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ja-bia-tools's Issues

New version of exporter not exporting all necessary material properties

I took a close look at this problem. I am fairly certain that it has to do with the exporter not writing some material properties. You can check this yourself like this:

crf_magick --info used_nagant_01.crf
crf_magick --info original_nagant_01.crf

That will spit out a bunch of stuff, but look closely at this section from the original file:

==Parsing meshfile materials==
Materials at: 0x8855
Material type: nm
Material subtype: 0x100000004000000L
Current state = read_diffuse
Type: sffd
Texture: wpn_nagant_1958_01_c
Current state = read_normal
Type: smrn
Texture: wpn_nagant_1958_01_n
Current state = read_overlay
Type: 1tsc
Texture:
Current state = read_specular
Type: lcps
Texture:
Custom data count 2
Current state = read_specular_const
Type: lcps
0.00999999977648 0.00999999977648 0.00999999977648
Current state = read_custom
Type: 1tsc
custom1_1 = (0, 0, 0, 1)
Type: 1tsc
custom1_2 = 0
0200000000000000000000000000000000000000
Current state = done
Current state = done
Materials end at: 0x88fb

And this is from the new file:

==Parsing meshfile materials==
Materials at: 0x8855
Material type: nm
Material subtype: 0x100000004000000L
Current state = read_diffuse
Type: sffd
Texture: wpn_nagant_1958_01_c
Current state = read_normal
Type: smrn
Texture: wpn_nagant_1958_01_n
Current state = read_overlay
Type: 1tsc
Texture:
Current state = read_specular
Type: lcps
Texture:
Custom data count 1
Current state = read_specular_const
Type: lcps
0.00999999977648 0.00999999977648 0.00999999977648
0.0
Current state = read_custom
00000000000000000000000000000000ffffffff
Current state = done
Current state = done
Materials end at: 0x88e3

You can see that the new file is missing two custom material properties after the specular constant.

I have not fully reverse engineered the CRF format and in an earlier version of the exporter may have just hard coded all the models to have those properties set. In the newest version of the exporter they are not.

ctx issue with characters

I did notice a few issues with the ctx files tho, it seems to have problems parsing the files if the have an ' in the description, as with several of the German, French and Spanish letters. I'll give you a few examples from the equipment.ctx

- [184, Officer’s key]

Should be
- [184, !!python/unicode 'Officer’s key']

As for the letters, it's the ö, ß, ü and so forth.

These can easily be fixed, at least for the English part by just removing the offending ' whenever possible.

I do have one major problem tho, I can't run them again through the ctx_magick.exe if I add any new entry to it, might be an offset issue or something. So I'll continue adding new weapons and ammo and hope you can find a solution to this. I'll send you what I got tomorrow, been having too much fun playing the game today and haven't had much time to work on it. Hopefully you'll wake up tomorrow with a mail from me containing at least 10 new weapons and 3 new ammo calibers.

Have a good one

Björn

CRF importer skinned meshes

Vertex groups get assigned wrong vertices. This probably has to do with Blender changing vertex indeces when it creates the mesh. Also, need to check the ids of vertex groups once they get inside Blender for mismatches with CRF.

ValueError: too many values to unpack

Using Windows 7 Ultimate 64 bit. Using the latest JA-BiA Tools pack.

I've decided to translate the texts in JA: BiA, but I get this weird error, when repacking the txt files to ctx. Can't really put a finger on what I've done wrong, but yesterday evening I could repack it without any errors.
Since then, I went on with the translating and the game handles őűöüúó characters fine. As far as I can tell, I didn't delete any [ or ] characters.
Picture here: http://dl.dropbox.com/u/5130280/valueerror.jpg

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