XenoMax
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Xenoblade Definitive Edition support
So the roms of Xenoblade Definitive Edition had been leaked and I had extracted the files off of the game.
mot xb1de.zip xb1de pc010000.zip
The files appeared to have similarities with the files of Xenoblade 2 and some of which are newly compressed, so they probably never work with your tool.
texture formats are difrent. the old tool can read the meshes but doenst know what to do with the textures. and the new tool just crashes since its difrent so
Tested, models are loading fine, morphs seems to be missing, textures are not loading at all. For now, uncheck Export textures.
The textures are BC7_UNORM format, just thought I'd say.
LOD meshes and morph's are indeed missing on my end. However I don't like how I have to make duplications of the arc/chr files for each model piece.
pc010109.wimdo has fully working face morphs.
a lot of the times it just straight up crashes but i think thats due to the other texture format. the only time it doesnt its on the old tool. its a mix match of the texture formats at least on the shulk. BC7_UNORM is used on the rest instead of the test face texture on pc010109 aka shulks head. the old tool is able to load that texture fine though
when exported though to fbx it for some reason goes ballistic
Just looked into mesh data for pc010101, there is only one mesh, a hair, no morphs, no lods, just hair. This happens, when you play around with leaked content, god knows how old these files are, they might be prototypes/placeholders. I would rather wait for proper release.
pc010101 isnt the head though. the head is pc010109. its taking a sort of xenoblade x structure.
pcxxxxx1 to pcxxxxx5 are body parts hair arms legs and stuff. heads are their seperate files wich are most the time always pcxxxxx9 files. also that shape key thing on my end happens on the xeno2 stuff too but its for some reason my 3ds max and i dont know how to fix it since reinstalls wont do it.
what Keesoudwater34 said is correct. Heads are it's own model files cause you can change your outfit style in the game, which is why they took this route.
Also found another texture format that's used for Future Connected shulk outfit.. R8G8B8A8_UNORM
If you want the filename for that alt, it is pc01940#
The textures are BC7_UNORM format, just thought I'd say.
LOD meshes and morph's are indeed missing on my end. However I don't like how I have to make duplications of the arc/chr files for each model piece.
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@Demonslayerx8 demonslayerx8 may i ask how you extracted those textures? some of them we are having throuble with. cause the tools that are out there right now just downright crash and the other way we do it is with offzip and rawtex but we seem to miss a bunch of them.
The textures are BC7_UNORM format, just thought I'd say. LOD meshes and morph's are indeed missing on my end. However I don't like how I have to make duplications of the arc/chr files for each model piece.
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@Demonslayerx8 demonslayerx8 may i ask how you extracted those textures? some of them we are having throuble with. cause the tools that are out there right now just downright crash and the other way we do it is with offzip and rawtex but we seem to miss a bunch of them.
I used the old script, just uncheck Convert textures to DDS, it'll leave a BNTX file, then open said file in a hex editor, and put in the texture format for each texture, then use a bntx bms script.
@Demonslayerx8 im still a bit new to hex editing. where would you edit the format in here and to what?
@Demonslayerx8 im still a bit new to hex editing. where would you edit the format in here and to what?
for each BRTI magic, after 18 bytes, change the next 2 bytes from 00 00 to 01 20, and then there's some that's 01 0B, but best to do those after trying 01 20 and exporting contents as DDS.
so basically from this
to this
or does it have to be the first 00 00 that has to be changed instead of a 01 00 to a 01 20
Oops, not 18 bytes, 24 bytes lmao
got it to work thanks a bunch demon
Your welcome! I just hope this gets added into the max script so that we don't have to do the texture format all manually.
it would probably have to be an option for it since otherwise it would go apeshit cause of the difrent formats used but still the same header. at least it sounds possible oh and the ones that are 01 0B those ussually as far as ive encountered are already set to that value. its just the 00 00 that goes nuts.
Yeah, I just recently ran into a new format for Melia's pc079402 model, and it's a 0x39 format, atm trying to decode which dds format it is.
Yeah, I just recently ran into a new format for Melia's pc079402 model, and it's a 0x39 format, atm trying to decode which dds format it is.
another one?? hopefully this one isnt so wierd
R8A8_UNORM - 01 09 is what you'll have to hex edit for it [PC079402_BODY_SHY]
So I decided to look at the animation files, the .mot files are zlib, and are no longer named .anm, there's just no format to them at all.
offsets: 0x04 - number of files 0x08 - decomp size 0x0C - comp size 0x14 - container/file name 0x30 - zlib flag
Sadly, the .mot file is connected to the mcapk file, which has more animation names inside of it, which has about 3 other containers inside there.
To be clear. mot files are mot files, but compressed. anm extensions are not here, because they don't need to be anymore. animation format is basically same mcapk are archives for mca files, they are state machines for animations
reyns eye keeps exploding on me. any idea @Demonslayerx8
oooh, a new texture format eh? I'll go take a look!
edit: Not a new format, it's still bc7_unorm @keesoudwater34
oooh, a new texture format eh? I'll go take a look!
edit: Not a new format, it's still bc7_unorm @keesoudwater34
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so still 01 20 in hex right? cause its the eye texture
edit: for some fucking reason when i redid it the same it just worked
hahah, well glad u fixed ur issue. If any other formats are new to ya, just let me know via discord
DSX8#8255
I've noticed that some ,anm files in the decompressed mp030000.mot were not working with the importer. mp030000Decompressed files.zip The application I used to decompress the .mot file is zlibc.exe, so did I decompressed them right or I was using the wrong zlib decompressing application?
They seems to be fine, only a few oddities. I'll take a proper look on everything, once I get the necessary resources.
They seems to be fine, only a few oddities. I'll take a proper look on everything, once I get the necessary resources.
what do you need. i can supply files for what you need. character files objects stuff like that