Skip to content

Releases: Shadowth117/Aqua-Toolset

2_5_2025

05 Feb 05:33
Compare
Choose a tag to compare

-Update for PSO2 NGS 2/5/2025 patch

1_14_2025

15 Jan 04:04
Compare
Choose a tag to compare

-Fix for .nom reads

Some PSU .nom animations seem to go under the expected file length. This fixes that by assuming the remaining values to be 0s and halting reads that try to go over like that.

Due to differences with how converting animations back works, this shouldn't affect any of that.

1_7_2025

07 Jan 23:14
Compare
Choose a tag to compare

-For .flver/.flv, can optionally convert dummies when outputting as .fbx. You may choose if these should attach to their original parents or the bones they're intended to attach to
-For .flver/.flv dummies, the name formatting is the dummy's data separated by #s. Specifically, Dummy # reference id # parent bone name # attach bone name # flag1 # unk30 # unk34 # hex color as RGBA eg. Dummy#100#R_weapon#Model_Dmy#True#0#0#FFFFFFFF
-Souls Model Tool now supports .ctxr conversion from gui and command line

Okay so new experimental feature, you can export the dummy nodes (polys? Some say Kosm...) with your .fbx now. These are NOT normal bones so expect them to cause interfere with things some if you're relying on bone ids for something. That said, they're obviously kind of important to the game and have their uses for porting to other games and the like. And if you import them to max, they'll show up green alongside the aqua colored normal bones (Sorry Blender users, complain to the devs that FBX bone colors are not supported right now).

This is a first go at it so expect issues, but hopefully it works well. One thing that might be useful to some is that you can either have the dummies attach to their true parent or their 'attach' node, which is usually much closer. This will make them move much more like in the game though technically in the original file they're parented to that true parent node. Some dev who wants to let people edit these may hate me later for that option, but it's there now.

For enabling it, see below
image

For examples of with and without the attach bone parenting, see below
image
image

1_3_2025

03 Jan 08:02
Compare
Choose a tag to compare

-Fix uncommon oddity with certain bone names in Dark Souls models

12_31_2024

01 Jan 03:53
Compare
Choose a tag to compare

-Updated POE/2 Archive Extract to give filenames
-Update naming in menus to reflect options working for Path Of Exile 1 for the most part

Path of Exile 1 and 2 are VERY similar internally and have worked for a little bit here by mistake due to just how close they are. Some models are a bit different and won't work for now due to funny business with flags and dynamic lengths which I just need to go back and fix sometime. But a lot of creatures in Path of Exile 1 should just work along with their animations.

As far as both games, filenames will now extract from the index. It's a bit of an ugly process to get them since the game uses a virtual filesystem that's optimized for access through that virtual name rather than the real, physical name.

As a result, it's a little longer to extract single POE/2 archives now, but now you get filenames.

For now, file directories are not preserved so as not to give directory vomit, but it may be an option if repacking these for modding is ever done.

12_18_2024

18 Dec 06:43
Compare
Choose a tag to compare

-Added Path of Exile 2 Archive Extractor
-Added Path of Exile 2 Model and Animation Convert

Extracts Path of Exile 2 stuff. For an example, the Chimera boss's model is located in Path of Exile 2\Bundles2\Streaming\Content\metadata\monsters\chimera\chimeraboss\chimera.act.bundle.bin while the skeleton and animations are in Path of Exile 2\Bundles2\Content\metadata\monsters\chimera\chimeraboss\chimera.act.bundle.bin. Textures are in the archives one folder above the model.

PLEASE keep archives within the game directory or the program will have trouble extracting the individual files. The game uses a bit of a funny archiving system in which they use a large indexing file to contain all information on how individual files in archives are separated. At this time it's not super clear how filenames are read from this, though they do exist. However the program does its best to determine the extension of particular files.

Collision and/or navmesh models are not supported.

Extensions that are added should be accurate to the actual filenames aside from .action, which is something else that's a bit tougher to determine from my current understanding. Render models are definitely .smd and .tmd, though bear in mind this is NOT the Valve .smd format.

image

At this time I have no intention of adding functional modding support to the tool.

Edit: Slight update to fix .action file reading

12_5_2024

05 Dec 05:21
Compare
Choose a tag to compare

-Update for 12_4_2024 patch

Edit: Remove debug write that caused crash

11_23_2024

23 Nov 18:13
Compare
Choose a tag to compare

-Readded Add Root Node for FBX files

Reimplemented the Add Root Node feature for Blender since it currently doesn't handle fbx bones properly. Should handle the previous issues with the feature more properly.

3ds max and other programs should handle FBX fine without that change, as you might expect.
SMD exports will not have a root node added as the usual Blender SMD importer already adds this on its own.

Edit: Update to fix release build issue

10_05_2024

05 Oct 21:04
Compare
Choose a tag to compare

-Fix for CMX Patcher on NGS faces
-Added PSO PC .xj model conversion

As before, CMX Patcher only supports features with the Jailbreak that the character creator originally possessed, but it should work mostly as expected now.

PSO1 .xj models now have support for conversion. Tristrip winding was never entirely figured out and I may one day try and look at that, but for now, like with Metal Wolf Chaos, the tool will just export with faces on either side. Not ideal, but it may even be that the faces aren't exported 'correctly' to begin with, as is the case with a few games of this era. In any case, that works.
Proper .nj conversion support may be added one day when I get bored.

10_2_2024

02 Oct 05:23
Compare
Choose a tag to compare

-Update CMX handling for 10 2 2024 update
-Add Portable Holograms spreadsheet to Objects folder in sheet output