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XC2 formats for XCDE
#16
(06-25-2020, 03:04 PM)darkwingcraft Wrote: Sorry to pester, i just like to see the progress you guys put up, so any news?

Here is a basic summary of everything I know with links for people who don't want to google.

XenoMax tool set for Xenoblade series that still works for Definitive Edition but is unable to extract textures because it uses a different format. You can get it here: (https://github.com/PredatorCZ/XenoMax). Plans on updating it to support for DE but a release date on that support is unknown.

Extracting textures is so far only possible by doing some lengthy process and then doing some hex editing to put it into rawtex to extract it.
(https://github.com/PredatorCZ/XenoMax/issues/14) (https://forum.xentax.com/viewtopic.php?f...9&start=15)
*Just follow the guide on the github issues page by demon

Moonlight is just making a blender port of the tool set to support definitive edition.

Here is quick rip I did of Melia. Hope that helps[Image: ce107c3af33750962c1daf625f226af0.png]

NOTE: There are also some model rips on deviantart by: (https://www.deviantart.com/deschamps12) but they're not downloadable.
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#17
so here's where I currently am
  • I got the default costumes for Shulk, Reyn, Fiora, and Dunban all ready to go, they're submitted and I'm continuously updating them as I find small niggles.
  • I'm using XBC2ModelDecomp. I made several edits because:
    • it couldn't extract the textures (now it does, or at least the BC7 ones, haven't gotten to any R8G8B8A8_UNORMs yet)
    • it wasn't connecting to the .chr files correctly, especially for playable characters
    • it kept missing the last face morph, looks like some off-by-one errors
    • some models like Monado Z crashed when trying to get vertex weights, so I threw in some catches and dummy code (don't know if it truly works yet)
    • (it still ignores endpoints (they aren't just bones apparently), but I couldn't figure out how to join them organically, so I spit out the skel into a text file so I can custom-add them once it's in Blender)
  • I found this and managed to get it to compile (somehow) as an add-on for XnView so I could convert the BC7s to .png
   
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#18
(06-26-2020, 08:08 PM)Sir Teatei Moonlight Wrote: so here's where I currently am
  • I got the default costumes for Shulk, Reyn, Fiora, and Dunban all ready to go, they're submitted and I'm continuously updating them as I find small niggles.
  • I'm using XBC2ModelDecomp. I made several edits because:
    • it couldn't extract the textures (now it does, or at least the BC7 ones, haven't gotten to any R8G8B8A8_UNORMs yet)
    • it wasn't connecting to the .chr files correctly, especially for playable characters
    • it kept missing the last face morph, looks like some off-by-one errors
    • some models like Monado Z crashed when trying to get vertex weights, so I threw in some catches and dummy code (don't know if it truly works yet)
    • (it still ignores endpoints (they aren't just bones apparently), but I couldn't figure out how to join them organically, so I spit out the skel into a text file so I can custom-add them once it's in Blender)
  • I found this and managed to get it to compile (somehow) as an add-on for XnView so I could convert the BC7s to .png

Cool, keep up the good work! Can't wait to try and extract all the models myself later on.
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#19
I actually want/need mechafiora on her regular suit because i'm trying to get it to a sculptor for a comission. I'd like to be into game developing, but i'm more a backend programmer. Also it would be cool to have the regular fiora, but i don't see any thread were i could check the model.

Regards
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#20
so this is interesting: apparently the lines in Riki's fur are blurred in real-time from a speckled texture and a "VEL" texture
       
looks like it's channelled, red+green is direction (red vertical green horizontal? not yet certain) and blue is intensity

might have to write a Python script to create an optional "result" texture out of these, I dunno if Blender can deal with this sort of thing by itself
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