I get OUT OF MEMORY error when uncooking v4.04. I wasn't exactly expecting it to work, but is there a workaround? I already know which vanilla scripts I want to uncook so I don't need everything.
Tried to change gwent card texture, but no matter what i did always got "System.IndexOutOfRangeException: Index was outside the bounds of the array" error, both in W3Oven and in Modkitchen. I don't know what exactly is causing this issue, GUI or wcc_lite.exe, and i don't understand what i did wrong, found no information on the internet, does anyone know anything about this issue?
I suppose the modkit version for Next gen will actually be the mod editor CDPR projekt announced a couple of months ago. In the meantime, I saw somewhere that to avoid the OOM error that we now have while trying to uncook the Witcher 3 Next Gen game through the WCC_lite, you actually had to unpack the old version of the game. Hence my question : is it currently possible to make a cloth or texture mod based on the files of the old game, cook it into a mod and then load it as a mod in Next Gen?
Hello everyone, in fact, who can help in the first steps? After reading the topics in the discord, I realized that it is better to learn from the old version 1.31, using the tools modkit, notepad++ and blender. Since I’m taking my first steps, I decided to first master the instructions from the modkit manual and the video tutorial from YouTube https://www.youtube.com/watch?v=XKPmZXr5W7k and the actual initial steps hit rocks. Ankuk of game files goes fine, but for some reason the steps with exporting .xbm to .tga in the raw folder do not want to run. I write it exactly as in the manual and in the lesson, but nothing is exported. who can explain what I'm doing wrong or what I didn't prepare in advance. thank you in advance
Perhaps the developer is already working on an update for the new generation, and if not, then how long do we have to wait? Please answer. I have the same problems as everyone else.
здравия всем, собственно кто может в помощь в первых шагах?почитав темы в дискорде понял что лучше учиться на старой версии 1.31 ,из инструментов модкит , нотпад++ и блендер . из того что делаю первые шаги решил сначала освоить инструкцию с мануала по модкиту и видеоурок с ютуба https://www.youtube.com/watch?v=XKPmZXr5W7k и собственно начальные шаги упираются в камни. анкук игровых файлов проходит нормально , а вот шаги с экспортом .xbm в .tga в папку raw почему-то не хочет запускаться . прописываю ровно как в мануале и в уроке но ничего не експортируется . кто сможет разъяснить что я делаю не так или что я не подготовил заранее. заранее спасибо
Tried to export some textures, but couldn't do it neither with cmd command nor with WolvenKit (extracted textures are always xbm)... Meshes are extracted to fbx without problems, but not textures to png or tga.
It allows you to export the .xbm as an .xbm which is useless since the format is not an actual .xbm used by any image editing software. Then if you already had the texture exported as .tga and edit it there's no way to pack it because it won't convert to an .xbm, it will pack the .tga files as they are and the game will ignore them. And thats using a new stable release version of Wolvenkit than the one you suggested.
Without this glorified archive utility importing and exporting .tga isn't working using WCC_Lite.
Try it; it does work. It exports .xbm into .tga, and .m2esh into .fbx. Don't use the wcc_lite command directly. Do it through wolvenkit's asset browser.
Edit: make sure it's wolvenkit version 7.1.0 or above.
I have the very latest version of Wolvenkit unless they uploaded a new one just in the last 8 hours, I tried through the asset browser to extract a texture for a new mod, and tried to update a mod with a texture I previously extracted before the next gen patch. It was an update to a mod I made over a year ago but I still had my .psd files alongside all the .tga in the original mod working folder. Made a slight adjustment to one of the textures and tried to pack and install it. WCC_Lite threw up errors about the .tga file conversion but they got packed anyway and it overwrote the working mod as expected. Load the game and the default textures from CDPR was used, used the asset browser to see what was in the mod, not a single .xbm file but all the .tga were there.
Swapped in the backup old version until I can get textures working again because clearly for me this is not working with the latest game patch and I am not downgrading to the old version and backing everything up for an updated texture or a new one to be added.
Just tried to extract a random texture through Wolvenkits asset browser and I even downloaded and installed Modkit again
Error in Wolvenkit:
[3/7/2023 8:22:10 PM]: [2023.03.07 20:22:10][Error][WCC] Failed to export 'characters\models\main_npc\baron\model\body_01_ms__nml_baron_a01.xbm' into format 'tga' [2023.03.07 20:22:10][Info][WCC] --------------------------------------------------------------- [3/7/2023 8:22:10 PM]: [2023.03.07 20:22:10][Error][WCC] Wcc operation failed [3/7/2023 8:22:10 PM]: Did not complete. [3/7/2023 8:22:10 PM]: Did not export characters\models\main_npc\baron\model\body_01_ms__nml_baron_a01.xbm.
And I now have characters\models\main_npc\baron\model\body_01_ms__nml_baron_a01.xbm. That is body_01_ms__nml_baron_a01.xbm, AN .xbm file in my mod project folder to delete and couldn't do anything with if I even wanted that one. Wolvenkit Version 7.2.0.0 NG
Okay, I noticed that as well. It works for majority of the texture files, but fails to export some unfortunately. (I think the error is with the uncooking/unbundling process rather than the exporting process. Both cooked and uncooked texture files are in the .xbm format, so if an .xbm is not exportable, then it's probably not properly uncooked. Just my guess.) Wolvenkit's uncook and export feature still uses wcc_lite, and the official modkit needs an update, but we probably won't get one.
Yeah the error is in the uncook stage for textures with WCC_Lite, and it happens with cooking too. How anyone is getting new texture mods to work is beyond me with packing and extracting not fully working.
*Edit The xbm files can be converted to dds with Quickbms but I don't have a script to do it with the Witcher 3 and no clue how to write one. I do have a Witcher 2 Quickbms script to convert xbm to dds and one to convert back but it throws an error about size and gives me a big number to try though that number has nowhere to go in the script.
Why the F did they not make these tools with a GUI like any other respectable software comes with. Not everyone using them is a programmer and find command line to be simple and easy to use.
**Edit Witcher 3 quickbms using the witcher 2 quickbms script converted a Witcher 2 bms to dds just fine but errors on witcher 3. Well Must wait on official tools.
most things are working just fine if you use the updated WKit 7.1.0.0 from GitHub (Traderain) but it would be nice to get the update, as a few things act a little weird. Some of my image exports don't look right.. sorta like theyre missing one of the color channels.. noticed this when i exported some gwent card "icons"
Whether or not this is directly related to updating modkit or not, it would be nice having the update, because then we can exclude that as a possible issue when troubleshooting.
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I suppose the modkit version for Next gen will actually be the mod editor CDPR projekt announced a couple of months ago. In the meantime, I saw somewhere that to avoid the OOM error that we now have while trying to uncook the Witcher 3 Next Gen game through the WCC_lite, you actually had to unpack the old version of the game. Hence my question : is it currently possible to make a cloth or texture mod based on the files of the old game, cook it into a mod and then load it as a mod in Next Gen?
Without this glorified archive utility importing and exporting .tga isn't working using WCC_Lite.
Don't use the wcc_lite command directly. Do it through wolvenkit's asset browser.
Edit: make sure it's wolvenkit version 7.1.0 or above.
Swapped in the backup old version until I can get textures working again because clearly for me this is not working with the latest game patch and I am not downgrading to the old version and backing everything up for an updated texture or a new one to be added.
Just tried to extract a random texture through Wolvenkits asset browser and I even downloaded and installed Modkit again
Error in Wolvenkit:
[3/7/2023 8:22:10 PM]: [2023.03.07 20:22:10][Error][WCC] Failed to export 'characters\models\main_npc\baron\model\body_01_ms__nml_baron_a01.xbm' into format 'tga'
[2023.03.07 20:22:10][Info][WCC] ---------------------------------------------------------------
[3/7/2023 8:22:10 PM]: [2023.03.07 20:22:10][Error][WCC] Wcc operation failed
[3/7/2023 8:22:10 PM]: Did not complete.
[3/7/2023 8:22:10 PM]: Did not export characters\models\main_npc\baron\model\body_01_ms__nml_baron_a01.xbm.
And I now have characters\models\main_npc\baron\model\body_01_ms__nml_baron_a01.xbm. That is body_01_ms__nml_baron_a01.xbm, AN .xbm file in my mod project folder to delete and couldn't do anything with if I even wanted that one. Wolvenkit Version 7.2.0.0 NG
Wolvenkit's uncook and export feature still uses wcc_lite, and the official modkit needs an update, but we probably won't get one.
*Edit
The xbm files can be converted to dds with Quickbms but I don't have a script to do it with the Witcher 3 and no clue how to write one. I do have a Witcher 2 Quickbms script to convert xbm to dds and one to convert back but it throws an error about size and gives me a big number to try though that number has nowhere to go in the script.
Why the F did they not make these tools with a GUI like any other respectable software comes with. Not everyone using them is a programmer and find command line to be simple and easy to use.
**Edit
Witcher 3 quickbms using the witcher 2 quickbms script converted a Witcher 2 bms to dds just fine but errors on witcher 3. Well Must wait on official tools.
most things are working just fine if you use the updated WKit 7.1.0.0 from GitHub (Traderain) but it would be nice to get the update, as a few things act a little weird. Some of my image exports don't look right.. sorta like theyre missing one of the color channels.. noticed this when i exported some gwent card "icons"
Whether or not this is directly related to updating modkit or not, it would be nice having the update, because then we can exclude that as a possible issue when troubleshooting.