AeonKwiz Posted October 15, 2021 Posted October 15, 2021 I did some frame captures with RenderDoc, it brought some light on the structure of the vertex attributes, I'll try to corelate what RenderDoc shows with the meshes. Also I wrote a C++ program to read the files and dump the information, I'll be pushing that over the weekend to github. In the meantime, I've been using https://github.com/profMagija/control-unpack to unpack the .rmdp files.
AeonKwiz Posted October 15, 2021 Posted October 15, 2021 Ok, here's my initial commit For testing I've been using jesse_civilian_publish_physx.binfbx since thats the main target, wending_machine_wending_machine_glass.binfbx because its the smallest binfbx in file size, the mesh is a simple quad formed by two triangles, and street_props_bicycle.binfbx because it has alternate materials. Â
LovingSims Posted October 16, 2021 Posted October 16, 2021 In the file I'm looking at the sub mesh type B array is followed by a zero and then an array of floats (Vectors?) until the end of file, at least that's what it looks like to me. Starts at near zero and ends with 1. I'll have to let you make sense of this gibberish...
AeonKwiz Posted October 17, 2021 Posted October 17, 2021 On 10/16/2021 at 1:23 PM, LovingSims said: In the file I'm looking at the sub mesh type B array is followed by a zero and then an array of floats (Vectors?) until the end of file, at least that's what it looks like to me. Starts at near zero and ends with 1. I'll have to let you make sense of this gibberish...  Thanks for the heads up!  Yes, you're right, the missing part of the file seems to be as follows:  A variant array of we "don't know yet what", because I've only seen zero counts here A single 32bit value which seems to be a float A variant array of floats that go in increasing order. I don't really now what to make of the first 2, we need to find a file that does not have a zero count to try to figure it out, but the last array could be pairs of ranges, probably for LODs, the glass mesh I'm testing on shows this:  Unknown Array, usually zero (0) Unknown Float   0.496639 Unknown Array of floats (2)   0.5   1 and only has a single LOD. I've just updated the repository, I think I am close to cracking vertex attributes, it is really odd that their count is given in a short rather than a full uint32.
LovingSims Posted October 18, 2021 Posted October 18, 2021 Weren't there some indices that were either 16 or 32 bit depending on whether the skeleton joint count is bigger or smaller than 255?
AeonKwiz Posted October 18, 2021 Posted October 18, 2021 17 hours ago, LovingSims said: Weren't there some indices that were either 16 or 32 bit depending on whether the skeleton joint count is bigger or smaller than 255? Yes, I think its actually 8 or 16, but that affects how the vertex buffer is read, shouldn't make a difference for the file spec. While the number of vertex attributes will never reach 256 or even 127, it is still odd that this value is not stored in a uint32_t. the fact that the following uint16_t seems to always be 2 is weird too. Â I need to do batch runs to find differences accross all models, finding a model with just 1 or 2 joints or different vertex attributes would really help. Â
AeonKwiz Posted October 19, 2021 Posted October 19, 2021 I am adding sqlite support to the program, this way one can do a batch run on all binfbx files and then query the db with SQL. I also started working on a new Blender importer, but the joint data is weird too, its 16 floats but does not seem to be an orthogonal 4x4 matrix, looks more like a 3x3 matrix followed by 7 floats (rotation+position+something else?) could also be a 4x3 or 3x4 matrix and then 4 floats since usually the last column or last row in a 4x4 is 0,0,0,1 but I've not tested enought. Â
AeonKwiz Posted October 19, 2021 Posted October 19, 2021 Found a single joint mesh, ai_sphere_med_publish, rearanging the output here there are some interesting findings. The joints seem to indeed be a 3x4 matrix followed by a vec4, no idea what this vector represents but in this particular case it is replicated exactly in the unknown fixed array. These could also be 2 vec2's at about (0, 0.75) each. Note that the position for the joint is 0, -0.75, 0
skengu Posted October 31, 2021 Posted October 31, 2021 Hi ! I would like to make a request if this one is possible; I know that mesh modification is not a thing right now, but since textures mod is possible, I was wondering if we could get rid of the straps part from the Asynchronous Suit, by setting the textures into transparent or something like that ? I don't know if what i'm saying make sense to you, but you get the idea, there is a gem hidden under those straps that i would like to see more often ? . And i'm sure some of you would like it too ! Do you think that could be working ? Â
shakedownmaster Posted October 31, 2021 Posted October 31, 2021 On 9/3/2019 at 7:29 AM, DennysBR said:  encontrou um site que converte dds em png, testou e está convertendo corretamente  https://www.aconvert.com/image/dds-to-png/ old, muscular and had to many antibirth pills which has testosterone.
BeelzeRog Posted November 5, 2021 Posted November 5, 2021 Control is currently free on Amazon Prime Gaming, FYI.
AeonKwiz Posted November 13, 2021 Posted November 13, 2021 Quick Update: Â I've been flexing my IDA Pro muscle and I have discovered at least most of the correct types in the file. I wrote a Blender importer that currently imports the skeleton stored in bin fbx files. I will try to add the code to load the meshes, the info is already there, I just have not had enough time. Â I don't think it will be possible to write a 1 to 1 exporter, so the way to go IMO is to add code for my tool to delete and add meshes and materials. Deleting the data should be fairly simple, and deleting all meshes but Jesse's head and hands and seeing it in game would be a partial success. Â Adding the body mesh is going to be a bit more complex. We can piggyback on the skin material for head and hands, but the actual meshes will require a specialized Blender exporter and work would be required on the blender side to rig and create the LOD meshes. Â The face alone has tens of bones, so I would suggest importing the meshes in Blender remove all but head and hands and weld the rest of the body to those. Â
LovingSims Posted November 14, 2021 Posted November 14, 2021 Obviously we need to keep the original head, but why the hands too? Â Anyway, once we have a first version of that Blender exporter, I can see myself getting the 3D model ready for some testing.
LovingSims Posted November 16, 2021 Posted November 16, 2021 Come on now, if you can't contribute then at least be patient. @AeonKwiz is working wonders, so I'm willing to wait.
youngmoist Posted November 17, 2021 Posted November 17, 2021 I've been watching this thread just to see the little updates @LovingSims and @AeonKwiz is making and get excited even though I have no idea what you guys are talking about lol. Just to offset some of the impatience I for one am glad to see yall working hard and am excited to see where it goes. Â
Sneaksmile Posted November 23, 2021 Posted November 23, 2021 On 11/16/2021 at 11:36 AM, LovingSims said: Come on now, if you can't contribute then at least be patient. @AeonKwiz is working wonders, so I'm willing to wait. Well ... Patience!! ... You have been waiting for more than 2 years lol I just bought the game, but I think it's already too long waiting in general. The initial post is from August 2019. Â
jpackinwood Posted November 23, 2021 Posted November 23, 2021 7 hours ago, Sneaksmile said: Well ... Patience!! ... You have been waiting for more than 2 years lol I just bought the game, but I think it's already too long waiting in general. The initial post is from August 2019.  Then maybe you could try to help out. Even if you don't really have a lot of skill or knowledge with modding, just learning about it and then asking them questions might keep them more interested and engaged than trying to crack a whip, and it might help you appreciate just how much work they're doing for the rest of us.  And they're doing this because they want to, not because they owe it to anyone.
Sneaksmile Posted November 23, 2021 Posted November 23, 2021 1 hour ago, jpackinwood said: Then maybe you could try to help out. Even if you don't really have a lot of skill or knowledge with modding, just learning about it and then asking them questions might keep them more interested and engaged than trying to crack a whip, and it might help you appreciate just how much work they're doing for the rest of us.  And they're doing this because they want to, not because they owe it to anyone. I am a professional artist, expert girl in creating textures for Mods. Create a very detailed texture doesn't take me even a week, maybe days. If you need help and that's why the Mod is taking so long. You should ask for help in this topic Â
jpackinwood Posted November 23, 2021 Posted November 23, 2021 5 hours ago, Sneaksmile said: I am a professional artist, expert girl in creating textures for Mods. Create a very detailed texture doesn't take me even a week, maybe days. If you need help and that's why the Mod is taking so long. You should ask for help in this topic  If you were keeping up to date on the conversation in this thread, I think you'd see that there's a lot more going on here than just editing some textures.  But hey, if you have knowledge and skill, I bet they'd appreciate anything you could contribute.
Sneaksmile Posted November 24, 2021 Posted November 24, 2021 6 hours ago, jpackinwood said: If you were keeping up to date on the conversation in this thread, I think you'd see that there's a lot more going on here than just editing some textures.  But hey, if you have knowledge and skill, I bet they'd appreciate anything you could contribute. More than just textures? In general, those who are good at modifying meshes are not good at creating textures, only few combine both aspects to achieve something truly good, remarkable, or even ''artistic''. So many times Mods tend to look with poor quality even though the mesh is very good, because the modders of meshes think that putting a photo simply pasted is to create a texture. But hey, you are not only demeriting my work on mods because you are mad at what I said, you are demeriting the work of everyone who makes textures beyond pasting a simple photo. I mean ... In case you haven't noticed it. Oh, and it doesn't matter how much your ass explodes in anger for what I say and I said. IT IS A LOT OF TIME, A LOT, IT'S ALREADY MORE OF TWO YEARS. That's way too long for a Nude Mod that has been in the making since 2019. That's a fucking fact. And it is just the damn truth.Â
sen4mi Posted November 24, 2021 Posted November 24, 2021 43 minutes ago, Sneaksmile said: More than just textures? In general, those who are good at modifying meshes are not good at creating textures, only few combine both aspects to achieve something truly good, remarkable, or even ''artistic''. So many times Mods tend to look with poor quality even though the mesh is very good, because the modders of meshes think that putting a photo simply pasted is to create a texture. But hey, you are not only demeriting my work on mods because you are mad at what I said, you are demeriting the work of everyone who makes textures beyond pasting a simple photo. I mean ... In case you haven't noticed it. Oh, and it doesn't matter how much your ass explodes in anger for what I say and I said. IT IS A LOT OF TIME, A LOT, IT'S ALREADY MORE OF TWO YEARS. That's way too long for a Nude Mod that has been in the making since 2019. That's a fucking fact. And it is just the damn truth.  Except the blocking issue here is not the mesh, nor the texture, but the file format and the procedure for incorporating updates into the game.  (The mesh and texture will be issues, but not until we have a way of providing updates to the game.)  Anyways, the problem with claiming that "it's taking too long" is that (unless you are offering a way of fixing the problem) the only "remedy" would be to drop the project. But where is the fun in that?
DORODERE Posted November 24, 2021 Posted November 24, 2021 I recommend just adding them to your ignore list. You unfortunately still see they posted, but at least you don't have to see the post itself.
PepeLordd Posted November 24, 2021 Posted November 24, 2021 report and don't give them attention, that's the only solution with such people
Hakufu1021 Posted November 24, 2021 Posted November 24, 2021 3 hours ago, Ninomae Takonis said: I recommend just adding them to your ignore list. You unfortunately still see they posted, but at least you don't have to see the post itself. How do we even do that? Can't seem to find it.
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