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Originally Posted by Agamemnon1
@Norbyte: Just curious, do you think you will be able to fix the skeleton (Player_..._Base) import-export? Or is that pretty unlikely? Thanks!


It is technically feasible, I just haven't had time to work on it yet frown

UPDATE: I found the issue! Expect a fix tomorrow

Last edited by Norbyte; 06/05/15 10:19 PM.
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I've updated the exporter with the latest (WIP) version which should be able to convert stuff exported from Blender properly now.

Some notes:
  • Most of the options don't work yet, so don't check/uncheck stuff if you don't need to.
  • D:OS sometimes crashes when importing meshes that have no skeleton. The "Create dummy skeleton" is a workaround option for this, that generates a skeleton with a single dummy bone.
  • Some tools (eg. Blender) export Collada files with Z as the up vector. GR2 uses an Y-up system, so we need to convert between the two; this is what the "Apply basis transformation" option does. It is preferred that you export COLLADA in Y-up though if possible (eg. 3ds Max exporters support this).
  • Animation import/export is currently very rudimentary and experimental, so expect strange jittering there.


Lastly, animations may break when reimporting the mesh.
This is caused by art tools (eg. Blender, maybe others too) subtly changing the transformation matrices of the skeleton joints. Although the transformations they export is correct, the animations in the game expect the rotation/translation values of the binding pose to be exactly what they were when the original mesh was exported. If this is not the case, the animations will change these values in an incorrect way and this results in corrupted animations.

The "Conform to skeleton:" option copies the bind pose from the specified GR2 file. (You should select the *original* GR2 file that you exported from the game here)
This fixed animations in all tested cases so far.

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Thanks so much! I didn't get the skeleton working yet, but I see the rest works nicely!

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Hey guys, I'm trying to change models too but I'm facing some problems. My steps:
1. I use ExportTool to get *.dae file
2. I open them in Maya 2016. Here is what I see in viewport http://prntscr.com/7rfiyd
3. I export model to *.fbx format (Tried without any changes to be sure the problem was caused not by my modeling manipulations smile )
4. *.fbx file I converted using lstools (tools->export fbx to gr2)
5. And at last I put *.gr2 with appropriate name (PL_F_Head_A.GR2) to D:\Games\SteamLibrary\SteamApps\common\Divinity - Original Sin\Data\Public\Main\Assets\Characters\Players
And the face in game completely disappears smile http://prntscr.com/7rff92
My friend tried to convert model in 3dsMax for me, the result is almost the same no face and body now stands in T-pose smile
So somewhere between convertations I broke model(
Any ideas? Would be glad for help.

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You should try exporting directly to .DAE from Maya and converting .DAE -> .GR2 directly.
If it doesn't work, please attach:
- The original .GR2 file
- The converted .DAE file
- The modified .DAE file that you exported from Maya
- The new .GR2 file

Thanks

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I'm sorry it seems that my browser didn't show me new replies cause I checked every day for new messages smile
I've tried convert directly to .dae but the problem is still there. Adding some screenshots and model files.
This is my convertor settings (all is default) http://prntscr.com/7wsge2
Imported file_name=PL_F_Head_A.GR2
File_name=PL_F_Head_A.dae is successfully exported
I'm getting those warnings in Maya BTW http://prntscr.com/7wshyo but I think they aren't critical (please correct me if I wrong).
Than I export all to .dae using maya's dae_fbx_export, all setting by default (maybe somewhere in default options my problem are hided) http://prntscr.com/7wsk8t
File_name=PL_F_Head_A_Exported.dae
And exported all to .fbx as did it before using maya's fbx_export
Here are all default settings:
http://prntscr.com/7wslqn
http://prntscr.com/7wslue
http://prntscr.com/7wsly4
File_name=PL_F_Head_A_Exported.fbx
I didn't make any changes in mesh, just export.
In lstools there are only 1 menu item for converting .fbx to .gr2 but it seems to work with .dae thought. http://prntscr.com/7wsmsj
Exported files:
From .dae = PL_F_Head_A_DAE.GR2
From .fbx = PL_F_Head_A_FBX.GR2
Then I just renamed one file to PL_F_Head_A.GR2, saw faceless women smile and than other. Every time I went back to main menu and started new single game with character creation for watching changes. After I put back original file face magically appears smile
All files are here https://www.dropbox.com/sh/vejkda3uryfhwvc/AAD7sENal38C1Bk9_wF_S5vma?dl=0
I hope you won't get any problems getting them, If you couldn't download files please contact me and tell where I can upload them for you.
I really hope we would find solution smile thanks for answering.


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horsey still didn't find a solution

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Anyone around who knows how to make this part work?

I can't get the LSMG file to change to an LSB.

Originally Posted by Norbyte
Here is the short version:

In the material editor window: File -> Regenerate Materials ...
[Linked Image]

Select Mods\%yourMod%\Assets\Materials
Click "Generate HLSL and GLSL"
[Linked Image]

After generation is complete, select Add Resource -> Material ... in the Resource Manager window.
Select the <materialName>.lsb file that was generated in the previous step, select a package from your mod. (You can leave the "Data mod" empty).
For some reason, the editor forgets the name of my material the first time I do this, so I end up with an unnamed material in the content browser. If you have the same issue, right click -> Rename/Move... and click OK. It'll fix the name issue.

If you have tex/scalar/etc parameters, you should also specify those in the next window.

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Originally Posted by Evelilyt
horsey still didn't find a solution


Hi,

I've completely forgotten about this thread, sorry frown
In case you're still interested:

1) You should use the new exporter for .DAE -> .GR2 conversion (the same one you used to convert from .GR2 to .DAE); the FBX one is quite old and since it uses a proprietary library, I can't really do much to fix issues with it. The new one is known to work with skeletons.

2) The scale in the exported FBX/DAE file is incorrect.
This is how it looks like after GR2 conversion and mesh composition:
https://dl.dropboxusercontent.com/u/32263228/dos/gr2/head_scale1.png
The small dot at the bottom is the rest of the body. I'd say the head is ~100x larger than it should be.

... this is how it should look like with a correct scale:
https://dl.dropboxusercontent.com/u/32263228/dos/gr2/head_scale2.png

So to fix it, you should downscale the mesh in Max, and then export it to DAE.
Then export the DAE to GR2 like so:
https://dl.dropboxusercontent.com/u/32263228/dos/gr2/export_opts.png

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Originally Posted by SniperHF
Anyone around who knows how to make this part work?
I can't get the LSMG file to change to an LSB.


The .LSMG won't "change" to an .LSB, the editor will just generate multiple compiled materials (.SHD/.BSHD) and a "catalogue" (.LSB) for the source material (.LSMG).
The location of the generated .LSB-s is also a bit weird.
My .LSMG was in
Data\Editor\Mods\%MyMod%\Assets\Materials; the generated material was in
Data\Public\Mods\%MyMod%\Assets\Materials.

Also, make sure that you don't relocate the .LSB or .SHD files, as their paths are hardcoded in the .LSB:
[Linked Image]

Last edited by Norbyte; 05/10/15 05:14 PM.
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Originally Posted by Norbyte

Also, make sure that you don't relocate the .LSB or .SHD files, as their paths are hardcoded in the .LSB:
[Linked Image]


I'll try running a search for those extensions by date modified and see if anything comes up. Thanks.

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I know this thread is super old, but I'm trying to make some minor changes to a couple of meshes with Blender.

Everything is working and even appearing in game, just for some reason the backside of whatever I exported out of Blender glows and is bright while the front is dark. I'm just really confused haha
I've tried everything, but I don't know why it's doing that. Does anyone know what the problem could be?

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Sounds like the normal vectors are screwed, but I can't be sure until I take a closer look at it.
Can you attach one of the meshes and the steps you used for exporting from Blender?

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When I export it I would just go file>export>collada to my desktop and then from there convert it back to a gr2 file with your tool.
I do delete the camera and lamp also.
All of the meshes are doing this after I export them, even if I don't do anything to what I import. I am using version 2.76 of Blender so I don't know if that has something to do with it since I saw that some people in this post are using older versions.

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Works fine for me with 2.73, didn't try 2.76 yet.
Can you upload the .blend, .dae and .gr2 files somewhere?

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Hey!
I'm also experiencing the lighting issue described a few posts back. It looks like this: http://i.imgur.com/WIMZXN2.jpg

It looks like the rimlighting effect is being rendered on the front of the model instead of the back.

I have the EE version of the game. I'm exporting from 3ds Max 2012 using the latest FBX plugins. I import with default collada settings but with cameras and lights switched off, and export with scale conversion to decimeters and lights and cameras off. All other scale settings seem to blow up the model on export.
This issue doesn't occur when I import the default body into Max and export it straight back into the game without editing. Then the lighting shows up just as it should. When I export a custom mesh this happens. The only notable difference between the two, judging by cross referencing them in notepad++, is that Max exports materials with the custom mesh. I tried deleting material data from the DAE after export but it didn't make any difference.

It'd be awesome to get a solution for this - I'm a 3D artist and I'd love to make a nice female body replacer and maybe replace some armor with new designs smile

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It seems that 3ds Max exports the initial mesh rotation by multiplying it with the bind pose and saving it as the bind_shape_matrix instead of using a transform in the root scene node (as is usual), which confused the exporter a bit and caused vertex normals & tangents to point in the wrong direction.

Should be working now in v1.4.3.

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Just tested it out and it works! Time to get cracking!

Thank you very much for your support and your instant response. I'll be sure to share my mod work when it's taken shape.

Edit: Well, I'm left dealing with this issue: http://i.imgur.com/KoydePI.jpg (nude barbie doll anatomy warning)

Even though I'm exporting a smooth clean unified mesh, it comes out split up at UV seams with messed up normals. I baked out super clean normal maps but it was no help. Possibly related to the normal vector issues from prior? I also saw this happening when the lighting issue was occurring.

I can send files over again if it's necessary, just let me know.

Edit: Nevermind! I flipped a normal map axis and the problem went poof smile

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Hey Norbyte

Thank you so much for your time and developing your wonderful tool! I'm loving it! I have one question though. Normals import/export are not working yet right? Initially I thought it was the blender(s) plugins (I tested with 2.63, 2.72 and 2.74) but then I did a simple test, export the GR2 and import the DAE after without even going to blender, and the normals still get messed up. Not like those previous issues like others pointed out, I'm talking about the visible difference in lighting direction on UV island edges, which produce visible seams

In any case, thanks and kudos! =)

EDIT: I'm aware that flipping/inverting the green channel fixes the issue, but will need to replace a whole bunch of textures in the proccess, when it would be preferable to just fix the mesh instead

Last edited by Vector; 20/01/16 03:55 PM.
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Are you replacing textures as well, or just the mesh?
The normals are not recalculated and are always imported from the .GR2/.DAE file as recomputing them is a complicated process and the 3ds/Blender exporters would generate better normals anyway.

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