New ELU format.

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  1. #1
    Enthusiast ngskRabbit is offline
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    Sep 2012 Join Date
    32Posts

    New ELU format.

    I noticed while ago. This doesn't affect to the gameplay, but now, I want to fix this problem.

    The new .elu format for Summer of 2011 source is released by SecretsOThePast.
    It working fine, with following issues.

    http://i50.tinypic.com/2rfevt3.jpg should be http://i46.tinypic.com/2n9ergw.jpg. (Look at skirt.)
    http://i48.tinypic.com/n56ex5.jpg should be http://i46.tinypic.com/2pp0goj.jpg. (Look at hat and pants.)

    Some clothes are broken. I compared using my runnable - Korean Gunz runnable.
    Korean Gunz runnable (from Aug 2011 ~) never happened this.

    Any solutions (codes, resources or hints) about it...?


  2. #2
    Gregon13 OldSchoolGZ is offline
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    Jan 2012 Join Date
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    244Posts

    Re: New ELU format.

    Quote Originally Posted by ngskRabbit View Post
    I noticed while ago. This doesn't affect to the gameplay, but now, I want to fix this problem.

    The new .elu format for Summer of 2011 source is released by SecretsOThePast.
    It working fine, with following issues.

    http://i50.tinypic.com/2rfevt3.jpg should be http://i46.tinypic.com/2n9ergw.jpg. (Look at skirt.)
    http://i48.tinypic.com/n56ex5.jpg should be http://i46.tinypic.com/2pp0goj.jpg. (Look at hat and pants.)

    Some clothes are broken. I compared using my runnable - Korean Gunz runnable.
    Korean Gunz runnable (from Aug 2011 ~) never happened this.

    Any solutions (codes, resources or hints) about it...?
    which items are those? so far I have no problems

  3. #3
    Enthusiast ngskRabbit is offline
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    Sep 2012 Join Date
    32Posts

    Re: New ELU format.

    Quote Originally Posted by OldSchoolGZ View Post
    which items are those? so far I have no problems
    Code:
    [Male]   eq_head_perub - man-parts_perub.elu
    [Male]   eq_legs_gpunk - man-parts_gpunk.elu
    [Female] eq_legs_gpunk - woman-parts_gpunk.elu
    Clothes files of pictures. All from KGunz update.

  4. #4
    Ninja Goblin HellSniper is offline
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    Feb 2009 Join Date
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    1,791Posts

    Re: New ELU format.

    You can either reexport them and rerig them with max and get them working.
    Im to lazy to check but the items might just not have twosided enabled, you could change that with an hex editor.

    PS; look at primehunter gloves, they should be culling & singleside for you too.
    Also, as you can see here i fixed all the male parts for <my> server.
    Last edited by HellSniper; 16-11-12 at 02:19 PM.

  5. #5
    Enthusiast ngskRabbit is offline
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    Sep 2012 Join Date
    32Posts

    Re: New ELU format.

    Quote Originally Posted by HellSniper View Post
    You can either reexport them and rerig them with max and get them working.
    Im to lazy to check but the items might just not have twosided enabled, you could change that with an hex editor.

    PS; look at primehunter gloves, they should be culling & singleside for you too.
    Also, as you can see here i fixed all the male parts for <my> server.
    Thank you for your big hint. I have checked "two-side" part of new ELU format. and I found this. :
    Code:
        char twoside=0;
          MZF_READ_XOR(&twoside,sizeof(char) );
          node->m_bTwoSided = twoside ? false : true;
        char additive = 0;
          MZF_READ_XOR(&additive,sizeof(char) );
    	  node->m_bAdditive = additive ? false : true;
       int alpha_test = 0;
          MZF_READ_XOR(&alpha_test,sizeof(int) );
          node->m_nAlphaTestValue = alpha_test;
          node->m_bAlphaTestMap = alpha_test != 0;  
      char diffuse = 0;
          MZF_READ_XOR(&diffuse,sizeof(char) );
    	  node->m_bDiffuseMap = diffuse ? false : true;
      char alpha_map = 0;
          MZF_READ_XOR(&alpha_map,sizeof(char) );
          node->m_bAlphaMap = alpha_map ? false : true;
    So after I fixed that, it working fine!


    Close this thread.

  6. #6
    2D > 3D Wucas is offline
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    Dec 2008 Join Date
    In your bed :3Location
    2,523Posts

    Re: New ELU format.

    Quote Originally Posted by ngskRabbit View Post
    Thank you for your big hint. I have checked "two-side" part of new ELU format. and I found this. :
    Code:
        char twoside=0;
          MZF_READ_XOR(&twoside,sizeof(char) );
          node->m_bTwoSided = twoside ? false : true;
        char additive = 0;
          MZF_READ_XOR(&additive,sizeof(char) );
    	  node->m_bAdditive = additive ? false : true;
       int alpha_test = 0;
          MZF_READ_XOR(&alpha_test,sizeof(int) );
          node->m_nAlphaTestValue = alpha_test;
          node->m_bAlphaTestMap = alpha_test != 0;  
      char diffuse = 0;
          MZF_READ_XOR(&diffuse,sizeof(char) );
    	  node->m_bDiffuseMap = diffuse ? false : true;
      char alpha_map = 0;
          MZF_READ_XOR(&alpha_map,sizeof(char) );
          node->m_bAlphaMap = alpha_map ? false : true;
    So after I fixed that, it working fine!


    Close this thread.
    That actually isn't the only thing wrong with the new ELU format. As i have said here http://forum.ragezone.com/f311/alot-...3/#post7315566. It actually does affect resources to some effect, I just do not know how large.

    Snip-it of quoted text:
    Physique is a method of mesh deformation. This deformation is created by the allocation of vertices to a bone, usually blended between 2 or more of said bones(it minimizes stretching and maximizes a real-like movement). Although the "Skin" method is preferred among artist of today, when RealSpace 2 was created this method was not available, thus whenever changes occur, they must change how they use the Physique modifier slightly.

    As most people know with the implementation of CQ the ELU format changed, and because of Secrets we are allowed to use those models. The ELU format has, however, changed slightly again, dealing mostly with bone structures of the newest sets. Does it cause a problem in game? From a visual aspect no, but from a resource perspective I would guess that some data is lost in the occurance of the old Physique method taking place of the newer Physique method. Can these errors be fixed? With proper RE, yes, but honestly, that is above 95% of the people present on this forum. If you wish you could remove the Physique errors from being printed to mlog, but as for fixing the errors, good luck.
    This then causes the [*meshname* mesh *objectname* node *#* face *#* point -> physique *X* °³] error; Just thought you might want to know.



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