The forge files can be opened if you set the path to Rogue in place of Black Flag and/or Unity, but it crashes when trying to open something inside of themMichaelDarkAngel wrote:Haven't purchased it yet, but when I do it will be added. Until then, copy/paste forge files into Unity's directory and see if it will open.loriscangini wrote:Hi to all!
The PC version of Rogue is available, I am wondering if it'll be added to Archive_NeXt
--MDA
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ARchive_neXt
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Re: ARchive_neXt
Can't see any reason why the way you did it shouldn't work as well as the way I suggested, other than changes to the files.loriscangini wrote:The forge files can be opened if you set the path to Rogue in place of Black Flag and/or Unity, but it crashes when trying to open something inside of themMichaelDarkAngel wrote:Haven't purchased it yet, but when I do it will be added. Until then, copy/paste forge files into Unity's directory and see if it will open.loriscangini wrote:Hi to all!
The PC version of Rogue is available, I am wondering if it'll be added to Archive_NeXt
--MDA
Sorry everyone, but I guess you'll just have to wait until I get my copy.
--MDA
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Re: ARchive_neXt
If useful I can try to upload a .forge file from my version.
EDIT:
Here's the DataPC, it should contain the weapons models
https://mega.co.nz/#!xsVCXCAD!ugHIO9Hr2 ... lNrXZLwiCw
EDIT:
Here's the DataPC, it should contain the weapons models
https://mega.co.nz/#!xsVCXCAD!ugHIO9Hr2 ... lNrXZLwiCw
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I think that the Black Flag format is more similar to the one used by Rogue, I can't preview the 3d models in the program, but ignoring the exceptions and exporting them, all works!loriscangini wrote:If useful I can try to upload a .forge file from my version.
EDIT:
Here's the DataPC, it should contain the weapons models
https://mega.co.nz/#!xsVCXCAD!ugHIO9Hr2 ... lNrXZLwiCw
There are problems with the textures, none of them is correctly displayed!
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It works then? Cool, I need to try it myself!loriscangini wrote:I think that the Black Flag format is more similar to the one used by Rogue, I can't preview the 3d models in the program, but ignoring the exceptions and exporting them, all works!loriscangini wrote:If useful I can try to upload a .forge file from my version.
EDIT:
Here's the DataPC, it should contain the weapons models
https://mega.co.nz/#!xsVCXCAD!ugHIO9Hr2 ... lNrXZLwiCw
There are problems with the textures, none of them is correctly displayed!
Btw guys, I have a question; where can I find the textures for the weapons in ACU? They use shared maps, but I only found random single textures and I have no clue where to find the ones needed...
Last edited by RunaWhite on Sat Mar 14, 2015 2:29 pm, edited 1 time in total.
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It works for the 3d models, but not the textures!RunaWhite wrote:It works then? Cool, I need to try it myself!loriscangini wrote:I think that the Black Flag format is more similar to the one used by Rogue, I can't preview the 3d models in the program, but ignoring the exceptions and exporting them, all works!loriscangini wrote:If useful I can try to upload a .forge file from my version.
EDIT:
Here's the DataPC, it should contain the weapons models
https://mega.co.nz/#!xsVCXCAD!ugHIO9Hr2 ... lNrXZLwiCw
There are problems with the textures, none of them is correctly displayed!
Btw guys, I have a question; where can I find the textures for the weapons? They use shared maps, but I only found random single textures and I have no clue where to find the ones needed...
And I have the same question! Do someone knows where to find the Unity's weapons textures?
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Re: ARchive_neXt
RunaWhite wrote:Btw guys, I have a question; where can I find the textures for the weapons in ACU? They use shared maps, but I only found random single textures and I have no clue where to find the ones needed...
Not looking for anything specific, the only weapon textures I can pinpoint are in DataPC.forge and begin with "CN_W". I'm sure this doesn't encompass all weapons, the others we would have to hunt for on a model-by-model basis.loriscangini wrote:And I have the same question! Do someone knows where to find the Unity's weapons textures?
--MDA
@loriscangini - I should have some time this weekend to check out the Rogue file you posted.
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Re: ARchive_neXt
... Sorry, I made a mistake! I was searching for the 3d models of the weapons in Unity!MichaelDarkAngel wrote:RunaWhite wrote:Btw guys, I have a question; where can I find the textures for the weapons in ACU? They use shared maps, but I only found random single textures and I have no clue where to find the ones needed...Not looking for anything specific, the only weapon textures I can pinpoint are in DataPC.forge and begin with "CN_W". I'm sure this doesn't encompass all weapons, the others we would have to hunt for on a model-by-model basis.loriscangini wrote:And I have the same question! Do someone knows where to find the Unity's weapons textures?
--MDA
@loriscangini - I should have some time this weekend to check out the Rogue file you posted.
The strange thing is that in the DataPC file of unity there are the weapons textures but not the meshes, in the one from Rogue it happens the opposite, there are the 3d models but not the textures!
Anyway, let me know if I can do something else!
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Re: ARchive_neXt
Hi!
Can someone tell me more or less what's the overall support on all Assassin's Creed games?
I've been reading the thread and all, but it's hard to tell the status on each game.
I can work on a detailed support list if MDA wants/is unsure on that, but I'm still getting all the games.
From what I can see, AC:Unity does not support normal maps yet? I wasn't able to extract anything but meshes. Not even textures.
Thanks!
Can someone tell me more or less what's the overall support on all Assassin's Creed games?
I've been reading the thread and all, but it's hard to tell the status on each game.
I can work on a detailed support list if MDA wants/is unsure on that, but I'm still getting all the games.
From what I can see, AC:Unity does not support normal maps yet? I wasn't able to extract anything but meshes. Not even textures.
Thanks!
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Re: ARchive_neXt
lolwatt wrote:Hi!
Can someone tell me more or less what's the overall support on all Assassin's Creed games?
- Meshes:
- Assassin's Creed
- Assassin's Creed II
- Assassin's Creed: Brotherhood
- Assassin's Creed: Revelations
- Assassin's Creed III
- Assassin's Creed IV: Black Flag
- Assassin's Creed: Liberation
- Assassin's Creed: Unity (multiple mesh formats, not all have been defined, yet)
- Prince of Persia (2008)
- Prince of Persia: The Forgotten Sands
- Textures:
- Assassin's Creed
- Assassin's Creed II
- Assassin's Creed: Brotherhood
- Assassin's Creed: Revelations
- Assassin's Creed III (some diffuse map issues)
- Assassin's Creed IV: Black Flag (some diffuse map issues)
- Assassin's Creed: Liberation
- Assassin's Creed: Unity (some normal map issues)
- Prince of Persia (2008)
- Prince of Persia: The Forgotten Sands
- Skeletons:
- Still a work in progress for all games listed above.
It would be more correct to say that AC:Unity normal maps do not extract properly. There is something different about the majority of the normal maps that I have yet to determine.lolwatt wrote:From what I can see, AC:Unity does not support normal maps yet?
Can you expand on this?lolwatt wrote:I wasn't able to extract anything but meshes. Not even textures.
--MDA
P.S. Work has begun on AC:Rogue. Ability to read the forge files, extract the datafiles, view/extract textures (so far no issues).
P.P.S I'm sure if I have forgotten something, some one else will be kind enough to remind me
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Re: ARchive_neXt
Thank you very much for your answer.
Regarding my problem with the textures, I will describe it down, I'm sorry if I'm missing something, I'm new to your tool and currently I only got AC Unity to play with.
I can see the meshes in the blue screen and extract them just fine to OBJ or ARX.
When it comes to textures, it seems I can't extract when they have a Material/Mesh with them. Or is it because it's a SET that includes a Normal Map?
Either way, thank you. I can't wait to try out on the other games too.
Regarding my problem with the textures, I will describe it down, I'm sorry if I'm missing something, I'm new to your tool and currently I only got AC Unity to play with.
I can see the meshes in the blue screen and extract them just fine to OBJ or ARX.
When it comes to textures, it seems I can't extract when they have a Material/Mesh with them. Or is it because it's a SET that includes a Normal Map?
Either way, thank you. I can't wait to try out on the other games too.
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Re: ARchive_neXt
Watch the video I posted here. That shows you how to have the textures visible on the model, and to extract with the model. To explain it more. Viewable textures are only stored in the "Texture Map" branch. The other branches you see are necessary for linking textures to the models. Earlier games, you will find out, store all the required files together in one "Datafile". As they have progressed over the years, Ubisoft has seen fit to store less and less in the "Datafiles" to the point where we are now, so that most "Datafiles" only store a single file. So in order for you to have everything extracted at the same time, you need to find the required "Datafiles" and open them prior to opening/viewing the model's "Datafile".lolwatt wrote:Regarding my problem with the textures, I will describe it down, I'm sorry if I'm missing something, I'm new to your tool and currently I only got AC Unity to play with.
I can see the meshes in the blue screen and extract them just fine to OBJ or ARX.
When it comes to textures, it seems I can't extract when they have a Material/Mesh with them. Or is it because it's a SET that includes a Normal Map?
Either way, thank you. I can't wait to try out on the other games too.
I hope that wasn't too confusing.
--MDA
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Re: ARchive_neXt
Oh! Thank you for explaining.
I get how it works now. I can see the meshes with textures now.
I was extremely disappointed with the texture size of the weapons. hahaha.
A pretty game like that using 256x128 textures? That's an insult.
My silly complaints about the game apart, I'm enjoying your tool and I appreciate the support!
Thanks.
I get how it works now. I can see the meshes with textures now.
I was extremely disappointed with the texture size of the weapons. hahaha.
A pretty game like that using 256x128 textures? That's an insult.
My silly complaints about the game apart, I'm enjoying your tool and I appreciate the support!
Thanks.
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Re: ARchive_neXt
Wondering what I've been up to lately? Aside from adding AC file format specs to my wiki page, and working on adding support for AC:Rogue to ARchive_neXt, I've also been working on an alternate way of loading the forge file into ARchive_neXt.
As you can see in the image above, you no longer have a listing of each individual "Datafile" in the forge file, but a listing of the resource types. This way reads through the forge file, expanding every datafile, and sorting all files into their respective branches based on resource type. In the image above I also have the "Show Only Known Files" preference selected which is why the list you see is rather small. For this alternate method of loading I have also implemented a "Remove Duplicate Files" preference. This will remove any duplicate files based on file id.
This method does take slightly longer to "open" a forge file, however I believe the benefits will overcome the time delay.
Testing this so far (only AC1 has been set up to test):
DataPC_Damascus.forge took the longest to load at 2 minutes 16 seconds. You can shorten this time slightly (2 minutes 5 seconds) by having "Show Only Known Files" checked. Having "Remove Duplicate Files" checked may cause slightly longer load times as that is an extra process performed after all files have been loaded, but so far tests have been minimal (as in less than a second).
Possible benefits from loading this way:
One less tree branch to deal with, all similar files stored together.
All file ids realized when the forge file is loaded; this means no more hunting for texture maps prior to viewing/extracting a model file (as long as the model file has textures associated and they are contained in the same forge file, ARchive_neXt will put it all together).
Load times, ultimately, will be dependent on the power of your PC. My specs:
Windows 8.1 64-bit, 8GB Ram, AMD A10-6800K 4.1GHz
If all goes according to plan, I should have a release ready by the end of the month.
--MDA
As you can see in the image above, you no longer have a listing of each individual "Datafile" in the forge file, but a listing of the resource types. This way reads through the forge file, expanding every datafile, and sorting all files into their respective branches based on resource type. In the image above I also have the "Show Only Known Files" preference selected which is why the list you see is rather small. For this alternate method of loading I have also implemented a "Remove Duplicate Files" preference. This will remove any duplicate files based on file id.
This method does take slightly longer to "open" a forge file, however I believe the benefits will overcome the time delay.
Testing this so far (only AC1 has been set up to test):
DataPC_Damascus.forge took the longest to load at 2 minutes 16 seconds. You can shorten this time slightly (2 minutes 5 seconds) by having "Show Only Known Files" checked. Having "Remove Duplicate Files" checked may cause slightly longer load times as that is an extra process performed after all files have been loaded, but so far tests have been minimal (as in less than a second).
Possible benefits from loading this way:
One less tree branch to deal with, all similar files stored together.
All file ids realized when the forge file is loaded; this means no more hunting for texture maps prior to viewing/extracting a model file (as long as the model file has textures associated and they are contained in the same forge file, ARchive_neXt will put it all together).
Load times, ultimately, will be dependent on the power of your PC. My specs:
Windows 8.1 64-bit, 8GB Ram, AMD A10-6800K 4.1GHz
If all goes according to plan, I should have a release ready by the end of the month.
--MDA
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