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olix_vameshu

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Everything posted by olix_vameshu

  1. You just need to add road.xml from asset and there you can choose your textures.
  2. Search for DDS Converter, export them into .png as is writen in the .visual file, check also that in visual file you will find some lines wich ask for .atlas and not .atlas_processed. I tried to rename the .atlas_processed into atlas but i did not had any great results either.
  3. The atlas umpacker works ,but the result are at a very low resolution, so you may not have some great results. But you don't need it to see it like in game in editor because after you compile the space and test it it will use the already compiled ones from the game so there will be no problem , they will be displayed correctly. So it's useless to edit each individual .visual by changing the .atlas into .dds. Plus, after the space is compiled the destructible objects like fences, trees, cars,etc will not work,you will go through them, only the static objects will keep their solid collision. I've just compiled the "winter" malinovka for test and i had the upper results.
  4. @SkepticalFox _ This works very good with models and textures extraction. I like this idea to create a map specific unpacker. I usually just extract the entire game, rename all .visual_processed and .primitive_processed with powershell commands, and use your tool to unpack specific space map, but it take some time. I create a copy of your get_space_bin_for_tests.py and tried to add some lines to extract specific files like space.settings and {name}.cdata_processed for pkg_path in packages: name = pkg_path.stem try: with ZipFile(pkg_path, 'r') as zf: zf.extract(f'spaces/{name}/space.bin', './1.15.0.0') zf .extract(f'spaces/{name}/space.settings', './1.15.0.0') zf.extract(f'spaces/{name}/{name}.cdata_processed', './1.15.0.0' ) print(pkg_path) except: pass For some "technical" reason there is no extraction datas for .cdata_processed, but for space.settings it worked.
  5. @Mixaill since this version is so broken that we cannot open it, will we recieve the version for 1.12.1.0? Tried to convert the hangars without entering in the app, by clicking the compile_spaces.cmd, and added the hangars into the 1.12.0.1 CT and they are not working anymore. So if the hangars are not working with UE_1.11.1 and neither with UE_1.12.0.0, there should be UE_1.12.1.0 comming soon right? If those are helpfull for fixing UE_1.12.0.0, here are all error that appear while launching.
  6. Yeap, since unifiededitor.exe file cannot run, it's not able to create an unifiededitor.log :(
  7. Hello @Mixaill, There is an error when i try to open the UE 1.12 Do you have any ideea how to fix it?
  8. Ahhh i thought is about some old model from previous versions. Sorry :D
  9. Simple, open visual processed or visual file , find the name of the material who has _d or d_ and remove the shader line.
  10. Wrong! Creating a new hangar, not an converted one, decals will be generated i will try a trick to see if it work with converted ones. Water can be added manualy from helpers/misc/water.xml ,add flow map and amplitude map from original folder(ex:spaces\hangar_v3\water),reflection can be added mannualy(helpers/lights/environment_probe.xml for local water(reflection only in defferend graphic settings) or helpers/lights/environment_probe_water_gl.xml for global water(reflection in deferred and forward graphic settings or standard and improved settings) , and yes the border line is incorected added( only main 4 chunks 00000000o/0000ffffo/ffff0000c and ffffffffo). So, if you had constand error for 5 times while saving as "not yet implemented", get a xml editor and : 1. open flora.xml and edit it rename first line from <flora.xml> to <root> and the last one </flora.xml> to </root> this will pass an error. 2. open environment.xml fron environments folder and as up rename first line from <environment.xml> to <root> and the last one </environment.xml> to </root> this will pass another error. 3.open each folder of environment, inside you have individual environment settings as environment.xml and repeat by opening and editing the first line like it is writen up. 4. you can also do same thing to camera_effects.xml. Now almost error will not be visible, but WE still crashing because of terrain i think, but that is another story.
  11. Hi, i've tried before, but not to create new ones, tried to convert old ones, but no luck :( they will be not compiled. I've export them with Bigworld editor 1.0.2 from bin to vfx and eff, they were working in UE but no compile after, also if you take old particle .xml from envirnoment and rename the extension .eff they also will work. Maybe if we can create an mod.pyc to load old particles from .bin ...
  12. Select the third or fourth fifth icon on the main menu i don't remember exactly, i'm not on pc right now, and increase brush size to 1000 and hold middle mouse button on terrain. Holes will dissapeare and save.
  13. Hi, i'm using this xml editor https://github.com/mikeoverbay/XML_Editor This tool is made by @Coffee_.
  14. Hey @SkepticalFox i found that the outland terrain is messed a little by your unpacker, instead of addind line max to bounding box(i guess this is it), is adding again min. if you don't understand it i prepare some screen shoots: with this config terrain will appear only 25 %. and with this terrain and outland will appear correctly Can you check where is the issue when is compile the space.setting? Also global probe(main probe of lighting) and sh_grid is not compyled by you tool and water.xml . Thank you.
  15. Wow, i know this hangar for a while, for a WIP is just perfect <3 when you have time teach me some small things for animations.
  16. You're welcome. :) i can't wait to see your hangar, or at least screen shots wit him in WIP stage.
  17. I use the colissionplane.model from hangar_v3. Like this no tracks will no pass under other model, that also keep camera not to get throught.also you can use that setting inside the .visual file from colissionplane.
  18. You cannot load maps, because old maps are reworked into the new ones, so either you use @SkepticalFox tool to decompyle a map you will get only the terrain and not the object possitions.
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