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Joined: May 2010
Posts: 5,340
Duchess of Gorgombert
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Duchess of Gorgombert
Joined: May 2010
Posts: 5,340 |
Sure, where can I send them? I believe my account here is fresh and, as such, restricted.
I've de-restricted it for you, although we don't have a file upload facility (well, not that it matters as you've used Google!)
J'aime le fromage.
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Joined: Nov 2017
Posts: 1
stranger
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stranger
Joined: Nov 2017
Posts: 1 |
Hi! I'm trying to use your tool to extract GR2 files, but it says granny2.dll is missing! Ive checked both the Divinity Engine 2 and Divinity: Original Sin 2 folders and its not there! Does anyone know where I can download it short of buying the Granny software? the Error Message is: Internal error!
System.IO.InvalidDataException: Granny.dll is required for Ooodle0/Ooodle1 compressed GR2. at LSLib.Native.Granny2Compressor.Decompress(Int32 format, Byte[] compressed, Int32 decompressedSize, Int32 stop0, Int 32 stop1. Int32 stop2) at LSLib.Granny.GR2.GR2Reader.Uncompressstream90 at LSLib.Granny.GR2.GR2Reader.read(Object root) at LSLib.Granny.GR2Utils.LoadModel(String inputPath, ExportFormat format) at ConverterApp.GR2Pane.loadInputBtn_Click(Object sender, EventArgs e)
Ive read through some previous posts and its been suggested that the file is in D: OS directory, but I only own D: OS 2, does that mean i need to buy the previous game in order to gain this .dll file?
Any help would be appreciated! Thanks!
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Joined: May 2017
Posts: 349
enthusiast
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enthusiast
Joined: May 2017
Posts: 349 |
Hi Norbyte. After deleting some vertices from a DOS2 barrel today (with Blender), when I attempted to covert the DAE to back to GR2, I get this error upon importing: I'm not sure what could be causing the issue beyond something that happens when those vertices get deleted. I've tested different settings when exporting from Blender, but nothing there seems to make a difference. Importing the initial barrel (with no vertices deleted) works.
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Joined: Apr 2013
Posts: 466
addict
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addict
Joined: Apr 2013
Posts: 466 |
I'll look into it. Can you send me a copy of the DAE you were trying to import?
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Joined: Jun 2016
Posts: 2
stranger
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stranger
Joined: Jun 2016
Posts: 2 |
Great tool Norbyte
I receive the following error message
"import failed! Joint name list reference nonexistent bone: Hip_Bone"
When I try to convert Dwarves_Female_Body_Naked_A_LowerBody_A.dae Dwarves_Female_Body_Naked_A_LowerBody_A.GR2
After first converting Dwarves_Female_Body_Naked_A_LowerBody_A.GR2 to Dwarves_Female_Body_Naked_A_LowerBody_A.dae
Corresponding upper body Dwarves_Female_Body_Naked_A_UpperBody_A.GR2 converts fine.
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Joined: Jun 2016
Posts: 2
stranger
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stranger
Joined: Jun 2016
Posts: 2 |
I can no longer edit my post but my last sentence should have been
"Corresponding male upper body Dwarves_Male_Body_Naked_A_UpperBody_A.GR2 converts fine."
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Joined: Apr 2013
Posts: 466
addict
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addict
Joined: Apr 2013
Posts: 466 |
Hi,
The problem is that the Dwarves_Female_Body_Naked_A_LowerBody_A mesh only contains a partial skeleton, not a full one (in this case, only 4 bones are present in Dwarves_Female_Body_Naked_A_LowerBody_A.GR2, but Dwarves_Male_Body_Naked_A_UpperBody_A.GR contains the full skeleton). I'm currently working on extending the skeleton conform option in the exporter to deal with these cases.
A possible workaround would be: 1) Export Dwarves_Female_Body_Naked_A_LowerBody_A.GR2 to DAE 2) Export the base mesh (Dwarves_Female_Base.GR2) to DAE 3) Copy the skeleton (i.e. the part between <library_visual_scenes> and </library_visual_scenes>) from Dwarves_Female_Base.DAE to Dwarves_Female_Body_Naked_A_LowerBody_A.DAE
This way, you can edit the DAE and re-export it to GR2 without losing skeleton data.
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Joined: Jan 2018
Posts: 1
stranger
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stranger
Joined: Jan 2018
Posts: 1 |
I've got the same problem with the Dwarven lowerbody model. For some reason I can't get it to appear ingame. It's just invisible. Note that all other models seem to work fine. I successfully edited many different upperbody models, even those without a full skeleton. There seems to be one particular issue with lowerbody models that prevent them from properly exporting.
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Joined: May 2017
Posts: 349
enthusiast
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enthusiast
Joined: May 2017
Posts: 349 |
Has anyone successfuly exported existing animations back to GR2? I'm having some trouble getting it to work right, and I'm not sure if it's how I'm exporting it in Blender, or something during the conversion process with the Export Tool. More on that below. ________________________ After doing some experimenting today, I discovered: Exporting an animation from GR2 to DAE (without linking a skeleton), then exporting that DAE back to GR2 creates this error: ![[Linked Image]](https://i.imgur.com/bl7z5Ga.png) Exporting that same animation from GR2 to DAE, with the "Copy skeleton from" pointing to the file with the skeleton works when when reimporting: GR2 Importing: ![[Linked Image]](https://i.imgur.com/f4kOplF.png) GR2 Exporting: ![[Linked Image]](https://i.imgur.com/I2G3MAF.png) I noticed, after linking that skeleton up and reimporting the DAE, animation file has a model and skeleton attached to it, and those can't be unchecked (the ui suggests they should be uncheckable, via "Select subobjects for export"). Is this a problem? I figure it may be, since the original GR2 animations don't have a skeleton or model. ________________________ After exporting the animation back to GR2, I imported this new animation file into the DOS2 editor and tested it out. While it's almost the same as the original, it has a subtle "jitter" to it, and doesn't look nearly as smooth: Original AnimationSame Animation, After Export Process________________________ My endgoal is here is to be able to speed up some animations and eventually add new animations to existing models, but my current conversion/editing process isn't working correctly, as evidenced by my last attempt: Faster Bear Walk: Front | Side
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Joined: May 2017
Posts: 349
enthusiast
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enthusiast
Joined: May 2017
Posts: 349 |
That's the version I was using actually. Downloaded the one from your link and got the same error unfortunately. Here's a link to the jittery DAE/GR2: Bear Walk Animation - Google Drive
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Joined: Feb 2018
Posts: 1
stranger
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stranger
Joined: Feb 2018
Posts: 1 |
Hi Norbyte. We are using your tool and trying to figure out how to add an item to our inventory. Somehow our quest got messed up and we need Leandra's Spellbook. What are the values we need to add to this item to have it appear in our inventory?
Thanks!
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Joined: Feb 2018
Posts: 2
stranger
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stranger
Joined: Feb 2018
Posts: 2 |
Great program, and I have not had any problems making small "adjustments" to one of my characters that I wanted to respec now instead of waiting until the next Act.
My only concern is that now my save files give the "tamper / corrupt" message upon loading. I imagine it is because the internal hash does not match now. I have not had any problems with the files, but wanted to check if there are any future problems that I have not considered. Is there a possibility that Larian might treat this issue differently in the future and block my saves? Any way to fix this "error" ?
Thanks for any input or comments!
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Joined: Feb 2018
Posts: 3
stranger
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stranger
Joined: Feb 2018
Posts: 3 |
thank you for the program norbyte. i could use this program but i broke my pc and had to reformate it. now it runs the programs but when i try to unpack .pak files i receive System.BadImageFormatException... what shall i do?
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Joined: Apr 2013
Posts: 466
addict
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addict
Joined: Apr 2013
Posts: 466 |
Hi Norbyte. We are using your tool and trying to figure out how to add an item to our inventory. Somehow our quest got messed up and we need Leandra's Spellbook. What are the values we need to add to this item to have it appear in our inventory? Hi Lusia, I don't have D:OS installed at the moment so I can't check what value you'd need. The easiest way I can think of is checking the the UUID of the item template in the Divinty Engine, and replace the root template of one of your items with that UUID. Adding new items via xml modification is quite hard as you'll have to generate item handles yourself and update the item factory, so it's easier to just repurpose an useless item in the inventory. My only concern is that now my save files give the "tamper / corrupt" message upon loading. I imagine it is because the internal hash does not match now. I have not had any problems with the files, but wanted to check if there are any future problems that I have not considered.
Hi Tree, In general the tampered/corrupted message occurs if a hash check in the PAK footers failed. There are several possible causes: 1) the file really is corrupted 2) it was edited with an old version of the exporter; versions before v1.8.3 did not recompute the archive hash, so after the editing the tampered/corrupted error was always there (at least in D:OS 2) 3) the savegame was modified previously, and the sanity check flag in meta.lsx was not cleared 4) I remember D:OS and D:OS EE having a different tamper check scheme than D:OS 2, so I'm not sure if v1.8.3 fixed it for the original as well, or only for D:OS 2 Is there a possibility that Larian might treat this issue differently in the future and block my saves? They'll not prevent you from playing tampered savegames, as this kind of savegame modification worked for the last 3 years with no issues, and continues to work in D:OS 2 as well. They'll be unlikely to help though if you get stuck or encounter a bug with a modified savegame. thank you for the program norbyte. i could use this program but i broke my pc and had to reformate it. now it runs the programs but when i try to unpack .pak files i receive System.BadImageFormatException... what shall i do? Hi tuna, Can you paste the error message in full please?
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Joined: Feb 2018
Posts: 4
stranger
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stranger
Joined: Feb 2018
Posts: 4 |
Help please, when I try to extract pak file I get this error:
System.IO.FileNotFOundException: cant load file or assembly "LSLibNative.dll". Cant find specific module. Filename: "LSLibNative.dll" in LSLib.Ls.PackagedFileInfo.MakeStream() in LSLib.Ls.Packager.UncompressPackage(String packagePath, String outputPath) in ConverterApp.PackagPane.extractPackageBtn_Click(Object sender, EventArgs e)
Windows7 64, gog version of Divinity Original Sin 2, the file in the error message is in the tool's folder, no idea what problem is...
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Joined: Apr 2013
Posts: 466
addict
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addict
Joined: Apr 2013
Posts: 466 |
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Joined: Feb 2018
Posts: 4
stranger
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stranger
Joined: Feb 2018
Posts: 4 |
[quote=Norbyte]Which version are you running? Can you try this one? https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-v1.9.0.zip [/quote]
Yeah I tried this veraion, error with any mod's or game's pak files...
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Joined: Feb 2018
Posts: 3
stranger
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stranger
Joined: Feb 2018
Posts: 3 |
Internal error!
System.BadImageFormatException: could not load f'le or assembly @LSLibNative.dll' or one of its dependencies. its not a valid win32 application. (excemption from HRESULT:0x800700C1) File name: 'LSLibNative.dll' at LSLib.LS.PackagedFileInfo.MakeStream() at LSLib.LS.Packager.UncompressPackage(String packagePath, String outputPath) at ConverterApp.PackagePane.extractPackageBtn_Click(Object sender, EventArgs e)
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Moderated by Bvs, Elwyn, ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stauff1138, Stephen_Larian
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