goldust Posted July 24, 2016 Posted July 24, 2016 cool progress at last...thank you guys so very much for all the hard work
ag12 Posted July 24, 2016 Posted July 24, 2016 Just, as per usual, dropping by to let you guys know that your work is appreciated and obviously congratulations on the break-through. Good work, get yourself a beer or something.
WhippinGirl Posted July 24, 2016 Posted July 24, 2016 Dexes, thank you for all of your effort on this! I'm trying to see if I can learn the XML format and maybe contribute something to the effort, but I'm running into a problem. I'm using the GUI (I think ShadeAnimator made the GUI), and I get the following error, but the tool seems to run anyway: So I went ahead and dropped an HKX file into it, and I got this error: Java 8 is installed, and I ran an updated installer just to make sure. It didn't help. I'm sure it's just something I'm doing wrong - at least, I hope it is! User error is easy to fix.
Hazraogh6 Posted July 24, 2016 Posted July 24, 2016 Dexes, thank you for all of your effort on this! I'm trying to see if I can learn the XML format and maybe contribute something to the effort, but I'm running into a problem. I'm using the GUI (I think ShadeAnimator made the GUI), and I get the following error, but the tool seems to run anyway: runtimeerror.jpg So I went ahead and dropped an HKX file into it, and I got this error: versionerror.jpg Java 8 is installed, and I ran an updated installer just to make sure. It didn't help. I'm sure it's just something I'm doing wrong - at least, I hope it is! User error is easy to fix. Same for me ,i have the same problem .
ShadeAnimator Posted July 24, 2016 Posted July 24, 2016 Yeah, I'm working on getting rid of that annoying error at the start, but it should work fine. Not sure why it can't find java. Try running hkxpack through command line, without the GUI, as intended by DexesTTP. GUI is a really quick and draft thing I got together in a few minutes, did not debug it yet actually. If the error still persists, means that problem is in the hkxpack itself, or your Java installation or Java environment variable, I think. DexesTTP should have a better comment on this.
WhippinGirl Posted July 25, 2016 Posted July 25, 2016 Well, the good news is that when I ran it from the command line interface, it worked. The bad news is that means there's something up with the GUI. That gets me started, at least. I'm kind of poring through the xml it gave me right now. Thanks!
DexesTTP Posted July 25, 2016 Author Posted July 25, 2016 Well, the good news is that when I ran it from the command line interface, it worked. The bad news is that means there's something up with the GUI. That gets me started, at least. I'm kind of poring through the xml it gave me right now. Thanks! Thanks for taking the time to study the XML It's with people like you that we will make great things happen ! That's so weird... I mean, as far as launching my tool goes, you can't get more straightforward than : subprocess.call(['java', '-jar', hkxCliJar, 'unpack', file]) Which is what ShadeAnimator's tool does. Hmm... Maybe try to put the call in a .bat file, then call the file with the given arguments ? <Python call> subprocess.call(["file.bat", hkxCliJar, "unpack", file]); <bat file> java -jar %*
fishburger67 Posted July 25, 2016 Posted July 25, 2016 Well, the good news is that when I ran it from the command line interface, it worked. The bad news is that means there's something up with the GUI. That gets me started, at least. I'm kind of poring through the xml it gave me right now. Thanks! Thanks for taking the time to study the XML It's with people like you that we will make great things happen ! That's so weird... I mean, as far as launching my tool goes, you can't get more straightforward than : subprocess.call(['java', '-jar', hkxCliJar, 'unpack', file]) Which is what ShadeAnimator's tool does. Hmm... Maybe try to put the call in a .bat file, then call the file with the given arguments ? <Python call> subprocess.call(["file.bat", hkxCliJar, "unpack", file]); <bat file> java -jar %* You will also need java in your path.
ShadeAnimator Posted July 25, 2016 Posted July 25, 2016 You will also need java in your path. Yes, first thing I thought about, is that subprocess.call maybe uses some different Java Path... And that means that you just need to add java into an environment variable called PATH Ill try to come up with something. Using .bat file should work. Though it's fun to call it like this, through many stuffs
WhippinGirl Posted July 26, 2016 Posted July 26, 2016 I'm definitely looking into it, although I feel a bit out of my league. Still, I think I might be able to figure out at least something about it, because I do know my way around quaternions, and I have had to deal with compression before. I'm keeping some notes, and I will post what I have once I learn anything useful.
invalidfate Posted July 26, 2016 Posted July 26, 2016 .... Highflex let little instructions about how to do that, and even people that managed to reproduce that (like I guess InvalidFate did ?) never told anyone how - at least not with enough information for people to reproduce it. Err... in fact, Highflex put everything on his youtube page (some replied in the video comment), and FO4 hkx export flow is exactly the same as Skyrim one, only differs in havok version and bone list. I can only guess not many Skyrim animators come to FO4. Also, and as CPU said, I was originally planning on creating AF4 - a FNIS equivalent for Skyrim - until it became apparent through FO4Edit's progress that there was a "native" way to add animations. The thing is, even now we don't know if AF4 is really unnecessary - as nobody that know what to look for bothered to check if they can do what they need - so we are still in the dark about that. So, if nobody comes up with something for me to do that is completely necessary right now then I'll resume what I started to do (taking a break from HKXAnim until at least October) and I'll enjoy the new mods that'll go out during this time. Because I'm sure that in a few months we will enjoy some real stuff Well if skyrim re-master at this October uses newer version of havok kits, HKXAnim will rule the community.
pipdude Posted July 26, 2016 Posted July 26, 2016 Well if skyrim re-master at this October uses newer version of havok kits, HKXAnim will rule the community. Maybe with that release they will include a complete, beginning to end set of animation tools. Hey. They did surprise us with extra tools with FO4.
ralfetas Posted July 27, 2016 Posted July 27, 2016 Well if skyrim re-master at this October uses newer version of havok kits, HKXAnim will rule the community. Maybe with that release they will include a complete, beginning to end set of animation tools. Hey. They did surprise us with extra tools with FO4. I really don't think skyrim will have anything new, i think it will be skyrim with ENB for consoles, of course some core game files will be changed so will be 64bits and stuff, but for the rest, animation textures etc, will be all the same, no upgrades there, why i think this? Because in the trailer they show, a new snow shader... they show a new snow shader... so, i bet all the textures will be the same, animations will be the same, nif's will be the same etc... the game is free for pc version, if they improve more them this, they would charge us again.
pipdude Posted July 27, 2016 Posted July 27, 2016 I agree that a lot will stay the same. But, it probably wouldn't take much for them to open it up a little further for modding. And it would make business sense to try to keep the modding scene going for it.
fishburger67 Posted July 27, 2016 Posted July 27, 2016 I agree that a lot will stay the same. But, it probably wouldn't take much for them to open it up a little further for modding. And it would make business sense to try to keep the modding scene going for it. I've read a significant bit about this new Skyrim and from what I can gather, nothing will change except graphic enhancements and most importantly, SKSE which will not be available for 2 weeks to 2 months after release. They do say however that they have replaced some of the textures. Also, this 64 bit version of Skyrim has been available for a long time now. The speculation is why it is not already released. It is basically a recompile of the 32 bit code with the 64 bit flags set. Improved visuals, including remastered, higher resolution art and effects, volumetric god rays, dynamic depth of field and more PC users will benefit too, with "a visible difference between this remaster and the vanilla 2011 release, with the landscape improved by new assets; plants, mushrooms, stones and extra trees are more liberally dotted around the initial Riverwood village", and additions to lighting making a significant difference. http://www.eurogamer.net/articles/2016-06-17-skyrim-remastered-ps4-xbox-pc-mods-everything-we-know So, from my perch, it looks like the biggest advantage for PC users will be a larger memory space and therefor less CTDs on a heavily modded game.
garg Posted July 28, 2016 Posted July 28, 2016 I agree that a lot will stay the same. But, it probably wouldn't take much for them to open it up a little further for modding. And it would make business sense to try to keep the modding scene going for it. I've read a significant bit about this new Skyrim and from what I can gather, nothing will change except graphic enhancements and most importantly, SKSE which will not be available for 2 weeks to 2 months after release. They do say however that they have replaced some of the textures. Also, this 64 bit version of Skyrim has been available for a long time now. The speculation is why it is not already released. It is basically a recompile of the 32 bit code with the 64 bit flags set. Improved visuals, including remastered, higher resolution art and effects, volumetric god rays, dynamic depth of field and more PC users will benefit too, with "a visible difference between this remaster and the vanilla 2011 release, with the landscape improved by new assets; plants, mushrooms, stones and extra trees are more liberally dotted around the initial Riverwood village", and additions to lighting making a significant difference. http://www.eurogamer.net/articles/2016-06-17-skyrim-remastered-ps4-xbox-pc-mods-everything-we-know So, from my perch, it looks like the biggest advantage for PC users will be a larger memory space and therefor less CTDs on a heavily modded game. You can't just set a flag and recompile 32 bit code to 64 bit! There's a hell of lot more too it then that!
Guest Posted July 28, 2016 Posted July 28, 2016 You can't just set a flag and recompile 32 bit code to 64 bit! There's a hell of lot more too it then that! Fully agree on this statement. Did you ever find an option on a compiler to say: re-target for this different architecture (e.g. from PS3 to PS4)? Did you? Now, re-re-porting the engine again to a XB1 or PS4 architecture is just not valid from the economical point of view. Best chance is to use the engine they develop (that is a porting of the Skyrim old engine) for FO4. And probably they already have some code to convert the items (NIFs, textures, HKX files, esms, etc.)
fishburger67 Posted July 28, 2016 Posted July 28, 2016 You can't just set a flag and recompile 32 bit code to 64 bit! There's a hell of lot more too it then that! Fully agree on this statement. Did you ever find an option on a compiler to say: re-target for this different architecture (e.g. from PS3 to PS4)? Did you? Now, re-re-porting the engine again to a XB1 or PS4 architecture is just not valid from the economical point of view. Best chance is to use the engine they develop (that is a porting of the Skyrim old engine) for FO4. And probably they already have some code to convert the items (NIFs, textures, HKX files, esms, etc.) Yes, in the Visual Studio IDE, you can re-target for 32 and 64 bit. Don't know about PS3 and PS4 as I have never worked with those platforms. However, when I said "set a flag", that was primarily referring to setting compile time flags that affect header files. For example: #ifdef _64Bit ...do this stuff Where _64Bit is a flag you define and is passed to the compiler. I have written millions of lines of C code that mostly worked without change on Windows and Linux platforms with only compile time switches. A bit more work was required for OS2 and Apple because of various GUI differences, but you put those differences in different bits of code that get included at builld time. The core code is all the same. As mentioned, I have not written code for PS3 or PS4 or any game console for that matter so there may be issues I am not aware of. Here are two real-world examples of platform specific funciton call: int LmInitHost( #ifndef NOPROTO #ifdef MOTIF char *lmhost, int alive, XtAppContext app #else char *lmhost, int alive #endif /* MOTIF */ #endif /* NOPROTO */ ); Different sized arrays based on platform type: #ifdef SNVW static short D0_ICON[] = { 0xFF80,0xFFC0,0x30E0,0x3060,0x3060,0x3060,0x3060,0x30E0, 0x3FC0,0x3F80,0x3000,0x3000,0x3000,0x3000,0xFC00,0xFC00 #else static u_char D0_ICON[] = { 0xFF, 0x01, 0xFF, 0x03, 0x0C, 0x07, 0x0C, 0x06, 0x0C, 0x06, 0x0C, 0x06, 0x0C, 0x06, 0x0C, 0x07, 0xFC, 0x03, 0xFC, 0x01, 0x0C, 0x00, 0x0C, 0x00, 0x0C, 0x00, 0x0C, 0x00, 0x3F, 0x00, 0x3F, 0x00 #endif }; and so on.
Guest Posted July 28, 2016 Posted July 28, 2016 ... Agreed on that point of view. For Linux is really easy to change from 32 to 64. For Windows is similar but not exactly the same, there are some problems in case you use a direct driver connection, or also DirectX code. But again, easy enough. For consoles it is a different story. XB360 and XB1 are different architectures, similar but not equal. And PS3 and PS4 are actually two completely different architectures. Almost impossible to port code from one to another.
ShadeAnimator Posted July 28, 2016 Posted July 28, 2016 Oh, cool, they finally grabbed some ENB mods and integrated them into the game! No, not really, with full access to sources their solutions are much better than ENB, but still, the idea is the same You can't just set a flag and recompile 32 bit code to 64 bit! There's a hell of lot more too it then that! Fully agree on this statement. Did you ever find an option on a compiler to say: re-target for this different architecture (e.g. from PS3 to PS4)? Did you? Now, re-re-porting the engine again to a XB1 or PS4 architecture is just not valid from the economical point of view. Best chance is to use the engine they develop (that is a porting of the Skyrim old engine) for FO4. And probably they already have some code to convert the items (NIFs, textures, HKX files, esms, etc.) I bet they do. In good AAA production most things are automated. At least they should be. Of course there are managers who don't understand that spending a few days to write a tool will help do things much much faster than doing everything by hand... Well, just had some bad experience, ignore this I am not exactly sure though if this is the right thread for this discussion, which is wandering away from the HKXPack\HKXAnim.
WhippinGirl Posted July 28, 2016 Posted July 28, 2016 I've been looking at the XML file as best I can to try to decipher it, and I think I've made some headway on understanding it. I was just googling around for some info, though, and ran across this page that might have all of our work done for us. I think someone smarter than me is going to have to implement it, though. I"m not sure if it's out of date, but it should at least give us a starting point. Did we ever have a non-Havok tool for making animations for Skyrim? It might work for FO4 if we can change the bone structure it expects. I have been able to figure out that the data is quantized quaternions, but I'm not sure how they calculate the quantized values. Nothing I've tried comes out to a valid quaternion rotation.
WhippinGirl Posted August 7, 2016 Posted August 7, 2016 Just an update. I'm starting to get the data layout figured out, but it's slow going. There are over 30,000 integers in the file in one single block, which is daunting! There are repeating patterns in the numbers, though, which I can use to try to figure out what's what. The "maskAndQuantizationSize" is 380 for the file I'm looking at. The first 380 values are 95 groups of four integers, all of which start with 69 ... encouraging.
Adenan Posted August 8, 2016 Posted August 8, 2016 Wow.Thank you for your hard work.Work like that might become extremely boring.So really thumbs up for doing it
fishburger67 Posted August 8, 2016 Posted August 8, 2016 Just an update. I'm starting to get the data layout figured out, but it's slow going. There are over 30,000 integers in the file in one single block, which is daunting! There are repeating patterns in the numbers, though, which I can use to try to figure out what's what. The "maskAndQuantizationSize" is 380 for the file I'm looking at. The first 380 values are 95 groups of four integers, all of which start with 69 ... encouraging. Wow.Thank you for your hard work.Work like that might become extremely boring.So really thumbs up for doing it "might become extremely boring" ... I'd say that is the understatement of the year. How in the hell do you keep 30k integers in your head trying to find a pattern? Brain power maximus!
Susano69 Posted August 8, 2016 Posted August 8, 2016 Just an update. I'm starting to get the data layout figured out, but it's slow going. There are over 30,000 integers in the file in one single block, which is daunting! There are repeating patterns in the numbers, though, which I can use to try to figure out what's what. The "maskAndQuantizationSize" is 380 for the file I'm looking at. The first 380 values are 95 groups of four integers, all of which start with 69 ... encouraging. Wow.Thank you for your hard work.Work like that might become extremely boring.So really thumbs up for doing it "might become extremely boring" ... I'd say that is the understatement of the year. How in the hell do you keep 30k integers in your head trying to find a pattern? Brain power maximus! The power of boners defies all limits
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