Ok, I've got lightmaps working, you can check it out in this video.
You can see that in the corners are some stationary yellow lights- those are the lightmaps. Near the middle of the room is a lightbulb icon moving in a circular pattern- that is a dynamic light I added for effect, it's not part of the FLVER file.
Every time I implement something new for rendering, it doubles the number of shaders that I have (currently at 24), so I'm starting now to understand why the game has hundreds and hundreds (thousands?) of shaders in the archives... >_>;;
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Dark Souls FLV file
Re: Dark Souls FLV file
So I've managed to parse the .MSB files for the most part now, which provides me with information about which map pieces are used where, as well as which enemies & props to position, and where.
Here's a simple video that shows the map piece loading in action.
Here's a simple video that shows the map piece loading in action.
Re: Dark Souls FLV file
The water meshes are actually separate FLVERs. The order they files are loading in the video is just the order they appear in the .MSB files. At some point, it'd eventually get around to the water, I'd assume.
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Re: Dark Souls FLV file
there will be no option to export any type of resources.Skykila wrote:Any chance to skeletal and animations export for public?
only documented formats, as far as i recall.
Re: Dark Souls FLV file
The skeletons, skeletal animations, and collision data are all stored in standard havok format (.HKX). The Havok Physics & Animation SDK is free to use, so technically all of this is already exported in a public format.
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Re: Dark Souls FLV file
Thanks for info.nyxo wrote:The skeletons, skeletal animations, and collision data are all stored in standard havok format (.HKX). The Havok Physics & Animation SDK is free to use, so technically all of this is already exported in a public format.
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Re: Dark Souls FLV file
I meant getting the actual meshes with weights, uvs, and all that.nyxo wrote:The skeletons, skeletal animations, and collision data are all stored in standard havok format (.HKX). The Havok Physics & Animation SDK is free to use, so technically all of this is already exported in a public format.
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Re: Dark Souls FLV file
Hey can anyone send me the 3d model of Solaire? I want to 3d print his armor for 2013 October Comic-con.
EZ-BMS for when you want to work with non-programmers viewtopic.php?f=33&t=10499
If you like what I do then support my coffee addiction https://www.paypal.com/cgi-bin/webscr?c ... 853S265MPW
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Re: Dark Souls FLV file
My app can load a lot more stuff now - check out this video to see some of it in action. Note that some of the stuff you see in the video isn't how it appears in-game. This is because I have placeholder stuff there while I figure out the rest of the data-- it's all described in the video description.
I'm getting close to having all the info I want in some of my templates, so once I have that all in order, I'd like to post those for the community. My template list is getting quite large now:
Here's a rundown on the files, and what they're used for:
FLVER: Mesh, Binding Pose, LODs, and references to material definitions & textures
BDT: Archive data. Just a bunch of data stuck together without any information about how to read it- that info is in one of the header files, below. However for any given "file" of data within the archive, if it's compressed, the compression header info is in this file.
BHD: Archive header with filenames. Contains offsets, sizes, file names, etc.. about the files that are in the associated BDT file
BHD5: Archive header without filenames. Contains offsets, sizes, filename hashes, etc.. about the files that are in the associated BDT file
BND: Single file archive. Contains all the header information as well as data for a group of same-file-type files.
HKX: Havok binary file. May contain any combination of a huge variety of data - sometimes skeleton data, sometimes collision meshes, sometimes animation data.
FFX: Particle effect file. Defines everything about rendering one specific instance of a particle effect. As far as I can tell, the only "configurable" value for a particle effect is it's position and rotation on the map.
MSB: Map Studio Binary. It's like the "glue" for a map. Contains all the info required to put all the proper map piece, entity, and object FLVERs together to create a specific zone of the world.
MTD: Material Type Definition. Contains a variety of constant values to be passed to a shader for rendering, and a few configurable values to be passed on - these always appear to be textures, and are passed in by the FLVER.
TAE: Animation set file. Contains a variety of information pertaining to animations, their IDs (for referencing externally), etc..
TPF: Texture Package Format. Contains a group of textures that always need to be loaded together.
There's other filetypes I know about, and what they're for, but they're not on my template list, so it's not convenient for me to write about them right now.
I'm getting close to having all the info I want in some of my templates, so once I have that all in order, I'd like to post those for the community. My template list is getting quite large now:
- FLVER (95%)
- BDT (100%)
- BHD (100%)
- BHD5 (100%)
- BND (99%)
- HKX (60%) - this is temporary as it may not be needed in the future
- FFX (3%)
- MSB (80%)
- MTD (87%)
- TAE (84%)
- TPF (100%)
Here's a rundown on the files, and what they're used for:
FLVER: Mesh, Binding Pose, LODs, and references to material definitions & textures
BDT: Archive data. Just a bunch of data stuck together without any information about how to read it- that info is in one of the header files, below. However for any given "file" of data within the archive, if it's compressed, the compression header info is in this file.
BHD: Archive header with filenames. Contains offsets, sizes, file names, etc.. about the files that are in the associated BDT file
BHD5: Archive header without filenames. Contains offsets, sizes, filename hashes, etc.. about the files that are in the associated BDT file
BND: Single file archive. Contains all the header information as well as data for a group of same-file-type files.
HKX: Havok binary file. May contain any combination of a huge variety of data - sometimes skeleton data, sometimes collision meshes, sometimes animation data.
FFX: Particle effect file. Defines everything about rendering one specific instance of a particle effect. As far as I can tell, the only "configurable" value for a particle effect is it's position and rotation on the map.
MSB: Map Studio Binary. It's like the "glue" for a map. Contains all the info required to put all the proper map piece, entity, and object FLVERs together to create a specific zone of the world.
MTD: Material Type Definition. Contains a variety of constant values to be passed to a shader for rendering, and a few configurable values to be passed on - these always appear to be textures, and are passed in by the FLVER.
TAE: Animation set file. Contains a variety of information pertaining to animations, their IDs (for referencing externally), etc..
TPF: Texture Package Format. Contains a group of textures that always need to be loaded together.
There's other filetypes I know about, and what they're for, but they're not on my template list, so it's not convenient for me to write about them right now.