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How to find the right texture from analyse dump file?


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Posted

So today i got time to do mod, but I guess I'm used to use lazy tools in modding other games, and don't know how to find the right texture file manually. Could someone enlighten me?

For example, the mesh name is "000177-vb0=738f1cb9-vs=ba2ad61fa36ff709-ps=2c82229c2b5c5eae.txt", and i think the mesh hash is 738f1cb9 and ps hash is 2c82229c2b5c5eae, right? but i search this two in dump files, and didn't find any dds file. I'm kind of confused.

Please help, thank you! 

Posted

Ok, I found create a ini file in mods folder manully can get the texture.

For example

[ShaderOverrideDumpTex]
hash = 2c82229c2b5c5eae
analyse_options = dump_rt dump_tex dump_cb dump_vb dump_ib buf txt dds

But it's kind of tedious, isn't it? Is there a better way to do this? Any lazy tools or settings?

Posted

And I found out the blender dds importer can't use on it, because it can't ignore the alpha channel. So i have to open it in photoshop and export it as png then import to blender. Hmm...Any efficient tools recommend? Or I think I have to write scripts to do it...

Posted
1 hour ago, Yorom said:

aren't they right next to each other?
他们不是紧挨着吗?

image.png.f9530e933de20d6b4bb474697051c497.png

 

Yeah...Now I notice that, thank you for reply. 

Do you know what to do with so many objects on the clothes? I know how to replace one mesh for one mesh, in the past I've used to exported the clothes I made after matching the weights and joining them together. But in this game the clothes seem have so many objects, how to do with that? 
Let's say I make a self-made costume, matched the weights and vertex colors and so, then what to do? Do I need to skip most of the original vb's and then just replace one of them ? I'm a bit confused to deal with so many objects in one clothing.

 

Posted
15 minutes ago, hotwatermusic said:

 

Yeah...Now I notice that, thank you for reply. 

Do you know what to do with so many objects on the clothes? I know how to replace one mesh for one mesh, in the past I've used to exported the clothes I made after matching the weights and joining them together. But in this game the clothes seem have so many objects, how to do with that? 
Let's say I make a self-made costume, matched the weights and vertex colors and so, then what to do? Do I need to skip most of the original vb's and then just replace one of them ? I'm a bit confused to deal with so many objects in one clothing.

 

Once you have created your object and given it weights and properties, then continue doing as you write, replace it with one object and hide the rest, I did it, e.g. here

 

Posted
17 hours ago, Yorom said:

Once you have created your object and given it weights and properties, then continue doing as you write, replace it with one object and hide the rest, I did it, e.g. here

 

Ok, so one for mutiple is to skip most of it and replace single one, Got it. Thank you.
What about mutiple for one? Still have to join them together or have some advance techniques for that?

Posted
5 hours ago, hotwatermusic said:

Ok, so one for mutiple is to skip most of it and replace single one, Got it. Thank you.
What about mutiple for one? Still have to join them together or have some advance techniques for that?

you can replace each element one for one as you want

 

[TextureOverrideObject1]
hash = e1af1e7b
match_first_index = 0
handling = skip
vb0 = ResourceObject1VB
ib = ResourceObject1IB
ps-t0 = ResourceObject1Texture0
ps-t1 = ResourceObject1Texture1
ps-t2 = ResourceObject1Texture2
drawindexed = auto

 

[TextureOverrideObject2]
hash = e1af1e7b
match_first_index = 2134
handling = skip
vb0 = ResourceObject2VB
ib = ResourceObject2IB
ps-t0 = ResourceObject2Texture0
ps-t1 = ResourceObject2Texture1
ps-t2 = ResourceObject2Texture2
drawindexed = auto

 

, or you can replace one element with several others, just add something like this

 

[TextureOverrideObject1]

match_priority = 0
hash = e1af1e7b
match_first_index = 0
handling = skip
vb0 = ResourceObject1VB
ib = ResourceObject1IB
ps-t0 = ResourceObject1Texture0
ps-t1 = ResourceObject1Texture1
ps-t2 = ResourceObject1Texture2
drawindexed = auto

 

[TextureOverrideObject2]

match_priority = 1
hash = e1af1e7b
match_first_index = 0
handling = skip
vb0 = ResourceObject2VB
ib = ResourceObject2IB
ps-t0 = ResourceObject2Texture0
ps-t1 = ResourceObject2Texture1
ps-t2 = ResourceObject2Texture2
drawindexed = auto

Posted
On 10/31/2024 at 8:07 PM, Yorom said:

you can replace each element one for one as you want
您可以根据需要将每个元素一一替换

 

[TextureOverrideObject1] [纹理覆盖对象1]
hash = e1af1e7b 哈希 = e1af1e7b
match_first_index = 0 匹配第一索引 = 0
handling = skip 处理=跳过
vb0 = ResourceObject1VB vb0 = 资源对象1VB
ib = ResourceObject1IB ib = 资源对象1IB
ps-t0 = ResourceObject1Texture0
ps-t0 = 资源对象1纹理0
ps-t1 = ResourceObject1Texture1
ps-t1 = 资源对象1纹理1
ps-t2 = ResourceObject1Texture2
ps-t2 = 资源对象1纹理2
drawindexed = auto  绘制索引=自动

 

[TextureOverrideObject2] [纹理覆盖对象2]
hash = e1af1e7b 哈希 = e1af1e7b
match_first_index = 2134 匹配第一索引 = 2134
handling = skip 处理=跳过
vb0 = ResourceObject2VB vb0 = 资源对象2VB
ib = ResourceObject2IB ib = 资源对象2IB
ps-t0 = ResourceObject2Texture0
ps-t0 = 资源对象2纹理0
ps-t1 = ResourceObject2Texture1
ps-t1 = 资源对象2纹理1
ps-t2 = ResourceObject2Texture2
ps-t2 = 资源对象2纹理2
drawindexed = auto  绘制索引=自动

 

, or you can replace one element with several others, just add something like this
,或者您可以用多个其他元素替换一个元素,只需添加类似这样的内容

 

[TextureOverrideObject1]  [纹理覆盖对象1]

match_priority = 0 匹配优先级 = 0
hash = e1af1e7b 哈希 = e1af1e7b
match_first_index = 0 匹配第一索引 = 0
handling = skip 处理=跳过
vb0 = ResourceObject1VB vb0 = 资源对象1VB
ib = ResourceObject1IB ib = 资源对象1IB
ps-t0 = ResourceObject1Texture0
ps-t0 = 资源对象1纹理0
ps-t1 = ResourceObject1Texture1
ps-t1 = 资源对象1纹理1
ps-t2 = ResourceObject1Texture2
ps-t2 = 资源对象1纹理2
drawindexed = auto  绘制索引=自动

 

[TextureOverrideObject2]  [纹理覆盖对象2]

match_priority = 1 匹配优先级 = 1
hash = e1af1e7b 哈希 = e1af1e7b
match_first_index = 0 匹配第一索引 = 0
handling = skip 处理=跳过
vb0 = ResourceObject2VB vb0 = 资源对象2VB
ib = ResourceObject2IB ib = 资源对象2IB
ps-t0 = ResourceObject2Texture0
ps-t0 = 资源对象2纹理0
ps-t1 = ResourceObject2Texture1
ps-t1 = 资源对象2纹理1
ps-t2 = ResourceObject2Texture2
ps-t2 = 资源对象2纹理2
drawindexed = auto  绘制索引=自动

oh, that's interesting, didn't know match_priority can use like this before. 
So in this case, e1af1e7b's object will be replace by two objects or high priority objets?

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