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Re: CML file structure

PostPosted: Mon Apr 11, 2016 6:30 pm
by Chikinface
Not sure what you're afraid of. D: If it's porn that's.. sorta happened already due to the texture mods out there. I wouldn't worry about it, people are just gonna do that kind of thing. There's the potential for.. creepy applications of that though so that I do understand... I'm more interested in porting characters to other games, myself.

Heads are named like pl_hd_etc. Problem is is the current AQP parser crashes when it attempts to parse a few of them. I haven't looked at the old AQP format to really understand why (it uses a tagging system similar to the cml files. Newer AQP files use a pointer table instead).

Re: CML file structure

PostPosted: Fri Apr 15, 2016 1:58 pm
by dian333
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maybe here it is the end .something wrong in
default Ratation,bone "l_ear" and "r_ear" Ratation ,which is main different between "human" face and "new_human" face
Scale about eyelash
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can't find correct .dds file of eye.(lazy) so change some parameter (eye type,color)of npc quna.
maybe 70%-80% similarity .....

Re: CML file structure

PostPosted: Fri Apr 15, 2016 2:35 pm
by Chikinface
Yeah its pretty close, nice work!

For curiousity, the files that fail to load with the current version of the Noesis AQP plugin are:

pl_hd_0030_x_fh_nh.aqo
pl_hd_0000_x_fd_nh.aqo
pl_hd_0001_x_fd_nh.aqo
pl_hd_0030_x_fd_nh.aqo
pl_hd_0000_x_fn_nh.aqo
pl_hd_0001_x_fn_nh.aqo
pl_hd_0030_x_fn_nh.aqo
pl_hd_0031_x_fn_nh.aqo
pl_hd_0000_x_md_nh.aqo
pl_hd_0010_x_md_nh.aqo
pl_hd_0020_x_md_nh.aqo
pl_hd_5001_x_fc_nh.aqo
pl_hd_5030_x_fc_nh.aqo

The rest appear to load fine.

While on the subject HOLY SHIT THIS IS TERRIFYING

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I'm er.. I'm guessing this is the head they use for Miku D: Not actually looked at her cml. pl_hd_1000_x_fh_nh.aqo.

Re: CML file structure

PostPosted: Sun Apr 17, 2016 3:58 am
by dian333
it is miku's comic face
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2015.10.25
..............................................
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"sss" material face
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attach bone ,cloth material don't use normal texture ,hair Subdivision Surface .
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"SAY BEY"

Re: CML file structure

PostPosted: Sun Apr 17, 2016 7:19 pm
by Chikinface
Nice work. I see you've managed to parse the animation format as well. I've not really looked into it. I take it you're using the current aqp plugin for Noesis to get your models though, yeah?

Because if so, I would make sure to keep your current copies of _all_ your game resources as as of the 4/20 precede, all appearance files have been replaced with the new AQP format. The old aqp plugin will not work on any file added by the game after this date either.

I've been dusting off my old AQP parser and... it's a horrible piece of shit of code haha. I don't know if I could make a suitable parser myself, but what I might do at least is publicize my notes... I'll make a separate thread for that should the time come.

You're also reminding me I really need to get the hang of Blender. I've been using 3DSMax9 for this for ages now and... it's kind of too ancient haha. I'd like to switch to a tool that I can use more modern scripts with (and also that's free!).