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Re: ARchive_neXt

Posted: Sun Aug 30, 2015 12:46 am
by Kjasi
MichaelDarkAngel wrote:So I then took the ARchive_neXt self-installer and ran it through Metascan. I found out the last time it was scanned was 5 months ago, not sure by who. But at that time 9 out of the 44 AV engines failed it as being some form of backdoor or trojan. So I had it rescan, this time 13 of them failed it (how does that happen). This was a freshly downloaded copy from my website. I then decided to run my local copy that I used to upload to my website. Metascan verified that it was the same file and that it failed the same 13 engines. So just because I'm OCD, I scanned the local copy that I have before I change the filename (yes I generally keep three copies, one when I package it with the version number in the filename, one with the filename changed used to upload to my website, and a final one that I download from my website saved in a different location), it only failed 3 out of the 44 AV engines (again, how does that happen). ???
Hey! Just found out about this, so I decided to run the same scan on my copies of your files: ARchive_neXt v1.12.28.0.exe (downloaded Jan 12th, 2015) reports the same 13/44 viruses found. As a lark, I decided to try ARchive_neXt v1.11.16.0.exe, which was downloaded Jan 8th, 2015. It reports 6/43. Finally, I decided to give my Archive_X64_v2.01.20.0.exe, downloaded on Oct 6th 2014, a try. It reported 0/43.

I hope this info can help you solve this issue.

Re: ARchive_neXt

Posted: Mon Sep 07, 2015 3:31 am
by Kjasi
Since we need to decode the skeleton matrix, I've written a PHP script that will take a text file of the bone data (copied out of Archive Next and saved as a txt file) and attempt to covert the data into their proper X/Y/Z H/P/B values. We still need to figure out the AC matrix, but with this, more of us can attempt to decode it.

The Skeleton Data file looks like this:

Code: Select all

Bone Count: 2

Bone ID: 4109D99F
 Parent: ROOT
 Matrix:
	0.000000 0.000000 0.000000 0.000000
	0.000000 0.000000 0.000000 1.000000
	0.000000 0.000000 0.000000 0.000000
	0.000000 0.000000 0.000000 1.000000

Bone ID: 4109D9A0
 Parent: 4109D99F
 Matrix:
	0.000000 0.000000 0.000000 0.000000
	-0.499999 -0.500000 -0.500000 0.500001
	0.000000 0.000000 0.000000 0.000000
	-0.499999 -0.500000 -0.500000 0.500001
Just copy this code into acreed.php, and run it on a php server. In the same folder, put your skeleton data txt file. I'm testing using the Generic_Unique_Male Skeleton.

Code: Select all

This code was way out of date. Use .rar file in the following post.

Re: ARchive_neXt

Posted: Wed Oct 14, 2015 7:49 am
by Kjasi
I've severely updated my PHP converter. I've attached my files, and uploaded them to my website for online testing: http://acreed.kjasi.com/. This site will always use my latest code. Should I start a bitbucket for this converter? Let me know.

I think I've gotten the converter as best I can get it. I'm seeing some shapes in the bones that resemble humans, meaning I've got some, if not all, of the position data correct. (Rotation issues aside) However, most of it is still a mess, as illustrated here:

Image

Unless I'm mistaken, this means there are still some flaws in the original matrix data as retrieved by Archive Next. We'll have to wait for MDA to get a new update done before I can proceed too much more...

Edit: Updated, 2015-09-15:
- Can now adjust the matrix conversion dynamically on the page.

Edit2: Updated, 2015-10-01:
- Formulas can now be updated dynamically. NOTE: I've tried to make this as safe as possible, but a clever hacker might still be able to get in. Use caution if using on a live server.

Re: ARchive_neXt

Posted: Tue Nov 03, 2015 8:40 pm
by pewposterous
Has anyone attempted or had any luck with elise from unity? I'm struggling with her hair, cant find either a transparent texture or an alpha for it. Also getting an error when exporting.
Image
Here's the full error http://pastebin.com/0fMHURZX

Re: ARchive_neXt

Posted: Thu Nov 05, 2015 4:16 pm
by RunaWhite
Hair is not available, it seems. They used a different method and not their common meshes + textures, you can only get outlines with the tool and eventually create the hair yourself, like I did. It won't be perfect and certainly not as good as the original one, but there's no other option at the moment.

I don't seem to recall that error so I'm not sure why you get it. I managed to export stuff from Unity with no troubles at all.

Re: ARchive_neXt

Posted: Thu Nov 05, 2015 7:50 pm
by pewposterous
Dang, well thanks for the response. Is there any chance you can upload the 'outline for me? since i cant export it myslef. Thanks regardless

Re: ARchive_neXt

Posted: Fri Nov 06, 2015 2:51 am
by RunaWhite
I don't know if I can... if I remember correctly sharing is not allowed on this forum, but I definitely need to read the rules all over again to be sure I'm not mistaken.

Btw I believe you missed something if the program doesn't properly work for you.

You need:

Windows 7 32/64-bit or Windows 8/8.1 32/64-bit
.NET Framework 4.5
DirectX June 2010 Redistributable Runtime

Be sure everything is installed and set up correctly.

Re: ARchive_neXt

Posted: Fri Nov 06, 2015 7:46 am
by TRDaz
First of all, awesome tool (surprised I've never actually said that here before. Second, I know you are busy MDA and there is probably higher priority things to support in this, but is support of AC4's multiplayer files planned or still planned if they were planned already? There is no rush, was just wondering :) Keep up the great work with the tool.

Re: ARchive_neXt

Posted: Fri Nov 06, 2015 8:13 pm
by pewposterous
This is the best i could come up with : /, Looks ugleh. sadlife
http://i.imgur.com/dPib3Pf.png

Re: ARchive_neXt

Posted: Sat Nov 07, 2015 4:57 pm
by RunaWhite
pewposterous wrote:This is the best i could come up with : /, Looks ugleh. sadlife
http://i.imgur.com/dPib3Pf.png
It's not so bad actually... sadly even the one I managed to make doesn't look as good as the original one. I might play around with it using some hair shader in Cycles and whatnot, but yeah. Considering we can't get the real thing I guess we're already doing good :)

Re: ARchive_neXt

Posted: Sat Nov 07, 2015 10:08 pm
by pewposterous
Yeah i guess tthats true. I would love to see any progress you make

Re: ARchive_neXt

Posted: Sat Nov 14, 2015 7:58 am
by Nate159WG
Too bad that we can't get Normal maps from ACU yet. :<
Tried to use TexConv didn't work.

Re: ARchive_neXt

Posted: Sun Nov 15, 2015 11:34 am
by RunaWhite
It seems to work with Intel Frame Analyzer, however the last time I tried there was an issue with the latest Nvidia drivers and the program crashed. I need to try again and see if they fixed it...

Re: ARchive_neXt

Posted: Fri Nov 20, 2015 1:22 am
by RunaWhite
Hey guys :)
Just wanted to let you know that I got Syndicate and immediatly tried to load the files using Unity's format to see if it was kinda compatible or not. I think it's not 'cause when I load the packages clicking on the + ARchive_neXt crashes (unless I'm doing something wrong to begin with). I'm not surprised of course, gave it a shot.

Re: ARchive_neXt

Posted: Fri Nov 20, 2015 1:25 pm
by Kjasi
RunaWhite wrote:Hey guys :)
Just wanted to let you know that I got Syndicate and immediatly tried to load the files using Unity's format to see if it was kinda compatible or not. I think it's not 'cause when I load the packages clicking on the + ARchive_neXt crashes (unless I'm doing something wrong to begin with). I'm not surprised of course, gave it a shot.
I was considering doing that, but I figured I'd wait until we get an official update with "support".