as you probably know, SCS Tools for Blender was released long time ago, but still there was not possibility of editing models or prefabs that are stored in game formats.
That's why I wrote a tool some time ago, and today came time to release it. Open Source. It's weird felling, but perhaps for somebody it could be very useful to know how to read game formats.
Github repository: https://github.com/mwl4/ConverterPIX
There you can find source, but also binaries (windows x86 and linux). How you can use that?
That's pretty simple. Here is video that explains basics:
What does it support?
- pmg(0x13, 0x14)
- tobj(magic = 1890650625)
PS. I hope somebody from community will create user interface, I do not have time
Code: Select all
Parameters: -h - prints help text -m <model_path> - turns into single model mode and specifies model path (relative to base) -t <tobj_path> - turns into single tobj mode and specifies tobj path (relative to base) -d <dds_path> - turns into single dds mode and prints debug info (absolute path) -b <base_path> - specify base path -e <export_path> - specify export path Usage: converter_pix -b C:\ets2_base -m /vehicle/truck/man_tgx/interior/anim s_wheel ^ will export into C:\ets2_base_exp single model with s_wheel animation. ^ instead of exact animation name you can use * to convert every anim file from model directory. ^ when anim name is not started by /, then converter is looking for it in model directory. converter_pix C:\ets2_base ^ will convert whole base, it will export it into: <base_path>_exp (C:\ets2_base_exp in this example). ^ you can also specify export path using the -e parameter. converter_pix -b C:\ets2_base -t /material/environment/vehicle_reflection.tobj ^ will convert tobj file and copy texture to export path. converter_pix -b C:\ets2_base -m /model/mover/characters/models/generic/m_afam_01 /model/mover/characters/animations/man/walk/walk_01 ^ animations are located in another directory than the models. These animations can be used for multiple models. Note that animations will not be converted when converting the whole base. This is caused by lack of information, so you have to convert each model individually to edit animations.