

Joined: Sat May 13, 2017 10:35 am

Posts: 34

lyutor1945 wrote: spinal wrote:





Finally, I was a lot closer to export as psk than I thought since the last problem I had was on blender side...



Attached is a modified version of the mesh plugin allowing to export as psk : I added a button next to the export obj one and 3 new classes : PSKFile, FBSkeleton and MEshExporter which are just revamped versions of similar classes from your DAI tools.



In the mesh class, the useful info for bones was the values of Unknown2c and Unknown3 in the MeshLodSection : Unknown2c is the count of bones affecting the section and Unknow3 is an offset in the res file from where we need to read indices of bones in the whole skeleton. In fact, this is exactly the same thing as what you did with DAI but the info just wasn't stored at the same place.



I have only tested on a few meshes, 2 or 3 human bodies, 2 human heads and vetra body and head. All seems to work. Bad news is, Vetra's head is still all weird...



One thing missing though is how to decide which skeleton to use for which mesh. In the version I'm uploading, user needs to select the skeleton ebx file on disk. So this means, one has to identify first the skeleton and export it using the tool. From what I saw, there seems to be many of them in globals.toc/mastersharedbundle.



One last thing, I've tested the exported psks in blender. They weren't working with the psk import script provided with blender. The script seems to remove (at least) the head bone for some reason. Took me forever to notice...

A more recent version without this issue can be found here : Hey,Finally, I was a lot closer to export as psk than I thought since the last problem I had was on blender side...Attached is a modified version of the mesh plugin allowing to export as psk : I added a button next to the export obj one and 3 new classes : PSKFile, FBSkeleton and MEshExporter which are just revamped versions of similar classes from your DAI tools.In the mesh class, the useful info for bones was the values of Unknown2c and Unknown3 in the MeshLodSection : Unknown2c is the count of bones affecting the section and Unknow3 is an offset in the res file from where we need to read indices of bones in the whole skeleton. In fact, this is exactly the same thing as what you did with DAI but the info just wasn't stored at the same place.I have only tested on a few meshes, 2 or 3 human bodies, 2 human heads and vetra body and head. All seems to work. Bad news is, Vetra's head is still all weird...One thing missing though is how to decide which skeleton to use for which mesh. In the version I'm uploading, user needs to select the skeleton ebx file on disk. So this means, one has to identify first the skeleton and export it using the tool. From what I saw, there seems to be many of them in globals.toc/mastersharedbundle.One last thing, I've tested the exported psks in blender. They weren't working with the psk import script provided with blender. The script seems to remove (at least) the head bone for some reason. Took me forever to notice...A more recent version without this issue can be found here : https://github.com/Befzz/blender3d_import_psk_psa but it does not look finished either...



Hi guys !! Anyone succeeded to extract the models are in PSK format? Hi guys !! Anyone succeeded to extract the models are in PSK format?



Hey lyutor1945,



Haven't seen your message before as I haven't been around much.

Anyway if you still need help with this :



From the zip file I posted you need to get the file PluginMeshesWV.dll in folder PluginMeshesWV/bin/Debug/ and replace the one you have in folder Mesh Plugin in your MEAExplorer install.



If you have already done that and this is not working, I will need more info to help : do you have the export as psk button? what mesh did you try? what actually happens when you click?





More generally, regarding mesh export, I'm also working on a fbx exporter and doing that, I have noticed that the psk exporter currently exports the mesh mirrored along one axis. I will try to fix that and also make sure that my code is still working with WVoider's recent modifications during the week-end. Hey lyutor1945,Haven't seen your message before as I haven't been around much.Anyway if you still need help with this :From the zip file I posted you need to get the file PluginMeshesWV.dll in folder PluginMeshesWV/bin/Debug/ and replace the one you have in folder Mesh Plugin in your MEAExplorer install.If you have already done that and this is not working, I will need more info to help : do you have the export as psk button? what mesh did you try? what actually happens when you click?More generally, regarding mesh export, I'm also working on a fbx exporter and doing that, I have noticed that the psk exporter currently exports the mesh mirrored along one axis. I will try to fix that and also make sure that my code is still working with WVoider's recent modifications during the week-end.



