trexjones wrote:Thanks Volfin! And thanks for doing the hard yards on this! I'm forever grateful for your work on getting the Alien: Isolation models bones, and looking forward to poking around with these!
Out of curiosity, could this same tool be applied to Alan Wake models? Or are they already available with their rigging?
Thanks
I think there should be some tools out for Alan Wake already, the game has been out for so many years now. I doubt this tool would work with it.
hi everyone.
I want to translate this game.
I know font is in binfnt format and I can search for dds,
But that is not enough.
I need to change other things too.
things like x, y, height, width and...
Does anyone know how I can change this sort of things?
how come there is an "invalid header file" error when trying to load the normal maps to 3dmaxs unreal engine or anyother photo app or even attempting to convert it fails. the only thing that can open it is the nvidia dds viewer which is kinda pointless.
I'm looking for that Alan Wake chalk board from the beginning of the game.
I'm running into issues because I've gone through a ton of the textures and couldn't find it - could it possibly be a different file that's not actually a texture?
I'm looking for that Alan Wake chalk board from the beginning of the game.
I'm running into issues because I've gone through a ton of the textures and couldn't find it - could it possibly be a different file that's not actually a texture?
Any info on it would help greatly!
Thanks
The furthest I can trace it is, the lecture hall meshes are in the folder "batch16"
the "blackboard_blackboard.binfbx.meta" points to a texture in "sourcedata\\textures\\ringtail\\batch16\\blackboard.tga"
However, there's no "batch16" folder in the "ringtail" folder, so it appears to be missing... perhaps it's packaged in the language-specific packages.
I'm looking for that Alan Wake chalk board from the beginning of the game.
I'm running into issues because I've gone through a ton of the textures and couldn't find it - could it possibly be a different file that's not actually a texture?
Any info on it would help greatly!
Thanks
The furthest I can trace it is, the lecture hall meshes are in the folder "batch16"
the "blackboard_blackboard.binfbx.meta" points to a texture in "sourcedata\\textures\\ringtail\\batch16\\blackboard.tga"
However, there's no "batch16" folder in the "ringtail" folder, so it appears to be missing... perhaps it's packaged in the language-specific packages.
Curses. I loaded the game in spanish language and speech and it turns out the board is still in english... hm.
I have a strange feeling that much like the video monitors, there's a good chance it's all sitting in one place to be called from on different monitors or, like this it's reused in two versions of the same room. hmm.
edit: two hours later
I've kept poking around, so there must be more packages that contain the files with the file i'm looking for >_<
First problem I have, is I'm using Blender 2.66 and using the Quantum Break WedMsh Importerscript version 1.21. When I load QuantumBreak\d_\data\objects\characters\intermediate\malene_striker_publish.wedmsh
It shows the bones below the mesh, and it's not attached to the mesh and their is no weights applied. In the console is the following error:
File "C:\Users\anand\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons\io_scene_QuantumBreak\__init__.py", line 80, in execute
result=import_WedMsh.import_WedMsh(self.filepath, bpy.context,self.randomize_colors,self.import_vertcolors,self.skip_blank,self.use_layers,self.mesh_scale)
File "C:\Users\anand\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons\io_scene_QuantumBreak\import_WedMsh.py", line 700, in import_WedMsh
poseRig(rig, Pose_Table,use_layers,mesh_scale)
File "C:\Users\anand\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons\io_scene_QuantumBreak\import_WedMsh.py", line 473, in poseRig
rig.data.transform(matrix_basis)
AttributeError: 'Armature' object has no attribute 'transform'
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I think your blender is just too old. 2.66 was released in 2013, 4 years ago.
I tried it on the oldest blender I have installed, 2.70 (from 2014), and it worked fine:
So I recommend upgrading your blender. But thanks for letting me know, I didn't realize armatures functionality had changed along the line. I'll have to stop saying it is compatible back to 2.63 (not that I really expected anyone to be using such an old blender lol)
Bladers wrote:i made an application that automatically attaches every model with their texture files. but i need help with the animation file. please someone help.
Snip
Can you upload the app that be great than manually applying textures and such.