Big Endian is already supported by my script, and your sample works - no work neededithamar73 wrote: ↑Sat Apr 24, 2021 8:22 pm Hi, I was looking at the game Carnivores Dinosaur Hunter Reborn, and it uses GR2 files as well, though they are the Big Endian kind. Are you interested in adding support for that, or accepting patches for those?
I've attached a sample in case you are interested.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Granny .GR2 Reader plugin for Noesis
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Re: Granny .GR2 Reader plugin for Noesis
Re: Granny .GR2 Reader plugin for Noesis
Oh man, I now see I was not using the latest version of your plugin, I downloaded the one from this thread but there are 2 more versions linked below it (in other topics)
My apologies and thanks for your awesome work!
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Re: Granny .GR2 Reader plugin for Noesis
Since i am taking my time with the new update i thought ill show some of the progress done in action.
Everything D2R is working excluding meshes that have multiple materials per polygroup which is a real pain in the ass to fix without breaking other things, if i dont get it soon ill just realse as is and update someday if ever
Credit to Zee for providing texture format
https://github.com/CucFlavius/Zee-010-T ... Texture.bt
Everything D2R is working excluding meshes that have multiple materials per polygroup which is a real pain in the ass to fix without breaking other things, if i dont get it soon ill just realse as is and update someday if ever
Credit to Zee for providing texture format
https://github.com/CucFlavius/Zee-010-T ... Texture.bt
Last edited by jayn23 on Fri May 07, 2021 6:00 am, edited 5 times in total.
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Re: Granny .GR2 Reader plugin for Noesis
Wow, that looks great!jayn23 wrote: ↑Sun Apr 25, 2021 8:28 pm Since i am taking my time with the new update i thought ill show some of the progress done in action.
Everything D2R is working excluding meshes that have multiple materials per polygroup which is a real pain in the ass to fix without breaking other things, if i dont get it soon ill just realse as is and update someday if ever
Credit to Zee for providing texture format
https://github.com/CucFlavius/Zee-010-T ... Texture.bt
for now here is the texture only script
fmt_D2R _texture.rar
Zee also provided information of D2R models, model sections and shader, would those help? https://github.com/CucFlavius/Zee-010-Templates
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Re: Granny .GR2 Reader plugin for Noesis
Well i already had models and models section so no need, and shaders are out of scope for the script.Ivenend wrote: ↑Mon Apr 26, 2021 4:51 pm Zee also provided information of D2R models, model sections and shader, would those help? https://github.com/CucFlavius/Zee-010-Templates
I manged to get multiple materials set by polygroups, now my only issue is how to get Autotexturing for D2R to work with Autotexturing for BG3 as they both conflict in quite a few places.
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Re: Granny .GR2 Reader plugin for Noesis
You can see what is wrong in your free time:
data\hd\bvt\textures\default_thickness.texture
It looks like you need to add exceptions.
app Raw texture cooker extracted this file offset 0x7c
Last edited by zelibobo on Tue Apr 27, 2021 11:57 am, edited 1 time in total.
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Re: Granny .GR2 Reader plugin for Noesis
Can’t open the images you posted
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Re: Granny .GR2 Reader plugin for Noesis
Yup i know whats wrong, can you please upload a sample so i can test new version
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Re: Granny .GR2 Reader plugin for Noesis
default_thickness.zipYup i know whats wrong, can you please upload a sample so i can test new version
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Re: Granny .GR2 Reader plugin for Noesis
Thanks,zelibobo wrote: ↑Tue Apr 27, 2021 12:20 pmdefault_thickness.zipYup i know whats wrong, can you please upload a sample so i can test new version
Updated script in original post
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Re: Granny .GR2 Reader plugin for Noesis
Version 1.3
Changelist:
New/Improved Features:
MULTIFILE - Completly rewrote code to load and combine multiple .gr2 files.
SMART_DETECTION = 0 - What old script did, just combines everything Blindly.
SMART_DETECTION = 1 - Check and remove any duplicate bones by name only (should be used for files containing similar skeletons)
SMART_DETECTION = 2 - Check and remove any duplicate bones by name and comparing InverseWorld transform matrix.
Script now loads meshes properly when a polygroup has multiple materials.
Multiple small bug fixes
Baldur's Gate 3:
Upadted .PAK extractor to work with texture.pak archive post Patch 4 update.
Using a new Version of noesis seems to have fixed the old issue where file would load multiple time during extraction.
Added Initial Support for Auto Texturing - Currently only loads Albedo and Normal Maps.
Requierments:
GAMETAG_BG3_TEXTURES = 1 must be set to 1 in order to load textures
BG3 PATH must be updated in script
Shared.pak and Textures.pak must be unpacked
Known issues:
Age of Empires 3/ Online:
Games are now fully supported.
Added Support for FD format based on source code by kangcliff
https://github.com/kangcliff/Age-of-Empires-III
Diablo II: Resurrected
Added Support for .model;.skeleton;.animations; .texture formats.
for Auto Texturing to work files should be in textures directory or it wont find them.
Only Normal and Albedo maps are loaded.
For each Creature there is one file that contains all animations, you can use the ANIMATION_TRACK option to choose which track to load.
Example use for new MULTIFILE and BG3 Features
with the following Option set:
MULTIFILE = 1
SMART_DETECTION = 1
ANIMATION_MODE = 1
GAMETAG_BG3_TEXTURES = 1
Placed the follwoing .gr2 files in chosen folder.
MINOTAUR_ARM_Bracers_A.GR2
MINOTAUR_ARM_Chest_A.GR2
MINOTAUR_ARM_Footwear_A.GR2
MINOTAUR_ARM_Skirt_A.GR2
MINOTAUR_Body_A.GR2
MINOTAUR_Body_A_Fur.GR2
MINOTAUR_Head_A.GR2
MINOTAUR_Head_A_Fur.GR2
MINOTAUR_Head_A_Horns.GR2
In Seperate location placed:
MINOTAUR_Rig_DFLT_LOCO_Sprint_F_CMBT_01.GR2
Now when running script we choose the folder with all of the MINOTAUR parts, it will merge all meshes and bones into a single Model seperated by sub mehes and a single skeleton, by turning on SMART_DETECTION = 1 any bones with duplicate names are deleted.
ANIMATION_MODE = 1 will now allow us to pair the new combined model with an animation file.
GAMETAG_BG3_TEXTURES = 1 will attempet to auto texture model.
And here is the Result:
Changelist:
New/Improved Features:
MULTIFILE - Completly rewrote code to load and combine multiple .gr2 files.
- New version now works with paired animation and paired skeleton options.
- Weight and Bone Binding Auto correction - if a bone bindings refers to a bone that dosent exist or weights are 0 for the only bone that
exists script will automaticly find the closest bone that exists and assign it to vertcie.
- Will now load files in selected directory only, old code unintentionally also loaded files in any existing sub directories.
SMART_DETECTION = 0 - What old script did, just combines everything Blindly.
SMART_DETECTION = 1 - Check and remove any duplicate bones by name only (should be used for files containing similar skeletons)
SMART_DETECTION = 2 - Check and remove any duplicate bones by name and comparing InverseWorld transform matrix.
Script now loads meshes properly when a polygroup has multiple materials.
Multiple small bug fixes
Baldur's Gate 3:
Upadted .PAK extractor to work with texture.pak archive post Patch 4 update.
Using a new Version of noesis seems to have fixed the old issue where file would load multiple time during extraction.
Added Initial Support for Auto Texturing - Currently only loads Albedo and Normal Maps.
Requierments:
GAMETAG_BG3_TEXTURES = 1 must be set to 1 in order to load textures
BG3 PATH must be updated in script
Shared.pak and Textures.pak must be unpacked
Known issues:
- When Extracting texture.pak it will show a false error, just press OK and it will continue exporting archive.
- Auto Texturing is still very buggy and dosent always find and set the correct texture.
its also very slow and could take up to 15 seconds to load.
I am currently rewriting the enire Autotexturing script to be both faster and more effective but it will take some time.
Age of Empires 3/ Online:
Games are now fully supported.
Added Support for FD format based on source code by kangcliff
https://github.com/kangcliff/Age-of-Empires-III
Diablo II: Resurrected
Added Support for .model;.skeleton;.animations; .texture formats.
for Auto Texturing to work files should be in textures directory or it wont find them.
Only Normal and Albedo maps are loaded.
For each Creature there is one file that contains all animations, you can use the ANIMATION_TRACK option to choose which track to load.
Example use for new MULTIFILE and BG3 Features
with the following Option set:
MULTIFILE = 1
SMART_DETECTION = 1
ANIMATION_MODE = 1
GAMETAG_BG3_TEXTURES = 1
Placed the follwoing .gr2 files in chosen folder.
MINOTAUR_ARM_Bracers_A.GR2
MINOTAUR_ARM_Chest_A.GR2
MINOTAUR_ARM_Footwear_A.GR2
MINOTAUR_ARM_Skirt_A.GR2
MINOTAUR_Body_A.GR2
MINOTAUR_Body_A_Fur.GR2
MINOTAUR_Head_A.GR2
MINOTAUR_Head_A_Fur.GR2
MINOTAUR_Head_A_Horns.GR2
In Seperate location placed:
MINOTAUR_Rig_DFLT_LOCO_Sprint_F_CMBT_01.GR2
Now when running script we choose the folder with all of the MINOTAUR parts, it will merge all meshes and bones into a single Model seperated by sub mehes and a single skeleton, by turning on SMART_DETECTION = 1 any bones with duplicate names are deleted.
ANIMATION_MODE = 1 will now allow us to pair the new combined model with an animation file.
GAMETAG_BG3_TEXTURES = 1 will attempet to auto texture model.
And here is the Result:
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Last edited by jayn23 on Tue Jun 15, 2021 7:35 pm, edited 2 times in total.
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Re: Granny .GR2 Reader plugin for Noesis
This isnt a problem with the script just a noesis limitation for loading to many models at once.zelibobo wrote: ↑Thu Apr 29, 2021 10:07 am I apologize. Take a look in your spare time. Thank you.
download ~86kb
To bypass this issue simply set option MERGE_SCENE = 1 and it will merge all models and allow file to load.
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Re: Granny .GR2 Reader plugin for Noesis
Thanks for your hard work, the new plugin generally works fine. But there is a small issue:
the normal (UV?) seems kind of broken on some models, like this:
The normal of the same model looks fine if I export the model to DAE with LSLIB(https://github.com/Norbyte/lslib):
The sword model I shown above is this one: https://drive.google.com/file/d/1jWXzVm ... sp=sharing
BTW, would you like to join our D2R modding discord? We have many discussion of D2R model and texture there: https://discord.gg/fXpPPd6fUm
the normal (UV?) seems kind of broken on some models, like this:
The normal of the same model looks fine if I export the model to DAE with LSLIB(https://github.com/Norbyte/lslib):
The sword model I shown above is this one: https://drive.google.com/file/d/1jWXzVm ... sp=sharing
BTW, would you like to join our D2R modding discord? We have many discussion of D2R model and texture there: https://discord.gg/fXpPPd6fUm