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Re: Divinity Engine Scripts don't Exist [Re: Bobylein] #504644
01/07/14 03:53 PM
01/07/14 03:53 PM
Joined: Jun 2014
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RogueDeus Offline
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Originally Posted By: Bobylein
Originally Posted By: RogueDeus

When you load the main mod, and select open level (Cyseal) do you see a normal level or a bunch of floating assets and no terrain height or texture data?


If I load the main mod I see a bunch of floating assets but if I load it in this way:

http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=504576

I see a normal level which I can add things to, but not modify existing entities.


Thanks for pointing that out!


"Sooner or later, reality becomes a quaint idea that most 'suffer' only when needed." - RogueDeus
Re: Divinity Engine Scripts don't Exist [Re: GGhost] #504707
01/07/14 05:00 PM
01/07/14 05:00 PM
Joined: Apr 2013
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Norbyte Offline
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I've created a tool that might help in fixing the editor; it supports unpacking the .pak files of the game/mods and editing LSX/LSB files (including savegames).
Linky: https://dl.dropboxusercontent.com/u/32263228/lstools.zip

(note: LSB saving is still experimental, so always backup stuff before you edit!)

Edit:
If the app is not launching because MSVCRT110.dll is missing, install the Visual C++ 2012 runtime (the x86 version): http://www.microsoft.com/en-us/download/details.aspx?id=30679

Last edited by Norbyte; 01/07/14 07:45 PM. Reason: VC++ runtime
Re: Divinity Engine Scripts don't Exist [Re: GGhost] #504815
01/07/14 06:42 PM
01/07/14 06:42 PM
Joined: May 2014
Posts: 27
dubiouschicken Offline
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Excellent work Norbyte. I managed to unpack all the packs that don't have a number in their name with your tool. For the ones with a number I get an error like this
The version numbers are different for every pack but they're all very large.

Nevertheless I can load scripts now smile

Re: Divinity Engine Scripts don't Exist [Re: GGhost] #504820
01/07/14 06:47 PM
01/07/14 06:47 PM
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Probe88 Offline
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How Larian can release such unfinished product?

Re: Divinity Engine Scripts don't Exist [Re: Norbyte] #504848
01/07/14 07:12 PM
01/07/14 07:12 PM
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Probe88 Offline
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....

Last edited by Probe88; 01/07/14 07:25 PM.
Re: Divinity Engine Scripts don't Exist [Re: GGhost] #504871
01/07/14 07:38 PM
01/07/14 07:38 PM
Joined: Jun 2014
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Unreality Offline
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Posts: 6
Does anyone know a plugin for 3ds max to import .gr2 files?

Re: Divinity Engine Scripts don't Exist [Re: GGhost] #504876
01/07/14 07:39 PM
01/07/14 07:39 PM
Joined: Oct 2013
Posts: 395
eRe4s3r Offline

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The editor being unfinished is not surprising wink Give them a few weeks and it will be better, but we really need access to an unpacker that can handle all the pak files, and hope the game supports loose files and loading of said files. Otherwise *editing* the actual main-campaign will be impossible imo. (as far as I can see, anyway)

Assuming the game loads the scripts dynamically as needed we can likely change EVERYTHING we want, assuming we can get the game load loose files, or maybe the unpacker can "pak" and we just number them main_2.pak and it loads that ? (Honestly, at this point I am guessing, I got the editor to load the main campaign fine*

*except I have no floor where it should be in Cysael, rather it clips down at the docks, and everything else is floating.. very weird. I think I am missing something obvious ;P

Re: Divinity Engine Scripts don't Exist [Re: dubiouschicken] #504877
01/07/14 07:40 PM
01/07/14 07:40 PM
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Norbyte Offline
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Originally Posted By: dubiouschicken
For the ones with a number I get an error like this


Thats OK, the Main.pak and Textures.pak are multi-part packages, you only need to extract the main file (Main.pak), the other parts (Main_1, Main_2, ...) are extracted automatically with it.

Originally Posted By: eRe4s3r

Assuming the game loads the scripts dynamically as needed we can likely change EVERYTHING we want, assuming we can get the game load loose files, or maybe the unpacker can "pak" and we just number them main_2.pak and it loads that ?


It seems that the engine prioritizes unpacked files over packed ones, thats why creating a Main folder inside Mods prevents the main campaign from working for example, because in that case the engine assumes that everything for the module Main is in Mods/Main/, even though its an empty folder. But adding some kind of hook may be possible.


Last edited by Norbyte; 01/07/14 07:42 PM.
Re: Divinity Engine Scripts don't Exist [Re: Probe88] #504881
01/07/14 07:42 PM
01/07/14 07:42 PM
Joined: Aug 2013
Posts: 538
4verse Offline

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Originally Posted By: Probe88
How Larian can release such unfinished product?


b/c they said that the editor was still in beta and would stay in beta. features will be patched in by degrees. again: this was clearly communicated by Larian before release.


"I don't make games to make money, I make money to make games". ( (c) Swen Vincke via (maybe Not-)Devin @ Kickstarter)
Re: Divinity Engine Scripts don't Exist [Re: GGhost] #504883
01/07/14 07:43 PM
01/07/14 07:43 PM
Joined: Jun 2014
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Unreality Offline
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Guys, let's get our priorities right here. Nobody gives a f*ck about the main campain. Even if you do, you don't really do, you just think you do. What we need is a proper export/import plugin for the damn assets. ^^

Re: Divinity Engine Scripts don't Exist [Re: Norbyte] #504915
01/07/14 08:03 PM
01/07/14 08:03 PM
Joined: May 2014
Posts: 27
dubiouschicken Offline
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Originally Posted By: Norbyte

Thats OK, the Main.pak and Textures.pak are multi-part packages, you only need to extract the main file (Main.pak), the other parts (Main_1, Main_2, ...) are extracted automatically with it.

Oh right.

Well, unpacking everything into the data folder seems to fix the missing resources errors. Thank you smile

Re: Divinity Engine Scripts don't Exist [Re: Unreality] #504935
01/07/14 08:18 PM
01/07/14 08:18 PM
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Semper Offline
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Originally Posted By: Unreality
Does anyone know a plugin for 3ds max to import .gr2 files?


that's the most troublesome issue i saw while browsing through the root folder files. there's a granny2.dll which strongly indicates that the proprietary format of the rad game tools is being used.

the same file extension was also used by obsidian in nwn2 and it gave lots of headaches. without larian's exporter you won't be able to export any animation (dunno in what format static meshes are stored) for original sin.

eventually obsidian also released their exporter only to delete it later. speculative word is that there were some copyright issues happening and they were not allowed to publish the .dlls needed to create the exporter. perhaps that's why there's still no official word on any tools from larian.
i guess a developer's comment is needed to shed some light on this and what we could expect in the future.

Last edited by Semper; 01/07/14 08:20 PM.
Re: Divinity Engine Scripts don't Exist [Re: GGhost] #504942
01/07/14 08:21 PM
01/07/14 08:21 PM
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Norbyte Offline
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For anyone who has problems with the material editor not working / crashing, unpack this into the data \Data\Editor folder of the game:
https://dl.dropboxusercontent.com/u/32263228/MaterialEditorFix.zip

Re: Divinity Engine Scripts don't Exist [Re: GGhost] #504943
01/07/14 08:21 PM
01/07/14 08:21 PM
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JTE10 Offline
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Are the root templates located in these pak files? I have unpacked all of them and it doesn't look like it. I'm trying to open/edit a character (like Jahan) so I can change companion stats around.

Last edited by JTE10; 01/07/14 08:22 PM.
Re: Divinity Engine Scripts don't Exist [Re: GGhost] #504946
01/07/14 08:23 PM
01/07/14 08:23 PM
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Norbyte Offline
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Yes, after extraction they're in Public\Main\RootTemplates, in LSB binary format

Re: Divinity Engine Scripts don't Exist [Re: GGhost] #504998
01/07/14 09:06 PM
01/07/14 09:06 PM
Joined: Jul 2014
Posts: 88
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Foodchain Offline
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I've tried using the .pak extraction tool but get the following error:



It seems to be related to file size, as I'm able to unpack the 7 meg "Engine.pak" file just fine. Running it as admin. Any ideas?

Edit: The above error seems to have been fixed in the version of the tool posted on this page. I didn't realize there was an update, but upon downloading the tool from this page I noticed the executable was now named "DivinityEd.exe" and not the "lstools.exe" one I had earlier.

Last edited by Foodchain; 01/07/14 09:28 PM.
Re: Divinity Engine Scripts don't Exist [Re: Foodchain] #505023
01/07/14 09:35 PM
01/07/14 09:35 PM
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JTE10 Offline
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Similar error here (turned out I hadn't had them all unpacked), with the updatd DivinityED.exe. The error message says:

Failed to allocate resources for archive (requested 1080492032 bytes)

,which again sounds like file size is relevant.

Last edited by JTE10; 01/07/14 09:35 PM.
Re: Divinity Engine Scripts don't Exist [Re: GGhost] #505035
01/07/14 09:54 PM
01/07/14 09:54 PM
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Norbyte Offline
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Working on a fix, should be up in an hour at most

Re: Divinity Engine Scripts don't Exist [Re: GGhost] #505051
01/07/14 10:20 PM
01/07/14 10:20 PM
Joined: Oct 2013
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eRe4s3r Offline

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I could unpack the pak files just fine, removed the pak files after unpacking, game still loads.. I would call that an success.. can at least modify some textures now ;p

Sidenote: in the editor we can't even edit triggers (LNB...) it says "need developer rights" which is also why the height map for the loaded campaign doesn't work.

Last edited by eRe4s3r; 01/07/14 10:23 PM.
Re: Divinity Engine Scripts don't Exist [Re: GGhost] #505056
01/07/14 10:27 PM
01/07/14 10:27 PM
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Norbyte Offline
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A new version is available that (hopefully) fixes the memory issue; URL is the same as before.

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