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Grim's Unity Asset Editor


grimreefer24601

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Alrighty Grim I checked out the new dll you supplied and it appears to be working correctly I think... [IMG]http://i62.tinypic.com/302qgkh.jpg[/IMG] As you can see it appears flipped and upside down. I'm not sure if this is intended or not but it should be a simple fix by rotating and reflipping the image. I'll try creating a custom texture and uploading it back into UAE upside down and if it appears incorrect then flip it and reimport. I am about 99% sure that this is just a minor inconvenience and everything should still be functional.
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Yup just tested it out ingame with a quick golden gun. Doesn't seem to be rendering correctly however I think that just might be an issue with the 7DTD client. You can tell that UAE is functioning as intended. [IMG]http://i60.tinypic.com/2ch9fed.jpg[/IMG] EDIT: Oh by the way this is pretty important [QUOTE=Red Eagle LXIX;43902]Also, forgot to mention a small issue I had. I am not sure which is the issue (Paint.Net or UAE) [url]http://7daystodie.com/forums/showthread.php?5825-DDS-editing-woops[/url] UAE with new texture plugin reported the file as ARGB. In Paint.Net if I saved it as A8R8G8B8 (ARGB) I got the blue-tinted version. If I saved as A8B8G8R8 (ABGR) I got the expected output. Just thought I should mention it.[/QUOTE] This is an issue I ran into as well. I could not open the DDS files in gimp so I opened them in paint .net and they came out about 99% transparent. For the pistol I saved it as a non alpha image (8R8G8B or R8G8B8) then edited it in Gimp. Saved and then reopened in paint.net and resaved that as a DXT5 to reimport back into UAE. I checked the image after all these reconversions and there really wasn't any loss of quality. I am almost certain the loss of quality ingame has something to do with the game itself in terms of how specific items are rendered. The caveman items (clubs, stone axe) look amazing ingame yet some of the older items like the pistol or the mp5(10) look outdated.
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[QUOTE=Red Eagle LXIX;44095]In the release v0.2, will it work to open the pre-packed mods and see what it contains?[/QUOTE] Not sure yet, maybe. It wouldn't be too hard since I already wrote the code to find the end of a PE file. @mrscratch: The images are flipped in the game files. They need to be flipped to render correctly. Most paint programs should allow you to invert DDS images. Paint.NET always shows the alpha channels, that's why it looks transparent. Many of the images include alpha information, even though they are opaque in game. I suspect the alpha is being used for a light map or something similar, maybe specular. Last you need to import textures in the same format as the original. I use information from the original image to import the new image. I haven't gotten around to making it work with whatever you throw at it (even if I did it may not work correctly in game without proper format). It can handle different sized images, but not different compression, alpha, or mipmaps. I suspect your pistol differences are due to either removing the Alpha channel, or to missing/non-updated mipmaps.
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[QUOTE=grimreefer24601;44461]I suspect your pistol differences are due to either removing the Alpha channel, or to missing/non-updated mipmaps.[/QUOTE] They're updated. You can tell its some sort of Unity issue because it only happens when it's trying to reflect some sort of light. The pistol always looks low quality but if you extract the image you can tell that it a well detailed high resolution texture. It reminds me some work I did on the Unreal Development Kit where the LOD for standard textures was extremely low on mobile devices when looking at textures from a short distance away unless you set it's detail to the User Interface group.
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[QUOTE=mrscratch;44412]This is an issue I ran into as well. I could not open the DDS files in gimp so I opened them in paint .net and they came out about 99% transparent. For the pistol I saved it as a non alpha image (8R8G8B or R8G8B8) then edited it in Gimp. Saved and then reopened in paint.net and resaved that as a DXT5 to reimport back into UAE. I checked the image after all these reconversions and there really wasn't any loss of quality. I am almost certain the loss of quality ingame has something to do with the game itself in terms of how specific items are rendered. The caveman items (clubs, stone axe) look amazing ingame yet some of the older items like the pistol or the mp5(10) look outdated.[/QUOTE]Actually it does not look like you ran into the same issue. UAE reports that file as DXT5 Mipmapped True. That is the format you should be saving in Paint.Net, not any other format. You also removed the alpha channel in your conversion to and from gimp. I suspect that the mipmap levels defined in the re-saved copy are different as well which may account for a loss of visual fidelity.
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Dxt5 is what I import as. The issue I was running into was that the dxt5 dds file would load into paint.net almost completely transparent. As for the ingame quality of the texture i tried I am absolutely positive that the issue revolves around the ingame pistol itself as it is obviously a low poly placeholder model that uses simple uv maps. I'll do some more tests on my end to verify this.
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[QUOTE=mrscratch;44729]Dxt5 is what I import as. The issue I was running into was that the dxt5 dds file would load into paint.net almost completely transparent. As for the ingame quality of the texture i tried I am absolutely positive that the issue revolves around the ingame pistol itself as it is obviously a low poly placeholder model that uses simple uv maps. I'll do some more tests on my end to verify this.[/QUOTE]I understand you imported back into the game as DXT5. You missed the point Grim and I made about the alpha channels. You removed them. It displays nearly transparent in Paint.Net because of the Alpha blending. Unfortunately since you don't have DX9 you can't see the same effect in UAE by clicking show Alpha channel. I would bet money, if you posted your modified dds, that there is a lack of that alpha channel as I don't think you went through the effort to restore it.
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[QUOTE=Red Eagle LXIX;44736]I understand you imported back into the game as DXT5. You missed the point Grim and I made about the alpha channels. You removed them. It displays nearly transparent in Paint.Net because of the Alpha blending. Unfortunately since you don't have DX9 you can't see the same effect in UAE by clicking show Alpha channel. I would bet money, if you posted your modified dds, that there is a lack of that alpha channel as I don't think you went through the effort to restore it.[/QUOTE] Oh ya I wasn't worried about the alpha channel on the pistol as the mesh doesn't appear to use it. I was just testing the dll plug in to make sure I could import/export textures so that we can verify that it works with windows 8. Ya that whole direct x nonsense is Microsoft problem. You have to trick the installers into working because of the way windows 8 is setup. It really is one of those extremely annoying "features" microsoft has done and is in no way Grims fault.
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[QUOTE=mrscratch;44785]Ya that whole direct x nonsense is Microsoft problem. You have to trick the installers into working because of the way windows 8 is setup. It really is one of those extremely annoying "features" microsoft has done and is in no way Grims fault.[/QUOTE] +1 on Microsoft being annoying and making Windows 8 a failure in terms of backward compatibility. I switched from XP to Win7 and have to use 3 programs, and one copied from XP, plus nearly a dozen registry entries to get back features that have been parts of Windows since Win95 (some even go back to 3.1). Win8 from what I've looked into so far would require eve more work. Mind you I'm talking about basic functionality like selecting 15+ files and being able to see the size all at once without having to then click properties or show more. MSFT is really just taking Windows (and pretty much all their applications) in a bad direction.
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[QUOTE=Red Eagle LXIX;44789]+1 on Microsoft being annoying and making Windows 8 a failure in terms of backward compatibility. I switched from XP to Win7 and have to use 3 programs, and one copied from XP, plus nearly a dozen registry entries to get back features that have been parts of Windows since Win95 (some even go back to 3.1). Win8 from what I've looked into so far would require eve more work. Mind you I'm talking about basic functionality like selecting 15+ files and being able to see the size all at once without having to then click properties or show more. MSFT is really just taking Windows (and pretty much all their applications) in a bad direction.[/QUOTE] I completely agree. Nothing like having your desktop operating system turn into a tablet while the rest of the world attempts to shove it down your throat. Edit: honestly I miss all the problems I had with windows 7. I remember whining a lot when I switched from xp to 7. Going from 7 to 8 is a completely different ball game. I'm still on 8.0 and I Basically run a ghetto start menu from a bunch of different shortcuts on my desktop. I heard 8.1 relieves some headaches in that department but I'm just too lazy to update.
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Hopefully I'll get v0.2 done this weekend. Mainly just need to finish the installer, and clean up some stuff in the plug-ins. I got the hex viewer done yesterday before the patch came out. It kind of sucked because I was testing stuff when they patched, and my game went from working to not. It was because I didn't notice the patch, and I had the old file open. When I saved my changes I returned the new file to the old, and it made my game crash. I looked for that bug for like an hour before I realized TFP had patched. Since you keep asking, I'll make up a smiley spider for you.
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[QUOTE=grimreefer24601;45190]Since you keep asking, I'll make up a smiley spider for you.[/QUOTE] OK, I'll like that. Somehow that smile just make me happy. I can't wait for the mod installer. Just delivered another set of manual install files for the spiderzombie sounds in a thread requesting that. Look forward to the built-in hex viewer. I'll certainly save time peeking at the 'unknown' files. I almost got caught by the update myself. I had been in the middle of testing something also.
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Alright everyone Unity Asset Editor v0.2 is live and downloadable in the original post. Those who have been using the early version of the editor will know what to expect, but it is a major addition over that one also. As such you'll want to start fresh with new everything, plugins, preferences, mod files, etc.... I of course expect some bugs, so let me know. And as always any ideas on improvements are welcome.
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[QUOTE=grimreefer24601;45566]Alright everyone Unity Asset Editor v0.2 is live and downloadable in the original post. Those who have been using the early version of the editor will know what to expect, but it is a major addition over that one also. As such you'll want to start fresh with new everything, plugins, preferences, mod files, etc.... I of course expect some bugs, so let me know. And as always any ideas on improvements are welcome.[/QUOTE] Well, I'm not likely to play with many mods till the next patch as A7.4(b1) has numerous bugs to the point of game breaking.
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Ok, complete noob here. I'd like to manually install these nice mods going around on the files on my server. But when I try to open resources.assets UAE just 'stops working'. Running Win 7 64bit Ultimate.
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[QUOTE=Ekk0;46255]Ok, complete noob here. I'd like to manually install these nice mods going around on the files on my server. But when I try to open resources.assets UAE just 'stops working'. Running Win 7 64bit Ultimate.[/QUOTE] Did you re-download from the link in the first post? It has been updated and you should have v0.2 Date/time/filesize/MD5 for the EXE: [code]; 219136 21:15.01 2014-03-08 Unity Asset Editor.exe b9c98587cffbe56733ea592dc51e49f7 *Unity Asset Editor.exe[/code]
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[QUOTE=Red Eagle LXIX;46257]Did you re-download from the link in the first post? It has been updated and you should have v0.2 Date/time/filesize/MD5 for the EXE: [code]; 219136 21:15.01 2014-03-08 Unity Asset Editor.exe b9c98587cffbe56733ea592dc51e49f7 *Unity Asset Editor.exe[/code][/QUOTE] That would be the problem. Thanks Red, as always.
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Grim, I just thought you might want to know your Unity Asset Editor is getting used nicely to fix other game issues. Example issue: [url=http://7daystodie.com/forums/showthread.php?6091-French-Language-version-Bugs-from-Steam-as-posted-by-Daniel]French Language version Bugs from Steam as posted by Daniel[/url] And a fix done by OverGamer using your Unity Asset Editor: [url=http://steamcommunity.com/app/251570/discussions/0/558750544040200347/]French Translation - Traduction Française [/url] Totally awesome how useful your editor is. Thank you again.
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I just glazed over the last 8 pages and didn't see what i'm about to ask, so if it has been asked forgive me. How do you change the properties of an item? in the editor i didn't see an option to edit/add property to an item. For example: new item: Nuke or item: tnt modify property to blow up more bricks.
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[QUOTE=randydg;48423]I just glazed over the last 8 pages and didn't see what i'm about to ask, so if it has been asked forgive me. How do you change the properties of an item? in the editor i didn't see an option to edit/add property to an item. For example: new item: Nuke or item: tnt modify property to blow up more bricks.[/QUOTE] models_2 as xml Note: this is my modified version which allows pick up of placed TNT [code] [/code]
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