

Joined: Sat May 13, 2017 10:35 am

Posts: 34

warrantyvoider wrote: Snowpiercer wrote: warrantyvoider wrote: changes:

-added looking for high res meshes

-added context menu to all trees in texture/mesh plugin

-added button "collapse all" to all trees in texture/mesh plugin

-LOD 0 is now default preview



thanks again to spiney



now on github



greetz WV



Great stuff WV.



I tried ripping some meshes after the game out and found that they were deformed, after exporting the same meshes I can see they're exactly the same. Not sure why they would be like this but it's unfortunate.



For example: female Angara (face is squashed if you can't tell):



ripped (Ninja Ripper) on one side, exported on the



Just wanted to share.



Edit:

data paths:

ROOT/win32/game/levels/hubs/hub_aya/hub_aya_level2

ROOT/game/characters/angara/0_heads/agm_agf_head_base01/agm_agf_head_base01_model_mesh



Here's one that's completely *SPAM* up:





ROOT/win32/game/ui/paperdolls/bundles/bb_paperdoll_vetra

ROOT/game/characters/turian/tuf/0_heads/tuf_head_base01/sam_tuf_head_vetra_skinned_mesh



From what I've seen it looks like it only effects the head meshes. Great stuff WV.I tried ripping some meshes after the game out and found that they were deformed, after exporting the same meshes I can see they're exactly the same. Not sure why they would be like this but it's unfortunate.For example: female Angara (face is squashed if you can't tell):ripped (Ninja Ripper) on one side, exported on theJust wanted to share.Edit:data paths:ROOT/win32/game/levels/hubs/hub_aya/hub_aya_level2ROOT/game/characters/angara/0_heads/agm_agf_head_base01/agm_agf_head_base01_model_meshHere's one that's completely *SPAM* up:ROOT/win32/game/ui/paperdolls/bundles/bb_paperdoll_vetraROOT/game/characters/turian/tuf/0_heads/tuf_head_base01/sam_tuf_head_vetra_skinned_meshFrom what I've seen it looks like it only effects the head meshes.



I can verify this, I think the problem here is that this is a skinned mesh and i havent found the bone data to apply yet. Also obj cant hold bone information, so I have to add export as psk at some point anyway. As far as ive seen tho this is the true mesh data (unless spiney sees another bug :p) that gets exported.



Greetz wv I can verify this, I think the problem here is that this is a skinned mesh and i havent found the bone data to apply yet. Also obj cant hold bone information, so I have to add export as psk at some point anyway. As far as ive seen tho this is the true mesh data (unless spiney sees another bug :p) that gets exported.Greetz wv



Hi there,



Noticed that also when doing my tests. Humans head and bodies look mostly good whereas aliens heads are all weird. No clue

why though... Another weird thing I noticed with aliens heads: in blender when running the 'remove doubles' command, there are hundreds or even thousands of vertices removed, unlike what happens for humans...

I guess we should wait for the export with the bones to see if this fixes this mess or not, before looking deeper into the mesh export.



Speaking of which, I've made some progress with psk export but blender seems to remove some bones when importing the skeleton which results in more weirdness...



I'll try to post more info about bones when I have some time after work tonigh. Hi there,Noticed that also when doing my tests. Humans head and bodies look mostly good whereas aliens heads are all weird. No cluewhy though... Another weird thing I noticed with aliens heads: in blender when running the 'remove doubles' command, there are hundreds or even thousands of vertices removed, unlike what happens for humans...I guess we should wait for the export with the bones to see if this fixes this mess or not, before looking deeper into the mesh export.Speaking of which, I've made some progress with psk export but blender seems to remove some bones when importing the skeleton which results in more weirdness...I'll try to post more info about bones when I have some time after work tonigh.



