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Star Wars: Clone Wars Adventures (*.dme)

Post questions about game models here, or help out others!
episoder
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by episoder »

akderebur wrote:9 floats for 3x3 local rotation matrix, 3 floats for local position vector.

snip

@episoder Your approach is correct, as you need to reach the world space coordinates, but it can be achieved more easily using matrices. Load 12 floats as NoeMat43. Multiply bone matrix with the parent in recursion until, you reach the top. You need the rotation to load the skeleton properly anyway.
alright. i didn't see the 3x3 in the hex like that. i'm used to 4 column matrix data. will have to use an identity matrix then and fill the rows. i thought about testing the matrix adding yesternight already, since the rotation is broken. will have to see how that works in noesis. :)
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by episoder »

well. i felt like it. easy progress. the weight data seems easy, but it sure doesn't wanna work easy. i need a break now. :)

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TRDaz
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by TRDaz »

I've been trying to get it to work for the past few days but didn't manage to, nice to see that you have.
Is there any chance you can explain how you did it? Just want to learn for the future so I don't have to rely on others.
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by episoder »

explain? take the file then. it's still incomplete. as posted i just read all the 3x3 and transform in the matrix prelist (so it's not messing up the matrices doing the recursion at the same time). then recursed (and multiplied) all into the seperate postlist. done that trick.

still got no clue howto fix the weights. the bone indices seem to be not so correct when using this all straight.
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TRDaz
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by TRDaz »

Thanks, that helped me understand how you did it.
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by Pingu »

Sorry for the bump.... If anyone knows which archives the sound files would be stored in for this game, please PM me. Thanks!
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by episoder »

Anexenaumoon wrote:Sorry for the bump.... If anyone knows which archives the sound files would be stored in for this game, please PM me. Thanks!
( why PM? it's partially open source. i dunno anymore where i got the adpcm code tho. i can't credit it. defsb bat to de-fsbext and decode bat to de-code the adpcm codec files. :]
https://www.mediafire.com/file/36mrm78c9gpx2u0/dev.rar may leave that here anyway. )

wait a sec... wrong game... adventures not republic heroes...

doesn't the cwa bms script extract just mp3 and ogg files in the dearchived folders? you could use the windows search to get all of those. :D
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by ARAJediMaster »

episoder, in regards to that link you posted, does it have the assets to Star Wars: The Clone Wars - Republic Heroes or Star Wars: Clone Wars Adventures? I found a link to what somebody described as “all the assets” to the later here: https://forum.facepunch.com/dev/bszzx/S ... postcwbwbk However, Anexenaumoon said he couldn’t find the sound archives in there. They are .pack files, but I don’t know if they contain any sound archives.

What is your evaluation on this?
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by episoder »

well. what i linked was a lil mistake in my thought process. the sound extractor is for republic heroes. :D

about that pack. that is correct those are all the assets. the script or the modification to extract those can be found there. it should extract everything sound related as mp3 or ogg files.
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by ARAJediMaster »

So, episoder, can you help me and Anexenaumoon which of the .pack archives to rip? That is to narrow down where the sound files are?
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by episoder »

ARAJediMaster wrote:So, episoder, can you help me and Anexenaumoon which of the .pack archives to rip? That is to narrow down where the sound files are?
you gotta extract all of them. the files are all across the archives. see? ... get it? the modification from acewell apparently extracts all into one folder, which i haven't tested tho.

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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by episoder »

update... cause why not?!? a working head.

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the remapping seems to be a lil harder on bodies tho. differences in bone count and all that.
Last edited by episoder on Tue Feb 05, 2019 4:23 am, edited 1 time in total.
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by episoder »

almost there. now, it's just noesis fucking up the data. smd (right) has missing weights and fbx (left) is missing some bones. wth softwarez. damnit. for some reason i need 2 bone mappings for the 'normal' heads and 'uberloaded' bodies anyway. not a coherent data structure. mmh.

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Last edited by episoder on Thu Mar 07, 2019 3:43 am, edited 1 time in total.
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by episoder »

update: revamped the loader to use the adr files and loading the repective skeleton itself. rest is in the readme.

https://www.mediafire.com/file/39v5gg5t ... ed_wip.rar
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Re: Star Wars: Clone Wars Adventures (*.dme)

Post by xtiger »

I loaded these scripts using noesis to extract the. DME file of PlanetSide 2, but the error was reported. Could you help me? I want to use these models to make interstellar MODs.

Here are some related samples.Thank you.
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