not Sperated in f.E. Legs, Hands, etc.. so I have edit the hole models without making them look like garbage ^^ anyone got options? or do I have to put in serious work ? xD Link to comment Share on other sites More sharing options...
HomieGoHome Posted September 19, 2015 Share Posted September 19, 2015 @Kiliangg well i dont know much about that actually... if you can tell me how to do it then we can just split the work too Link to comment Share on other sites More sharing options...
kggx Posted September 19, 2015 Share Posted September 19, 2015 @Kiliangg well i dont know much about that actually... if you can tell me how to do it then we can just split the work tooSelect Polygons for a body part, create a Object and export this. In theory it works I did not try yet... Link to comment Share on other sites More sharing options...
HomieGoHome Posted September 20, 2015 Share Posted September 20, 2015 (edited) well i tried to add bones to the model to give it certain postures... i kinda did something but adding bones is really hard lolWas also able to add a floor with the forge texture (i think) + some lighting effects Edited September 20, 2015 by HomieGoHome Link to comment Share on other sites More sharing options...
Chimerae Posted September 20, 2015 Share Posted September 20, 2015 Vileblood be like: bro pass me that joint Fat4life likes this Link to comment Share on other sites More sharing options...
Titan Posted September 20, 2015 Share Posted September 20, 2015 What programs are you using? I cannot seem to get 3DS Max 2012 to import them with the UVW correct. Link to comment Share on other sites More sharing options...
bobfrog Posted September 20, 2015 Share Posted September 20, 2015 im using c4d. load the obj, create new material, with the png as colour.another question: what are these blue png's for? how do i use them? Link to comment Share on other sites More sharing options...
kggx Posted September 20, 2015 Share Posted September 20, 2015 (edited) im using c4d. load the obj, create new material, with the png as colour.another question: what are these blue png's for? how do i use them?you mean normals?works like texture in the material in C4D Edited September 20, 2015 by Kiliangg Link to comment Share on other sites More sharing options...
bobfrog Posted September 20, 2015 Share Posted September 20, 2015 alright Ill search around... EDIT: I found the error. Works now. Thanks @Pesmontis for this usefull Programm !would you be so kind to post the solution?^^got the same error when i try to open eg the spitfire Link to comment Share on other sites More sharing options...
kggx Posted September 20, 2015 Share Posted September 20, 2015 would you be so kind to post the solution?^^got the same error when i try to open eg the spitfireI just dragged the 0.5.exe in the Installation Folder of LightSong v0.4b and boom. it works^^ Link to comment Share on other sites More sharing options...
bobfrog Posted September 20, 2015 Share Posted September 20, 2015 lol ok thanks Link to comment Share on other sites More sharing options...
kggx Posted September 20, 2015 Share Posted September 20, 2015 lol ok thanks no problemo Link to comment Share on other sites More sharing options...
Titan Posted September 21, 2015 Share Posted September 21, 2015 Excellent, it loads perfectly now. UVW's are wrong for 3DS Max, and need to be moved upward in UVW edit. Bones aren't imported, but that's fixable too. -par suffix images are for particles and glow if anyone is wondering. Link to comment Share on other sites More sharing options...
Hynium Posted June 12, 2016 Share Posted June 12, 2016 Hey guys I would really like to use the models for the development contest but I have a problem with installing LightSong v0.4. It only gives me the option to exit the setup. Is there maybe an alternative for getting the models? Link to comment Share on other sites More sharing options...
Darian DelFord Posted June 23, 2016 Share Posted June 23, 2016 On 9/19/2015 at 9:02 AM, Kiliangg said: alright Ill search around... EDIT: I found the error. Works now. Thanks @Pesmontis for this usefull Programm ! I am experiencing the same error. Could you share on how you fixed it? Link to comment Share on other sites More sharing options...
bobfrog Posted June 25, 2016 Share Posted June 25, 2016 On 23.6.2016 at 8:33 PM, Darian DelFord said: I am experiencing the same error. Could you share on how you fixed it? On 20.9.2015 at 9:21 PM, Kiliangg said: I just dragged the 0.5.exe in the Installation Folder of LightSong v0.4b and boom. it works^^ Link to comment Share on other sites More sharing options...
Darian DelFord Posted June 25, 2016 Share Posted June 25, 2016 5 hours ago, bobfrog said: I did that already and am still getting the same error EDIT::::::::::::::::::::::::::::::::::::::::::::::::::::: Oh I ee what your talking about, now getting another error, let me record so you can see it Here is the error I am now getting Link to comment Share on other sites More sharing options...
Darian DelFord Posted June 25, 2016 Share Posted June 25, 2016 Great now my anti virus program does not like the EulerCML.dll file Link to comment Share on other sites More sharing options...
Blank Posted June 30, 2016 Share Posted June 30, 2016 Hey guys, I thought I'd give you guys a hand, this is the structure of the SKA file. Many unknowns ofc. Did not have the time to take a look at those char Magic[4]; //0xA7148107 uint Type; if (Type < 2 || Type > 7) return; int Length; struct _Headers { uint Unknown1; uint Unknown2; uint Unknown3; uint Unknown4; } Headers[Length]; int Length6; uint Unknown1[Length6]; struct _Unknown2 { uint Unknown1; uint Unknown2; uint Unknown3; uint Unknown4; uint Unknown5; uint Unknown6; uint Unknown7; uint Unknown8; } Unknown2[Length6]; if (Type == 2) { int Unknown1; } else if (Type == 3) { int Unknown2; int Unknown3; } else if (Type == 4) { int Unknown3; int Unknown4; int Unknown5; int Unknown6; } else if (Type == 5) { int Unknown3; int Unknown4; int Unknown5; int Unknown6; int Length3; int Unknown6[Length3]; } else if (Type == 6) { int Unknown3; int Unknown4; int Unknown5; } else if (Type == 7) { int Unknown1; int Unknown2; int Unknown3; int Unknown4; int Unknown5; int Length3; int Unknown6[Length3]; int Length4; long Unknown7[Length4]; int Length5; byte Unknown8[Length5]; } Link to comment Share on other sites More sharing options...
Blank Posted June 30, 2016 Share Posted June 30, 2016 Hereby also the DRS file format. File formats for the classes will follow. //Definitions struct CString { int Length; char Text[Length]; }; //Structure char Magic[4]; //0xC57CF11E int ChunkFileVersion; //Must be 1 int NodeInformationOffset; //Offset to node information? int NodeHierarchyOffset; //Offset to node names? uint NodeCount; //Node count if (NodeCount != 0) { FSeek(NodeInformationOffset); struct _NodeInformation { uint Checksum <format=hex>; //CRC32 probably int Identifier; int Offset; int Size; } NodeInformation[NodeCount]; FSeek(NodeHierarchyOffset); local int nodeCount = 0; struct Node { int Identifier; struct _NodeData(int child) { CString Name; int ChildCount; if (child == 1 && ChildCount > 0) { MessageBox(idOk, "Error", "Recursive node layout not yet supported"); return; } nodeCount = nodeCount + 1; } Parent(0); if (Parent.ChildCount > 0) _NodeData Children(1)[Parent.ChildCount] <optimize=false>; }; int Unknown; while (nodeCount < NodeCount) Node Nodes <optimize=false>; local int i; for (i = 0; i < NodeCount; i++) { FSeek(NodeInformation[i].Offset); if (NodeInformation[i].Size > 0) { struct _Section { byte Data[NodeInformation[i].Size]; } Section <optimize=false>; } } } Link to comment Share on other sites More sharing options...
Blank Posted June 30, 2016 Share Posted June 30, 2016 Here's CGeoMesh. int Version; int Length; if (Length > 0) short Indices[Length]; //Just a guess int Length2; if (Length2 > 0) { struct _Points { float Unknown1; //X float Unknown2; //Y float Unknown3; //Z float Unknown4; //Direction? } Points[Length2]; } Link to comment Share on other sites More sharing options...
Maxxxel Posted July 1, 2016 Share Posted July 1, 2016 I get this error @Pesmontis: https://gyazo.com/e6ca116e93b9a2a596c1b52ceb364457 Link to comment Share on other sites More sharing options...
bobfrog Posted July 8, 2016 Share Posted July 8, 2016 On 1.7.2016 at 5:33 PM, Maxxxel said: I get this error @Pesmontis: https://gyazo.com/e6ca116e93b9a2a596c1b52ceb364457 he has been only the last time in 2015, i guess you are on your own^^ Link to comment Share on other sites More sharing options...
Blank Posted February 16, 2017 Share Posted February 16, 2017 Going to necro this thread, here's a 010 editor script, have an update for the DRS structure, currently stuck at CDspMeshFile, will continue work tomorrow. Thanks Pesmontis for some documentation. //Definitions struct CString { int Length; char Text[Length]; }; struct Point { float X; float Y; float Z; }; struct CGeoMesh { int Version; int IndexCount; if (IndexCount > 0) short Indices[IndexCount]; //Just a guess int VertexCount; if (VertexCount > 0) { struct _Vertices { float X; //X float Y; //Y float Z; //Z float W; //Direction? } Vertices[VertexCount]; } }; struct CSkSkinInfo { int Version; int VertexCount; struct _VertexWeight { float Weights[4]; int BoneIndices[4]; } VertexWeights[VertexCount]; }; struct CDspMeshFile { int Version; int Unknown1; int MeshCount; Point BoundingBoxLowerLeftCorner1; Point BoundingBoxUpperRightCorner1; //float Unknown2[12]; int VertexCount; int FaceCount; struct Face { int16 Indices[3]; } Faces[FaceCount]; byte VertexFVF[5]; int GeometryVertexSize; struct GeometryVertex { Point Position; Point Normal; //byte Normall24[4]; struct _TextureCoordinate { float U; float V; } TextureCoordinate; //int BoneCount; } GeometryVertices[VertexCount]; //Point BoundingBoxLowerLeftCorner2; //Point BoundingBoxUpperRightCorner2; //float unknown01; // value = -8.884623E+09; /*struct _Textures { byte Magic[2]; int Unknown; struct _TextureSet { int TextureCount; char Identifier[4]; CString Name; float unknown; // array size unknown (!): cause of sync. errors. // usually just one float, but irregularities here // have given cause to hardcoded exceptions // (eg. building_beast_altar_main.drs); } TextureSet; } Textures;*/ }; struct CSkSkeleton { int Version; int Unknown1; int BoneMatrixCount; struct BoneMatrix { struct BoneVertex { float X; float Y; float Z; int ParentReference; //parentRef[0] = parent index, parentRef[1] = index into CSkSkeleton.dBone array, used in SKA } BoneVertices[4]; } BoneMatrices[BoneMatrixCount]; int BoneCount; struct Bone { int Version; int Identifier; CString Name; int ChildCount; if (ChildCount > 0) int Children[ChildCount]; } Bones[BoneCount] <optimize=false>; float Unknown2[16]; }; struct CDspJointMap { int Version; int JointGroupCount; if (JointGroupCount > 0) { struct _JointGroup { int JointCount; if (JointCount > 0) short JointIndices[JointCount]; } JointGroups[JointGroupCount] <optimize=false>; } }; //Structure char Magic[4]; //0xC57CF11E int NumberOfModels; //Must be 1 int NodeInformationOffset; //Offset to node information? int NodeHierarchyOffset; //Offset to node names? uint NodeCount; //Node count if (NodeCount != 0) { FSeek(NodeInformationOffset); //Always a root node with Identifier, conflicting struct _NodeInformation { uint Checksum <format=hex>; //CRC32 probably int Identifier; int Offset; int Size; } NodeInformation[NodeCount]; FSeek(NodeHierarchyOffset); struct _RootNode { int RootIdentifier; int Unknown; CString rootName; } RootNode; local int i = 1; struct _Node { local int NodeIndex = i; int Identifier; CString Name; int Unknown; //ChildCount? local int j; local int64 oldPosition; for (j = NodeCount - 1; j >= 0; j--) { if (NodeInformation[j].Identifier != NodeIndex) continue; oldPosition = FTell(); FSeek(NodeInformation[j].Offset); if (NodeInformation[j].Size > 0) { if (Strcmp(Name.Text, "CGeoMesh") == 0) CGeoMesh Mesh; else if (Strcmp(Name.Text, "CDspJointMap") == 0) CDspJointMap JointMap; else if (Strcmp(Name.Text, "CSkSkinInfo") == 0) CSkSkinInfo SkinInfo; else if (Strcmp(Name.Text, "CSkSkeleton") == 0) CSkSkeleton Skeleton; else if (Strcmp(Name.Text, "CDspMeshFile") == 0) CDspMeshFile MeshFile; else byte Data[NodeInformation[j].Size]; } FSeek(oldPosition); break; } i = i + 1; } Nodes[NodeCount - 1] <optimize=false>; } Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now