

Joined: Tue Apr 04, 2017 11:44 am

Posts: 236

apollon08170 wrote: , Good stuff, very good, i like your dev.

But I have an error when I export mesh (some files). I don't know why.

Can you help me please ?

... Hello Everyone, Good stuff, very good, i like your dev.But I have an error when I export mesh(some files). I don't know why.Can you help me please...



next time please post the log.txt and your bundle/mesh path, in your case I needed the info like this:

Code: CE7C2B2F9B963649E2FF3A95A8CD689C32E9D4E4

-> D:\Program Files (x86)\Origin Games\Mass Effect Andromeda\Data\Win32\game\levels\hubs\hub_aya_unc\hub_aya_unc_level.toc

-> win32/game/levels/hubs/hub_aya_unc/hub_aya_unc_level

-> game/environments/palettes/human/prop/machinery/rigs/hum_prp_mach_forward_station_01_skinned_mesh



or at least

Code: win32/game/levels/hubs/hub_aya_unc/hub_aya_unc_level

game/environments/palettes/human/prop/machinery/rigs/hum_prp_mach_forward_station_01_skinned_mesh





this bug is fixed now, this also made me commit my current test project, but I guess I can release it already, even without real function:







every EBX has GUID, so I made a tool to scan all tocs, for all bundles and for all ebx, and load them and extract its GUID. Obviously this takes hours to do, so I already dumped them for you (plain txt in previous post), I will add a search function later. for now, it skips all ebx already in the db (guids.bin) and only needs a few hrs instead of days to update (no user ever needs to do this). now what is this used for? every EBX has imports, referenced by its GUID, and as there is no real global way to search for that, I simply dumped them 178k GUIDs are already known (20mb txt, 4mb compressed) and this way I can make EBX also chain load imports for display in its tree, or follow assets around (levelasset->mesh asset->texture asset f.e.)



now on github



greetz WV next time please post the log.txt and your bundle/mesh path, in your case I needed the info like this:or at leastthis bug is fixed now, this also made me commit my current test project, but I guess I can release it already, even without real function:every EBX has GUID, so I made a tool to scan all tocs, for all bundles and for all ebx, and load them and extract its GUID. Obviously this takes hours to do, so I already dumped them for you (plain txt in previous post), I will add a search function later. for now, it skips all ebx already in the db (guids.bin) and only needs a few hrs instead of days to update (no user ever needs to do this). now what is this used for? every EBX has imports, referenced by its GUID, and as there is no real global way to search for that, I simply dumped them178k GUIDs are already known (20mb txt, 4mb compressed) and this way I can make EBX also chain load imports for display in its tree, or follow assets around (levelasset->mesh asset->texture asset f.e.)greetz WV



