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Author Topic: [Switch] No More Heroes 3  (Read 1855 times)
Demonslayerx8
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« on: August 26, 2021, 23:57 »

Uses Unreal 4.26.
Models are fine
Normal maps are fine
Other textures such as Diffuse, emission, masks, and PBR uses ASTC_6x6, which is still swizzled.
Animations works besides for a few, gotta extract packages first and then decompress with tool located here. Thanks to spiritovod for checking.
« Last Edit: December 28, 2022, 10:56 by Gildor » Logged
bobdol2
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« Reply #1 on: August 27, 2021, 05:34 »

Uses Unreal 4.26.
Models are fine
Normal maps are fine
Other textures such as Diffuse, emission, masks, and PBR uses ASTC_6x6, which is still swizzled.
Animations crashes umodel.
...
Is there a work around to get the textures working?
« Last Edit: August 27, 2021, 09:15 by Gildor » Logged
Demonslayerx8
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« Reply #2 on: August 27, 2021, 06:18 »

Uses Unreal 4.26.
Models are fine
Normal maps are fine
Other textures such as Diffuse, emission, masks, and PBR uses ASTC_6x6, which is still swizzled.
Animations crashes umodel.
Is there a work around to get the textures working?
To my knowledge, not at all. I can't seem to find any other tool that can fix up the ASTC_6x6 swizzle.
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bobdol2
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« Reply #3 on: August 27, 2021, 14:42 »

Uses Unreal 4.26.
Models are fine
Normal maps are fine
Other textures such as Diffuse, emission, masks, and PBR uses ASTC_6x6, which is still swizzled.
Animations crashes umodel.
Is there a work around to get the textures working?
To my knowledge, not at all. I can't seem to find any other tool that can fix up the ASTC_6x6 swizzle.
Darn! Hopefully someone can make one soon.
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spiritovod
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« Reply #4 on: August 27, 2021, 19:11 »

The game is using ACL compression for animations. Added it to the list, akderebur's tool works fine with it, except some specific animations.
« Last Edit: August 27, 2021, 21:23 by spiritovod » Logged
Demonslayerx8
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« Reply #5 on: August 27, 2021, 21:09 »

The game is using ACL compression for animations. Added it to the list, akderebur's tool works fine it, except some specific animations.
Gotcha, will link it in main post.
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animanXPS
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« Reply #6 on: August 30, 2021, 05:33 »

The simple story is that it's just 6px shift. I have manually fixed it when SAMURAI SHODOWN was only available on the switch version.
However, cannot get only the corner part. It would be nice if we could at least reverse the direction of the shift...
Then, the chances of getting the original image by combining the images that are shifted to the left and right will increase.

and it does not connect perfectly. I retouched some seams myself. Please refer to it until someone fully supports ASTC.

*Update
As you can see, even if you shift 6px, you cannot get the lower right corner. This is because it extends beyond the texture area as a result of the 6px shift.


* 6px.png (381.73 KB, 507x509 - viewed 174 times.)
« Last Edit: August 30, 2021, 19:15 by animanXPS » Logged
spiritovod
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« Reply #7 on: August 30, 2021, 22:54 »

I wonder why there is still no noesis script or any kind of third party tools for this combination (astc + nsw swizzle). Like, noesis has functions for both those things, also PVRTexTool supports all astc schemes out of the box and there are tools for nsw textures (obviously with untiling).

It's understandable why it's hard to implement this in umodel - I once tried to do something with it, but with current implementation  rounding seems slightly different even between different games (different compression parameters?) and somehow works with manual adjustments only for 128 and 256 textures, with some mips being broken anyway, while the rest is still corrupted (sample1, sample2, sample3).    
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Ulti
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« Reply #8 on: September 02, 2021, 00:39 »

Has anyone figured this out yet?
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Pox911
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« Reply #9 on: September 07, 2021, 03:30 »

The simple story is that it's just 6px shift. I have manually fixed it when SAMURAI SHODOWN was only available on the switch version.

I tried doing some tweaks and this is what i ended up getting exported from umodel.



If the pink bits can be skipped somehow, it might be possible


edit: Got umodel to extract it in this way. Not sure how to make it auto cut off the pink but it's a proof of concept


edit2: Breaks on images 256 and smaller so far. Then again it is a hacky ass way of doing things
« Last Edit: September 08, 2021, 10:20 by Gildor » Logged
Ulti
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« Reply #10 on: September 08, 2021, 01:24 »

edit: Got umodel to extract it in this way. Not sure how to make it auto cut off the pink but it's a proof of concept

Sorry if this is a dumb question, but how exactly are you getting the textures to export like this? Im not sure how 6px shift works, I'm just wanting the models, haha.
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Demonslayerx8
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« Reply #11 on: September 08, 2021, 07:23 »

The simple story is that it's just 6px shift. I have manually fixed it when SAMURAI SHODOWN was only available on the switch version.

I tried doing some tweaks and this is what i ended up getting exported from umodel.

If the pink bits can be skipped somehow, it might be possible


edit: Got umodel to extract it in this way. Not sure how to make it auto cut off the pink but it's a proof of concept


edit2: Breaks on images 256 and smaller so far. Then again it is a hacky ass way of doing things
not a bad start at least.
« Last Edit: September 08, 2021, 10:21 by Gildor » Logged
cabalex
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« Reply #12 on: September 13, 2021, 12:58 »

I've been working on fixing the 6px shift + <256x256 textures for a while now, and I think it's in a relatively good state.
What's happening with the <256x256 textures is that umodel seems to separate the bottom ~1/4th to a different part of the data, regardless of resolution. While it doesn't really matter for 512x512+, you start running into "wrap-around" issues where the bottom half of the strip of data loops over to the next vertical line. See below:

Each color is a 4096 byte strip of data (each column is always 24 px wide).

I've fixed that by moving some data around on texture load, so that it fits umodel's criteria:


You can try my build of umodel here: https://github.com/cabalex/UEViewer/releases/tag/nmh3-support - See how it goes.

I'm still having trouble with the black 2px border around the bottom right, but I'm not entirely sure how to fix that. It seems the 6px shift was what was filling in those pixels, but removing the shift also removes that data. I know it exists in the file, but I don't know what umodel is doing with it.
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spiritovod
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« Reply #13 on: September 13, 2021, 17:58 »

@cabalex: Thanks for the contribution, your approach looks interesting. But maybe it will be more efficient to fix untiling itself. Take a look how it can be partially fixed for <256 textures (including non-square ones, but only with sizes multiple of 128) in UntileCompressedNSWTexture function (excerpt from code). Also, here is test build for those changes (link).

Update: Cabalex didn't compile his latest experimental build, here is compiled version of it for tests (link), it produces different results for some textures, for example non-square BC7 ones.
« Last Edit: February 04, 2023, 02:06 by spiritovod » Logged
spiritovod
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« Reply #14 on: August 15, 2022, 18:55 »

Animations for the game are now fully supported with specific build from here. There may be a few unsupported animations, it would be suggested to use ACL 1.3 build for them in the logs (available here).
« Last Edit: October 12, 2022, 00:08 by spiritovod » Logged
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