I think what you labelled as normals might actually be blendweights for the bones per vertex and the normals binormals and tangents are stored 1 byte per axis in the vertex declaration.
EDIT:
Actually seems to be 3 sets of blendweights per vertex, 8 bytes each. First byte is the bone ID, still working on the rest.
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Textures of Beta Diablo 3, ".tex" files converter needed :)
Re: Textures of Beta Diablo 3, ".tex" files converter needed
EDIT: Moved to the appropriate thread
Last edited by BoyC on Tue Sep 13, 2011 8:37 pm, edited 1 time in total.
Re: Textures of Beta Diablo 3, ".tex" files converter needed
Hello, I and newbie to this. Please show me how to use these script. I have 010 editor but don't know how to use. Please help me. Thank you very much!
Re: Textures of Beta Diablo 3, ".tex" files converter needed
EDIT: Moved to the appropriate thread
Last edited by BoyC on Tue Sep 13, 2011 8:37 pm, edited 1 time in total.
Re: Textures of Beta Diablo 3, ".tex" files converter needed
Thank you BoyC but I still get some trouble:
1. When I open file .phm and use your script as template, I press F5 to Run and it said *ERROR Line 28: Template passed end of file at variable 'unk2'.
2. I have no idea about "copy/paste the output into a .obj file (skip the first line)"
I tried to copy it to notepad and save as .obj but it made nothing.
I already have Deep Exploration and 3DS max waiting for import model and texture to it
Looking forward to your reply, BoyC !
1. When I open file .phm and use your script as template, I press F5 to Run and it said *ERROR Line 28: Template passed end of file at variable 'unk2'.
2. I have no idea about "copy/paste the output into a .obj file (skip the first line)"
I tried to copy it to notepad and save as .obj but it made nothing.
I already have Deep Exploration and 3DS max waiting for import model and texture to it
Looking forward to your reply, BoyC !
Re: Textures of Beta Diablo 3, ".tex" files converter needed
Comment Removed.
Last edited by afrokid on Wed Sep 14, 2011 3:10 am, edited 1 time in total.
Re: Textures of Beta Diablo 3, ".tex" files converter needed
This script is for parsing the appearance (.app) files
Re: Textures of Beta Diablo 3, ".tex" files converter needed
Hey guys, I'm new here but not new to 101 editor (I actually have a brought version!)
I've made progress on all the diablo files (which I'm willing to share ofc!) but I'm not very good with graphics. I don't want the 3d models (way above my station) but the icons would be cool!
Can anyone help?
p.s I can help with some of the header file. @ 16[10h] you have the int BlizzardInternalFileNumber I believe and the 4h value is the file version (100% sure, at least it is for the other datafiles, not 100% about the .tex)
So if anyone could help me that would be awesome!
Here's a tempalte to get strings I made. It's really rough and prob over-complex but just to give something before requesting ^,^
I've made progress on all the diablo files (which I'm willing to share ofc!) but I'm not very good with graphics. I don't want the 3d models (way above my station) but the icons would be cool!
Can anyone help?
p.s I can help with some of the header file. @ 16[10h] you have the int BlizzardInternalFileNumber I believe and the 4h value is the file version (100% sure, at least it is for the other datafiles, not 100% about the .tex)
So if anyone could help me that would be awesome!
Here's a tempalte to get strings I made. It's really rough and prob over-complex but just to give something before requesting ^,^
Code: Select all
//--------------------------------------
//--- 010 Editor v3.0.1 Binary Template
//
// Author: MrRawr
// Revision: 1.0
// Purpose: Extract Most strings from Diablo3 text files
//--------------------------------------
local string title = "Items";
//local int fileHeader = FileNew();
local int fileItems = FileNew();
char type[4];
int version;
char empty[8];
int BlizzardFileNumber;
char empty2[8];
int dunno1;
int dunno2;
int dunno3;
int dunno4;
FPrintf( fileItems, "version,%i\n", version);
typedef struct {
int stringPosition;
int stringLength;
int terminator;
int blank;
} StringData;
local int searchHeader = 1;
struct Item{
//FPrintf( fileHeader, "item");
local int notTerminated;
local int notEmpty;
do {
StringData stringData;
//FPrintf( fileHeader, ",%i,%i", stringData.stringPosition, stringData.stringLength);
notTerminated = stringData.terminator;
notEmpty = stringData.stringLength;
} while ( notTerminated == 0 && notEmpty > 0 );
if ( notTerminated == -1 ) {
StringData stringFiller;
if ( stringFiller.terminator > 0 ) {
searchHeader = 0;
FSkip(-8);
}
}
else {
int blank;
if ( notTerminated > 1 ) {
searchHeader = 0;
FSkip(-12);
}
else if ( blank > 0 ) {
FSkip(-4);
}
}
//FPrintf( fileHeader, "\n");
};
do {
Item item;
} while ( searchHeader == 1 );
//2290
local int i;
local int y;
local int length;
local int infoSize;
local int temp;
struct ItemInfo {
infoSize = 0;
while ( exists(item[i].stringData[y]) ) {
length = item[i].stringData[y].stringLength;
if ( length > 0 ) {
if ( y == 0 ) {
char itemCode[length];
infoSize += sizeof(itemCode);
if ( (length%8) > 0 ) {
char itemCodeFiller[8-(length%8)];
infoSize += sizeof(itemCodeFiller);
}
FPrintf( fileItems, ",%s", itemCode);
}
else if ( y == 1 ) {
char itemType[length];
infoSize += sizeof(itemType);
if ( (length%8) > 0 ) {
char itemTypeFiller[8-(length%8)];
infoSize += sizeof(itemTypeFiller);
}
FPrintf( fileItems, ",%s", itemType);
}
else if ( y == 2 ) {
char itemName[length];
infoSize += sizeof(itemName);
if ( (length%8) > 0 ) {
char itemNameFiller[8-(length%8)];
infoSize += sizeof(itemNameFiller);
}
FPrintf( fileItems, ",%s", itemName);
}
}
y++;
}
};
i = 0;
while( exists(item[i]) ) {
y = 0;
FPrintf( fileItems, "itemInfo");
ItemInfo itemInfo;
if ( infoSize > 0 ) {
FSkip(8-(infoSize%8));
}
FPrintf( fileItems, "\n");
i++;
}
Re: Textures of Beta Diablo 3, ".tex" files converter needed
Edit: Nvm found them
Last edited by afrokid on Tue Sep 13, 2011 7:21 pm, edited 1 time in total.
Re: Textures of Beta Diablo 3, ".tex" files converter needed
BoyC please help me !!!npd2006 wrote:Thank you BoyC but I still get some trouble:
1. When I open file .phm and use your script as template, I press F5 to Run and it said *ERROR Line 28: Template passed end of file at variable 'unk2'.
2. I have no idea about "copy/paste the output into a .obj file (skip the first line)"
I tried to copy it to notepad and save as .obj but it made nothing.
I already have Deep Exploration and 3DS max waiting for import model and texture to it
Looking forward to your reply, BoyC !
Re: Textures of Beta Diablo 3, ".tex" files converter needed
you're running it on the wrong file some .tex are for icons. The template given to you is for the 3d model textures
Re: Textures of Beta Diablo 3, ".tex" files converter needed
So, what kind of filetype should I use?MrRawr wrote:you're running it on the wrong file some .tex are for icons. The template given to you is for the 3d model textures
and how about the "copy/paste the output into a .obj file (skip the first line) ?" I don't get it.
Re: Textures of Beta Diablo 3, ".tex" files converter needed
They're also .tex, but you need to have the right ones. Ones named 2DCrossbows or something will be iconsnpd2006 wrote:So, what kind of filetype should I use?MrRawr wrote:you're running it on the wrong file some .tex are for icons. The template given to you is for the 3d model textures
and how about the "copy/paste the output into a .obj file (skip the first line) ?" I don't get it.
I believe he's talking about c for the other bit. But I'm just a noob when it comes to this sorta stuff.
Re: Textures of Beta Diablo 3, ".tex" files converter needed
I had already done extract the obj files. But I still have problem with the texture. I test file .tex with your template but most of it have this error *WARNING Line 104: Empty structure. and no output.They're also .tex, but you need to have the right ones. Ones named 2DCrossbows or something will be icons
But thank you anyway
Re: Textures of Beta Diablo 3, ".tex" files converter needed
I think this thread has become a bit too confusing with .tex .phm and .app files all being discussed in it. From now on I'll be posting the .app model file research to the appropriate thread.