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  1. #121
    Cromon's Avatar Legendary


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    Hello you two

    No, this is not implemented yet, and im also not working on this yet. There are two reasons for that. The first one is that im currently focusing on getting the data read correctly before i want to have a look at how to write it back. The second one came later when i was playing the game. Right now there are so many hackers and boters in the game that ruin the experience that i dont wanna offer the possibility to do even more annoying stuff using edited models and co.

    Greetings
    Cromon

    Wildstar Studio - A file viewer and explorer
  2. #122
    Cromon's Avatar Legendary


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    What localizedstrings file? .bin files work fine with studio.

  3. #123
    Twisted7's Avatar Active Member
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    Is there a trick to getting UI sprites to export properly? I'm trying to dump some of the graphics for health/shield bars and such so that I can make small modifications and use them in an addon (mainly I just want to completely desaturate the color so I can allow the user to configure it). However, when I try to export a .tex in Wildstar Studio, for example, "UI\Assets\TexPieces\UI_CRB_RaidFrames_513_322.tex", the alpha channel is lost and the image is partially broken (a chunk is missing from the right side and added to the left). Here's what it's supposed to look like, from Houston.

    Great app otherwise, has a been a really big help for exporting all the Carbine UI addons so that I can grep through them whenever I need to see how a particular API works.
    Last edited by Twisted7; 06-25-2014 at 06:08 PM.

  4. #124
    Cromon's Avatar Legendary


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    Hello Twisted7

    I realized the problem with alpha values as well, thats Gdiplus doing something wrong during saving. Ill add my own code for png encoding there. Then again you cant really compare the sprites from huston to the textures, sprites define portions of the texture to be used/repeated and so on. So it will most likely look different. Ill keep you updated.

    Greetings
    Cromon

  5. #125
    unknownserver's Avatar Private
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    Originally Posted by Cromon View Post
    Do you have an example for such a file?
    i was trying to export the mask from the guild emblems , but they show up blank instead of showing the transparency needed to black out the image being used.
    sorry its taken awhile to respond.

  6. #126
    Bladru's Avatar Private
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    I see you didn't bother with recompiling for Windows XP.
    Could you please recompile at least WildstarBrowser? Personally, I only need a way to extract files. Although an option to dump full directory listing into a text file would be nice too.

    Do you know if those game indexes/archives have any information about the last update time for files/directories?

  7. #127
    Cromon's Avatar Legendary


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    If i find the time to recompile it for XP ill do so. No, the archives have no information. They just compare if the hash from the server is different from the hash in the archive.

  8. #128
    AgeofHock's Avatar Private
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    Very nice Program thank you !
    Last edited by AgeofHock; 07-03-2014 at 08:04 AM.

  9. #129
    Nexuselite's Avatar Private
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    Do you plan on supporting uv on the obj export?

  10. #130
    dynath's Avatar Member
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    I'm not sure why but it seems to be crashing to be crashing for me every time I select an M3. This happened for others a while ago did they change the models again after this latest patch?

  11. #131
    Cromon's Avatar Legendary


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    Originally Posted by Nexuselite View Post
    Do you plan on supporting uv on the obj export?
    Implemented (including a .mtl and the textures)

    Originally Posted by dynath View Post
    I'm not sure why but it seems to be crashing to be crashing for me every time I select an M3. This happened for others a while ago did they change the models again after this latest patch?
    Yep, the format was changed, implemented those modifications in the newest version.

  12. #132
    fusspawn's Avatar Member
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    Any chance of an Export all or Export selection. Would like to dump all the area files without doing each one manually.

    Edit: To Clarify Id like to export them as .obj not just .area .tex files. Ive no intrested in the texture data either
    Last edited by fusspawn; 07-05-2014 at 01:34 PM.

  13. #133
    Cromon's Avatar Legendary


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    Implemeting that right now, fusspawn, im currently still facing some issues, but i think i can upload a new version with that tomorrow, it'll look something like that:


    You can decide which extensions get extracted, the custom conversions can also be specified and if you have more knowledge you can even supply a custom regular expression that each file must match!

  14. #134
    fusspawn's Avatar Member
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    Originally Posted by Cromon View Post
    Implemeting that right now, fusspawn, im currently still facing some issues, but i think i can upload a new version with that tomorrow, it'll look something like that:


    You can decide which extensions get extracted, the custom conversions can also be specified and if you have more knowledge you can even supply a custom regular expression that each file must match!
    Thats exactly what im after. Is the script api documented ? I actually looked into doing it myself via the script window. but discovered AreaFile::exportToObj() wasnt exported as part of the api

  15. #135
    dynath's Avatar Member
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    thanks for the fast updates, the program is amazing. I noticed that exporting as Obj of any M3 file that doesn't have a proper texture seems to crash to desktop. For me it happens when exporting any of the armor parts in art/items/armor/etc. Not sure if it's really it has no texture, the model shows a flat color instead of a texture, generally green for me. On export it just crashes.

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