Noesis plugin + hkx converter
https://github.com/Danilodum/dark_souls_hkx/releases
correctly exports dark souls animations
-- instructions in release notes
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Dark Souls FLV file
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Re: Dark Souls FLV file
Snaz wrote:Noesis plugin + hkx converter
https://github.com/Danilodum/dark_souls_hkx/releases
correctly exports dark souls animations
-- instructions in release notes
I'm glad the SDK i sent worked perfectly!
Re: Dark Souls FLV file
After following all of your instructions i have gotten up to the point where i have the artorias .flyver loaded in noesis with his skeleton and a folder with all of his converted .damnhavok animations and both the required skeleton-out.Snaz wrote:Noesis plugin + hkx converter
https://github.com/Danilodum/dark_souls_hkx/releases
correctly exports dark souls animations
-- instructions in release notes
Both the dll and python plugins are in their respective plugin folders in noesis 4.77, but for some reason i can't get noesis to recognize the damnhavok files at all no matter if i drag and drop, open manually or open the flyver file with them in the same folder.
I am at a loss and would very much appreciate if you could please help me with this.
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Re: Dark Souls FLV file
I updated the dll, it should work now. I can't really test it on another machine right now, but I'm confident this change will work. If you're able, please try it on windows 10.Thiedent wrote:After following all of your instructions i have gotten up to the point where i have the artorias .flyver loaded in noesis with his skeleton and a folder with all of his converted .damnhavok animations and both the required skeleton-out.Snaz wrote:Noesis plugin + hkx converter
https://github.com/Danilodum/dark_souls_hkx/releases
correctly exports dark souls animations
-- instructions in release notes
Both the dll and python plugins are in their respective plugin folders in noesis 4.77, but for some reason i can't get noesis to recognize the damnhavok files at all no matter if i drag and drop, open manually or open the flyver file with them in the same folder.
I am at a loss and would very much appreciate if you could please help me with this.
Also, bear in mind that movement on the root bone is currently not being preserved, I'm working on it!
Re: Dark Souls FLV file
Just tested it and it's working perfectly now, thank you so much. This is such great work you've done i can't thank you enough for helping me to get it working.
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Re: Dark Souls FLV file
Extraction of root motion on dark souls animations:
I updated the plugin dll at https://github.com/Danilodum/dark_souls ... s/tag/v1.0 .
Be sure to read the release notes again.
TL;DR
convert all the .hkx files to -out.hkx if you want root motion
Update: forgot about rotation, will be putting that in, first try didn't work tho
I updated the plugin dll at https://github.com/Danilodum/dark_souls ... s/tag/v1.0 .
Be sure to read the release notes again.
TL;DR
convert all the .hkx files to -out.hkx if you want root motion
Update: forgot about rotation, will be putting that in, first try didn't work tho
Re: Dark Souls FLV file
the texture extractor (chrtpfbdt.exe) displays an error whenever I drag an XML file on top of it. It worked in windows 8.1 but no longer works with windows 10
Code: Select all
orginal string: 10h after substr: 10
16
FILE LOADED
FILE LOADED
found name: ulong EntryCount
ENTRYCOUNT NUMBER IS: 9
found entries
NUMBER 0 is \c4500\c4500.tpf.dcx
found name: ulong Size1
found name: ulong Offset
NUMBER 1 is \c4500\c4500_s.tpf.dcx
found name: ulong Size1
found name: ulong Offset
NUMBER 2 is \c4500\c4500_n.tpf.dcx
found name: ulong Size1
found name: ulong Offset
NUMBER 3 is \c4500\c4500_Scroll.tpf.dcx
found name: ulong Size1
found name: ulong Offset
NUMBER 4 is \c4500\c4500_Scroll_s.tpf.dcx
found name: ulong Size1
found name: ulong Offset
NUMBER 5 is \c4500\c4500_Scroll_n.tpf.dcx
found name: ulong Size1
found name: ulong Offset
NUMBER 6 is \c4500\c4500_WP_A_0921.tpf.dcx
found name: ulong Size1
found name: ulong Offset
NUMBER 7 is \c4500\c4500_WP_A_0921_n.tpf.dcx
found name: ulong Size1
found name: ulong Offset
NUMBER 8 is \c4500\c4500_WP_A_0921_s.tpf.dcx
found name: ulong Size1
found name: ulong Offset
F.ENTRIES LENGTH IS EQUAL TO: 9
C:\Users\spong_000\Desktop\test\c4500.xml
Could not open specified file
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Re: Dark Souls FLV file
Make sure you have the latest version https://github.com/Danilodum/dark_souls ... orv1.1.zip
Re: Dark Souls FLV file
I just used that one but it's still giving me that errorSnaz wrote:Make sure you have the latest version https://github.com/Danilodum/dark_souls ... orv1.1.zip
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Re: Dark Souls FLV file
It's been developed and tested on windows 10... I'm sorry, it's working for me. What it does is read an xml version of chrtpfbhd and separate the files, nothing fancy. There's 010 templates in this thread that will let view the structure of the bhd header files and see in how many pieces the chrtpfbdt is divided, also not sure if dsexplore (also in this thread) can open this kind of file, but its very likely
Or find yourself another computer
Or find yourself another computer
Re: Dark Souls FLV file
Does anyone know the name and location of the skeletons for the male and female player characters?
Re: Dark Souls FLV file
I started working on my own web-based viewer for Dark Souls maps at http://magcius.github.io/dunky.js/ -- works best in Chrome right now. Giant thanks to nyxo for his 010 Templates, which my work was heavily based on.
I haven't implemented a lot of materials properly yet, which is why everything looks so flat.
However, I noticed that the game often has low-poly models overlapping the bigger ones. I was curious if anybody figured out what determines a low-poly model from the high-poly model. I imagine it has something to do with the Unknown fields in Parts, but I haven't seen a pattern to that. Either that, or the game has load/unload triggers with the Events/Points fields.
Has anybody figured anything with that out yet?
I haven't implemented a lot of materials properly yet, which is why everything looks so flat.
However, I noticed that the game often has low-poly models overlapping the bigger ones. I was curious if anybody figured out what determines a low-poly model from the high-poly model. I imagine it has something to do with the Unknown fields in Parts, but I haven't seen a pattern to that. Either that, or the game has load/unload triggers with the Events/Points fields.
Has anybody figured anything with that out yet?
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Re: Dark Souls FLV file
Is there nothing on that in the mtd files? (This file type is in the 010 templates as well). I believe it contains data on map lighting, npc placement, that kind of stuff. Also nyxo's done everything what you've done with dsmod as far as I can tell, regarding the map viewer - not to say you shouldn't carry on doing what you're doing! It looks really cool!
Re: Dark Souls FLV file
.mtd isn't a file format? Are you thinking of .msb? The Parts as I was mentioning are part of the .msb file.
DSMODT doesn't seem to filter out low-poly models either. You can see the overlap of the three Sunbro Ledges for instance, which FROM forgot to line up properly: http://i.imgur.com/5DsthkW.jpg
DSMODT doesn't seem to filter out low-poly models either. You can see the overlap of the three Sunbro Ledges for instance, which FROM forgot to line up properly: http://i.imgur.com/5DsthkW.jpg
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Re: Dark Souls FLV file
The low poly meshes are probably just landscape LOD to make the rendering easier for areas that are a certain distance away from the player (AKA too far to really see the details).