I'm just gonna slide this tutorial up in here for the folks who could use it. The text guide is a bit unclear on some stuff and the pictures are broken so this should help alot: https://youtu.be/d-ShxdKFIPc
Same thing happens with me. I really wanted to start editing textures but no matter what I try I can't get the the converter to stay open. Does anyone know what we're doing wrong?
It must executed from the CMD using the following command:
for %f in (XXXX.dds.phyre) do phyreffxii.exe -u %f %~nf
and to repack:
for %f in (XXXX.dds.phyre) do phyreffxii.exe -p %f %~nf
where XXXX is the name of the texture file.
For ease, in the folder with the phyreffxii.exe, type CMD in File Explorer's URL and hit enter; that'll bring the CMD window targeted directory, from there enter the command and press enter. Repeat the process for repack.
Matter fact, for your ease, (in case you don't have Photoshop or don't fancy GIMP) here's a paint.net .dds plugin. With it you may export your edited with the following options:
having issues when doing the command prompt part. It keeps saying the specific file is not found despite being put inside the same folder as the phyre converter. I had to do some working around to even get my computer to find the exe file itself through the command prompt, so I didn't have to type the file address every time. Not sure whats up and its pretty frustrating
i talked with akederebour from xentax forum and he throw cold water on my plans:
"A tool that imports modified meshes would have some limitations. Like the new mesh needs to have same vertex and index count as the original mesh. Otherwise it would cause problems with the offsets inside the file. So with those limitations I think only thing you can do is to move the vertices of the mesh. I mean it is still something, but it won't be proper modding."
So no 3d model modding until we discovery the structure behind the phyre file.
Yes, I know it and I predict that it will not be possible to add new stuff. Possibility of changing something that already exist is gonna be probably enough and i consider this from beggining (No adding/removing vertexes, just moving them). Just like texture modding (We just change colors of existing textures, we do not add new textures).
Hey can you send me the source code for this, or is it uploaded anywhere? I want to modify it to keep the particular texture info in memory as I batch upscale all of the textures with my texture algorithm. This would be greatly appreciated. Thanks.
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SOLVED: The program doesn't generate a new .phyre file. You need to designate an existing file for output.
Trying to figure out why this happens, but i'm almost giving up
for %f in (XXXX.dds.phyre) do phyreffxii.exe -u %f %~nf
and to repack:
for %f in (XXXX.dds.phyre) do phyreffxii.exe -p %f %~nf
where XXXX is the name of the texture file.
For ease, in the folder with the phyreffxii.exe, type CMD in File Explorer's URL and hit enter; that'll bring the CMD window targeted directory, from there enter the command and press enter. Repeat the process for repack.
https://cdn.discordapp.com/attachments/569303228580102181/582757598705483776/eraTex_simp.zip
With it you may export your edited texture(s) with the following options:
https://i.postimg.cc/W44SZ7YV/Untitled.png
Then repack and import subsequently.
Any other questions feel free to ask.
I sent you PM regrading the progress of importing custom models .dae.phyre.
my hope now we found a way to import a custom 3d model inside the phyre container.
"A tool that imports modified meshes would have some limitations. Like the new mesh needs to have same vertex and index count as the original mesh. Otherwise it would cause problems with the offsets inside the file.
So with those limitations I think only thing you can do is to move the vertices of the mesh. I mean it is still something, but it won't be proper modding."
So no 3d model modding until we discovery the structure behind the phyre file.
Possibility of changing something that already exist is gonna be probably enough and i consider this from beggining (No adding/removing vertexes, just moving them). Just like texture modding (We just change colors of existing textures, we do not add new textures).
I want to modify it to keep the particular texture info in memory as I batch upscale all of the textures with my texture algorithm. This would be greatly appreciated. Thanks.