Version 1.3
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.
New option when merging multiple 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:
- 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: