asasasasasbc / flver_editor Goto Github PK
View Code? Open in Web Editor NEWA multifunctional editor to edit and view Fromsoftware game's FLVER file (Sekiro, Dark Souls, Bloodborne etc.)
A multifunctional editor to edit and view Fromsoftware game's FLVER file (Sekiro, Dark Souls, Bloodborne etc.)
Hi, I'm not sure why I have this issue, when I import an fbx into flver it says it exceeds 65535 vertex count when in blender it tells me that it has only 14847 vertices. While the model gets modded into DarkSouls3 just fine, I'm also having issues with the textures (it's flipped left-right, there's a weird uniform white coating that's not due to the normals nor specular map) and I'm not sure if it's because of this 65535 vertex count problem.
I've uploaded the fbx here if you want to take a look.
DS3_Diego_Body.zip
Prior to this issue I haven't had any complications with FLVER editor. This is the first road bump I've encountered that I cannot figure out how to resolve.
After successfully loading my fbx model into the editor and having the face texture loaded (both in game and in the editor), I haven't been able to get any other (diffuse) textures to work - they don't show up. They are all .dds files and I've set their paths up in the material panel of the editor. No dice. The Mtd path for all the textures is M[A]_e.mtd. Any ideas?
How do you get the transparency or alpha channel on textures to work?
I double checked this new version,and there's no .exe file,can anyone help?
Could I possibly use this editor to export a flver as an obj file?
When I click Export as a DAE, the model comes as the objects as each, like the bonfire is called "ash" and "sword", but when you look at it, the normal model and the LOD is fused! Not just over each other, but fused, trying to separate in blender with "P> By loose parts" don't separate it and I noticed that even the vertex appear to be merged... (Hope it's not me doing something wrong)
Sorry for writing this here, but I didn't get many answers on discord
I was fiddling with character skin material, trying to apply it to custom models. The material in question is P[FC_F_0000]_Body.matxml
VertexBuffers: LayourIndex
value of my custom mesh to match that of an original mesh. This is not currently possible with FLVER editor, so is it possible for you to implement that? I don't really know what this value meant, so probably there's a different way to make it work?DiffuseUV
, LightmapUV
and AdditionalUV
. Is there a way to load FBX with multiple UV sets into FLVER editor? I tried it, but since there is no way to check, I'm not entirely sure. The result is only using the first UV set for all textures though, so I assume it's not supported? If so, could you provide a feature for this in the future?i have managed to export, change, an reimport a model of the Sword of Night and Flame (Elden Ring) the Textur is still "working", but when i get the Camera to close to the Character it turns invisibel
After some testing, this happens to all models i import, regardless if i turn on the lod option when importing
does some one know why? and how to import right?
Is there any way to export a model with their skeleton? If not do you think you could implement this in the future?
The FLVER Editor does not yet have support for AC 6. Will it be?
My .exe file just opens the FVLERS folder in the explorer, running it again or inside the folder just closes the explorer again. The program it self does not start.Things like run as admin and trying to force the .exe to run has the same result. Dragging the file i'm working on on .exe does nothing at all. I'm probably overlooking something obvious since i'm really new to this though. Regardless i would appreciate some help. Thank you.
i can't run it neither can i build it
it runs on wine but i can't see the mesh
Getting this when trying to export some of the larger Dark Souls 2 map chunks.
It's a similar error to when I try and use Mesh/M Reset only that error says to set the index to 32 bit mode but there doesn't seem to be an option to do so.
Trying to find a solution/work around for this as its currently preventing me from trying to salvage/restore unused areas/map chunks that are left over from earlier in Dark Souls 2 development.
Title says all. I've been told that this is due to the LOD facesets not being accounted for when importing using your editor, hence the issue.
I've attached the .DCX files I made as well as screenshots showing the issue in action.
chr.zip
Hello, I'm wondering if it is possible for this tool to read an FLVER from a different FromSoft game?
The game is called Kido Senshi Gundam Unicorn and it released on the PS3 six months after the original Dark Souls released.
The game uses the same archive system and file structures (TPF, FLVER, HKX, etc.) but I haven't seen any work done on extracting stuff from this game, along with the Armored Core games.
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