No matter what I try, the .txt generated in Step 2 will show "Reading forge files...".
Somebody help me!
Hi!MaZTeR wrote: ↑Mon Aug 20, 2018 10:40 pm Alright I get it now, but what I don't get is that getting the entity tree open requires another batch command, which should reference the main asset archive. And I have no idea how to do that. If I for example copy this line of code:
...which you added above and make a new batch file, it simply adds "Reading Forge files..." to that text file instead of giving me the entity tree.Code: Select all
Wildlands.exe DataPC.forge 040123B873C > nina.txt
I'm guessing the final tree export to ASCII section also requires a similar command file which needs to reference the DataPC.forge file, so could you also add that command to the bunch?
Yeah it doesn't work on world objects. You need Archive_Next to export some world props and it's a very limited quantity. I managed to extract SPOILER Pac Katari's severed head from the final cutscene SPOILER END from one of the worldmap forge files years ago.
I don't understand how to do a normal pose. The skeleton, which together with the model is curved, and when I import the smd, it turns out this kind of stuff.
Import the "broken" model and the skeleton, then import the skeleton which has the animation. Then pose the animated armature so that the final keyframe will align with the front side while the first keyframe will align with the broken model (I can't remember what armature was laying on the ground, but just make sure they match the objects' rotation). Then add armature modifiers to the head objects and any broken objects with the animated armature and move to the animation to the final keyframe to its fixed position (the eyes and mouth move to their proper location). Then apply the armature modifiers to the objects and apply the fixed keyframe as the default for the armature and delete the other keyframes.
Please, u can record a video with the full process from importing the model, to the complete fixation of teeth and eyes.?MaZTeR wrote: ↑Sun May 01, 2022 12:56 amImport the "broken" model and the skeleton, then import the skeleton which has the animation. Then pose the animated armature so that the final keyframe will align with the front side while the first keyframe will align with the broken model (I can't remember what armature was laying on the ground, but just make sure they match the objects' rotation). Then add armature modifiers to the head objects and any broken objects with the animated armature and move to the animation to the final keyframe to its fixed position (the eyes and mouth move to their proper location). Then apply the armature modifiers to the objects and apply the fixed keyframe as the default for the armature and delete the other keyframes.
Oh and also delete any previous armature modifiers from the objects before you add a new armature modifier.
And as for the armature exploding like that, make sure you import it as a new armature, not append it to the scene.
Thighmangler wrote: ↑Tue Jul 19, 2022 9:44 pm is this still working? i dont even get an ascii file when exporting. Honestly this has been really confusing for my dumbass lol. Can someone make a video of their workflow as they extract something from the game?
Thank you so much. it really does work. now i just need to figure out how export specific player shirts and pantsak79857 wrote: ↑Wed Jul 20, 2022 12:13 am Yep. it's still works
Take this https://youtu.be/umtc5exojcAThighmangler wrote: ↑Tue Jul 19, 2022 9:44 pm is this still working? i dont even get an ascii file when exporting. Honestly this has been really confusing for my dumbass lol. Can someone make a video of their workflow as they extract something from the game?