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Re: [XBox360] Dynasty Warriors 8 (Early Access)

Posted: Thu Jan 16, 2014 6:14 pm
by semory
BTW, I uploaded a new version of the program. Download again from the first post. It's the same thing, but this time this version will save you some time since you already extracted the IDX files.

1. "Process archive (IDX) files?"

Say "No" because you have already done so. This was good according to your log file.

2. "Rename extracted (IDXZRC and IDXOUT) files?"

Say "Yes" because this is where your problem is.

3. "Process texture (G1T) files?"

Say "Yes"

4. "Process model (G1M) files?"

Say "Yes"

If it all works out, the program will take about an hour to run.

Re: [XBox360] Dynasty Warriors 8 (Early Access)

Posted: Fri Jan 17, 2014 1:55 am
by 06pori
many thanks semory, xentax.exe worked perfectly! :oh:

however I recommend, you should extract ONLY LINKDATA.BIN
when extract LINKDATA2.BIN too,ÒÇÇthey took 7hoursÒÇÇover lol

Re: [XBox360] Dynasty Warriors 8 (Early Access)

Posted: Fri Jan 17, 2014 9:05 am
by semory
yeah, linkdata2 contains stages, that's why lol. but ok, i will make it optional to do linkdata2 lmao.

Re: [XBox360] Dynasty Warriors 8 (Early Access)

Posted: Fri Jan 17, 2014 9:14 am
by Love2Raid
Great work, Steve, thanks again. :oh:

I'm not sure if this is a bug or not, but some of the adjuster bones are a bit funny. Daz told me that you already know about those bones not being parented correctly (they are like a second armature), so I don't have to report that again. xD But some of them, like this one here:
zhenji.png
It is exactly in the place where you would expect a knee adjuster to be, but it only moves a little bit of the skirt (small part at the bottom). Not quite sure what to do with it. I parented it to the bone that moves her upper leg, but it didn't work/look right, so now I parented it to the pelvis bone. :think:

Re: [XBox360] Dynasty Warriors 8 (Early Access)

Posted: Fri Jan 17, 2014 9:26 am
by semory
ok i'll look into it. dw skeletons are a bit wonky, always have been too. usually in the files there are two sets of skeletons and i just take the first one because the second one is exactly the same... but not always lol...

Re: [XBox360] Dynasty Warriors 8 (Early Access)

Posted: Fri Jan 17, 2014 9:28 am
by Love2Raid
I also took the first one... :P
I can check what the second one looks like right now.

Edit: it's exactly the same. :XD:

Re: [XBox360] Dynasty Warriors 8 (Early Access)

Posted: Fri Jan 17, 2014 10:08 am
by semory
yep, exactly :D

i do believe the joints are correct, because each joint position is dependent on the position of the parent, so if parenting is wrong, the skeleton always comes out looking wrong. it could be like tekken as reparenting is most likely hardcoded into game during parts customization. but in reality as long as whatever animation transforms work, it doesn't matter what the skeleton looks like.

so the only way for me to know for sure if the skeleton is correct is to process the G1A files, which stores animation data, and if the models move correctly even with a honky skeleton, the skeleton is correct. but alas, i dont have animation support in my blender script yet. one day i will though :).

tis funny right? each model file has two copies of the skeleton? all dw engine games are like that. never found out why :D

Re: [XBox360] Dynasty Warriors 8 (Early Access)

Posted: Fri Jan 17, 2014 10:58 am
by Love2Raid
Oh, I see... thanks for the info! :)

I'll just keep it the way it is now, should be good enough. :P

Re: [XBox360] Dynasty Warriors 8 (Early Access)

Posted: Fri Jan 17, 2014 2:21 pm
by Dazzy
So, tried the ripper, buuutt it was taking like 3 hours and i had an 8GB folder so far, that was just before it had started processing the models, so everything else was processed, aswell as textures but the models werent and it took up 8GB. is that supposed to happen?!

Re: [XBox360] Dynasty Warriors 8 (Early Access)

Posted: Fri Jan 17, 2014 2:26 pm
by semory
yes, on my super duper comp it takes 2 hours. for poor old porisan it took 7 lmao.