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Matite

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    7 Days to Die

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  1. Thankyou VERY much DerPopo... it works great as the file that previously could not be extracted (WoodenDoorController) now extracts. As for the UV issue: found a mesh earlier (engine_small) that had problems, made the edit as you suggested and then it was fine except for one stray UV vert (just as you also mentioned). Again, thanks for your work.
  2. Yesterday I got my animated garage door working. It is based on the devs DoorSecure class and uses their AnimationController states and parameters (i.e. IsOpen and OpenTrigger). I can confirm that there is some difference in Unity with the AnimationController from v5.1 to v5.2... when I created the AnimationController in v5.1 and added it to my prefab it worked great. Took the same Unity package, built it on v5.2 and the game either crashes or won't load the block.
  3. Yesterday I got my animated garage door working. It is based on the devs DoorSecure class and uses their AnimationController states and parameters (i.e. IsOpen and OpenTrigger). I can confirm that there is some difference in Unity with the AnimationController from v5.1.1 to v5.2.0... when I created the AnimationController in v5.1 and added it to my prefab it worked great. Took the same Unity package, built it on v5.2 and the game crashes.
  4. Ok thanks for the information. So far I have not noticed a problem with the UVs with this new update. I have found another issue though: if I try and extract the file called "WoodenDoorController" (AnimationController... path ID 5595) the program exits. Would REALLY like to see that file extract as I am working on adding an opening and closing garage door. I can use "Export Raw" fine but "Export Dump" causes the program to stop responding for a minute, then it will show the file dialog, go through the motion of saving and instantly exit without any error. The file it creates is 0 bytes. The same thing happens if I try and "Export Dump" any of the AnimationController files. Funny thing is, if I create my own asset file with an AnimationController in it then your program extracts it fine. Thanks again for your work on this program.
  5. Many thanks DerPopo... somehow I missed your post (only noticed it now a week later heh). I will check it out again. Cheers!
  6. You are talking about the texture issue in v1.7 where it needed to be flipped vertically and the RGBA channels swapped. He fixed that problem in v1.8 and it is no longer an issue. He even mentioned it in his updated post: If you use v1.8 or v1.8b to export one of the textures that had an issue before (e.g. loading screen, pimps logo or UI atlas) then it now exports correctly. You can also tell the mesh textures are correct as anything with text now reads correctly (e.g. the badge on the fat zombie cop reads "7D2D Chief Huenink Police"). There are two new problems that I am talking about in my posts above: 1) UVs need to be flipped/mirrored vertically (so it is the same problem that the textures had where Unity stores it bottom to top) 2) UVs are not correct in most of the rigged meshes (they are a large top or side plane projection instead of being laid out in the 0 to 1 space)
  7. First of all sorry for posting again but I have some new information and I cannot edit my existing post. After exporting and checking many OBJ files I have noticed a few things: * In some OBJ files the UVs are correct while others are not... they appear as a plane projection of the model from the side or top * The UVs are not correct for most of the rigged characters and rigged models * The models that do have correct looking UVs (e.g. laid out nicely in the 0 to 1 UV space) need to have their UVs mirrored vertically Before UV Flip (click for full size picture) After UV Flip (click for full size picture) * Some models have multiple meshes (not LOD levels but different versions) like they went through a couple of iterations before settling on the final version e.g. the bear has two models "BEAR" and "new_BEAR". The UVs in "BEAR" do not seem to import correctly while the UVs in "new_BEAR" do import correctly but need to be mirrored vertically (click for full size picture) I hope this helps you to find and fix the problems.
  8. I had a chance today to try out the new OBJ mesh export feature and there seems to be an issue with the UVs. I know I said in a previous post they looked fine but at that point in time I did not check them thoroughly. Some examples of what I am talking about are below. This is the exported OBJ mesh for the Fat Zombie Cop imported into 3ds Max. You can see the UV texture mapping is not correct. There is only one UV channel so this is not a light map UV channel. It is like a plane projection of the mesh instead of the actual texture map. Some of the UV islands look correct but overall it is wrong: (click for full size picture) Another example is the Bear mesh. Its UVs are also incorrect. In this model there are two UV channels but both of them seem wrong. Neither of the channels is the actual texture UV set or a light map. Below is the first UV channel: (click for full size picture) Here is the second UV channel: (click for full size picture) I also tried importing the OBJ file into Substance Painter just in case 3ds Max was messing up the UVs somehow but they are also incorrect: (click for full size picture) Finally, I tried importing some other meshes like the empty jar ("mason_jarPrefab") but the UVs are not right either. :S
  9. Yeah, that works great... when I use the old type database file with the new program version the texture is flipped the correct way and the RGBA channels are correct too. Thanks!
  10. DerPopo, Thankyou very much for the new update! I was very happy when I saw the cool new features such as sortable columns, searching and OBJ export (looks good so far with the mesh being correct and UVs in place etc). Sadly I have found an issue with v1.8 and v1.8b 64 bit: the program crashes when I try to export any texture to TGA or PNG. Is there something I am doing wrong or is there some way I can help you diagnose the problem? Exporting the same texture works fine in v1.7 64 bit (but sometimes the texture is flipped vertically and the RGBA channels are swapped... ie I need to copy Red to Alpha, Green to Red, Blue to Green and Alpha to Blue).
  11. Thankyou for the work you have done on this program... it is very useful! I used it to figure out which scripts are attached to the tree objects ingame (which makes them able to be chopped down). You can see the research thread here: https://7daystodie.com/forums/showthread.php?32970-Apple-Tree-Mod-Problem The working apple tree model mod (with the correct script attached making it able to be chopped down) is here: https://7daystodie.com/forums/showthread.php?33047-Apple-Tree-and-Apple-Models The work I did on that apple tree raised an issue regarding "MonoBehaviour Base" files (type 0xFFFFFFE2): When I try to "Export Dump" these files (for example "resources.assets" Path ID 65883 in A12.5) your program says "The file format is empty" which is not correct. I used the "Export Raw" button to dump the bytes and figured out what they mean. Basically those files contain swapped bytes with the parent Path ID in "resources.assets" and a Path ID to the script file name stored in the "mainData." file. Would be nice if you could "Export Dump" this data in a readable format just like other files. ------------------------------------------------------------------------------------ It would also be very handy if we could export the meshes to OBJ or FBX format. This would make modding the existing models possible (e.g. export the holding seeds in your hand model and edit it). Perhaps you could add a plugin? ------------------------------------------------------------------------------------ Finally, it would make things a LOT easier if we could search the list for a certain text string and search for an entry by Path ID. ------------------------------------------------------------------------------------ Once again, thanks for your work on this program and I look forward to any updates.
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