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Re: Archive X
Posted: Fri Dec 06, 2013 9:33 am
by loriscangini
MichaelDarkAngel wrote:Lots of characters in that one milance941
Edward Kenway (Legend)
Just a taste,
-- MDA
I can't wait for the update! Thanks for the work you are doing!
Re: Archive X
Posted: Tue Dec 24, 2013 4:03 am
by dragbody
MDA - Any progress on the Ghost Recon Online work? I just remembered that the game had that awesome Ghost Recon/Assassin's Creed crossover armor. I'd be overjoyed to get my hands on it.
Re: Archive X
Posted: Tue Dec 24, 2013 5:10 am
by MichaelDarkAngel
Finally got my PC back and I am finishing up re-installing key software. So, an update may be coming soon, possibly before the end of the year.
As for GRO, having some issues locating the proper X,Y,Z info. But I am getting closer and may be able to get that into the next update as well.
Thanks for your support,
-- MDA
Re: Archive X
Posted: Thu Dec 26, 2013 2:49 pm
by Shockwave
Hi MichaelDarkAngel! Thanks for all the work you've been doing on AC 4 .forge format extractor. I have a bunch of small questions:
1. Is it possible to extract shaders from a .forge archive and if yes, are they stored in compiled format or raw text?
2. Is it possible to extract scripts from a .forge archive?
3. What is a problem with modifying resources in a .forge format? Does the game perform some type of CRC check or smth?
4. Will you publish .forge format (and other AC 4 related formats which you've managed to process) specs somewhere or you prefer not to share it?
Re: Archive X
Posted: Thu Dec 26, 2013 8:00 pm
by MichaelDarkAngel
Shockwave wrote:Hi MichaelDarkAngel! Thanks for all the work you've been doing on AC 4 .forge format extractor. I have a bunch of small questions:
1. Is it possible to extract shaders from a .forge archive and if yes, are they stored in compiled format or raw text?
The shaders do appear to be compiled, but I haven't figured out what to do with them yet. The next release will allow all files to be exported in one way or another.
Shockwave wrote:2. Is it possible to extract scripts from a .forge archive?
Haven't found scripts yet. Of course, I also haven't put too much effort into looking for them.
Shockwave wrote:3. What is a problem with modifying resources in a .forge format? Does the game perform some type of CRC check or smth?
Don't know what the problems would be as I have never tried to modify the original resources. But I will mention that a single resource can be stored in multiple locations. Not just within a single forge file, but even within multiple forge files.
Shockwave wrote:4. Will you publish .forge format (and other AC 4 related formats which you've managed to process) specs somewhere or you prefer not to share it?
I keep saying one of these days I'm going to write out the format, but always find something else to do. I will at some point.
-- MDA
Re: Archive X
Posted: Sun Dec 29, 2013 8:14 am
by MichaelDarkAngel
v1.12.28.0 Now Available
Added support for Assassin's Creed IV: Black Flag. There does appear to be an issue with some of the datafiles. We are looking into it and hope to have it fixed shortly.
Fixed an issue with the obj exporter.
Added an About form.
Due to some brilliant work by Tahg we now have actual descriptions for a good bit of the file type objects. Because of this, "Images" can now be found under "Texture Maps" and "Models" can now be found under "Mesh".
-- MDA
Re: Archive X
Posted: Sun Dec 29, 2013 12:49 pm
by milance941
MDA thank you very much
It was worth waiting
Re: Archive X
Posted: Mon Dec 30, 2013 3:29 pm
by loriscangini
MichaelDarkAngel wrote:v1.12.28.0 Now Available
Added support for Assassin's Creed IV: Black Flag. There does appear to be an issue with some of the datafiles. We are looking into it and hope to have it fixed shortly.
Fixed an issue with the obj exporter.
Added an About form.
Due to some brilliant work by Tahg we now have actual descriptions for a good bit of the file type objects. Because of this, "Images" can now be found under "Texture Maps" and "Models" can now be found under "Mesh".
-- MDA
Thank you very much for your work!
Re: Archive X
Posted: Sun Jan 12, 2014 10:42 pm
by milance941
@MDA
I have a problem with UV's when exported from Archive_x32.
That problem only appears on some models like Anne Bony (DataPC_extra_chr)
and it appears only on "head" mesh around eyes and mouth.
On these places UV are in straight line and two in single spot.
Please check that and see if you can fix it
Thanks in advance
Re: Archive X
Posted: Sun Jan 12, 2014 11:50 pm
by MichaelDarkAngel
milance941 wrote:@MDA
I have a problem with UV's when exported from Archive_x32.
That problem only appears on some models like Anne Bony (DataPC_extra_chr)
and it appears only on "head" mesh around eyes and mouth.
On these places UV are in straight line and two in single spot.
Please check that and see if you can fix it
Thanks in advance
Can you save the UV maps and send them to me, or at the very least screen shot the offending areas?
Which head model, LOD_1, LOD2, LOD_3 or LOD_4?
Blender, 3DSMax or something else?
Thanks,
-- MDA
Re: Archive X
Posted: Mon Jan 13, 2014 12:09 am
by MichaelDarkAngel
Nevermind, found the issue.
The OBJ exporter is rounding after two digits, for both verts and tverts. This is leading to less detail all around.
Will get this fixed shortly.
-- MDA
Re: Archive X
Posted: Mon Jan 13, 2014 4:23 am
by MichaelDarkAngel
Fixed!
New version up on the website (v2.01.12.0) link is in my sig
This fixes the floating-point precision issue as reported by milance941. Thanks for the tip.
-- MDA
Re: Archive X
Posted: Sat Jan 18, 2014 10:04 pm
by milance941
MDA
Thank you very much
I appreciate your effort
Re: Archive X
Posted: Sat Jan 18, 2014 11:14 pm
by MichaelDarkAngel
Assassin's Creed III Liberation HD support Coming Soon!!!
That is all.
-- MDA
Re: Archive X
Posted: Mon Jan 20, 2014 3:11 pm
by milance941
MDA
I have another problem but now with textures.
A lot of diffuse textures are interpreted like specular (or mask).
Almost every diffuse texture is like that. Normal maps are fine.
Open extra chr.forge and check some textures like hair or some random models.