eurotools / eurochef Goto Github PK
View Code? Open in Web Editor NEWRust crates and utilities for Eurocom EngineX(T) files.
License: MIT License
Rust crates and utilities for Eurocom EngineX(T) files.
License: MIT License
ECM format
Blender addon
The arcball camera should pan on dragging rightclick across the viewport.
Currently, there are a lot of unwrap
s on errors or options that should be propagating back up to the app state so that it is shown as an error message instead of panicking the whole application. Notable mention: panel load functions
Using WGPU instead of glow (OpenGL) will allow Eurochef to multithread rendering, and have better platform support, especially for macOS and web.
eframe
already supports WGPU, so the renderer is the only thing that needs to be rewritten, though that's no easy task.
The benefits outweigh sticking to OpenGL, but I will need to take in some further consideration before we start making the move
The base viewer should be able to queue a high quality frame capture, invoked by a GUI popup.
It should also
Even with spyro's GC symbols I have not been able to find how the index buffer is retrieved, nor how many indices there are
Filelist support for the GUI. This should be separate to loaded EDBs, as we also want to be able to load files directly from the filelist view.
It would be very nice to be able to sort files by map/entity/texture etc. count
Additionally, a tree view would make the view a lot nicer, though that will take further design considerations
When rotating the camera in a viewport, the cursor should wrap to the other edge of the viewport once it tries to go past the borders (a la Blender)
UXGeoTexture now implements an is_valid
method. Every texture is expected to be extracted in order, so even invalid textures are included in the texture array. Invalid textures should not show properties, but should instead display a warning icon and replace the properties tooltip with [the error message]?
Following the vertex buffer there appears to be a texture coordinate buffer. This doesn't appear to work for every mesh though, as most meshes will have heavily skewed coordinates or straight up corrupted texture coordinates
I've been looking at this on and off to see if this game has ever been added to the support list or if it has been mentioned and suffice to say, it hasn't in either case until now in regards to the latter. Version is unknown afaik but it can be safe to assume for now that it is 263 and I've tried testing some files but they just won't work and always prompts with this error:
Also for the record, I am using files from the 360 port and not the PS3 port nor the Wii port either. It may be worth looking into the Wii port as well but if anything from the 360 port is anything to go by, who is to say if anything from the Wii port will work. Still, it'd be worth checking out as I have yet to even touch the Wii port yet,
EDIT: The Wii version has a lot of geo formatted crap with the movies scrambled in there along with some text stuff and a few dat's. Otherwise, it's the same overall as the other two console ports.
EDIT 2: Using this neat little wiki page I've just found, https://sphinxandthecursedmummy.fandom.com/wiki/EngineX#Games, the filelist version is 12 and the EDB/GeoFile version is 282.
I've been looking for info from time to time to translate predator concrete jungle
But no clue after the quickbms unpacking and looking at textures with this program
Hi! I was trying to install Eurochef, so I got Rust set up and ran cargo install --git https://github.com/eurotools/eurochef.git
. I ended up with a mismatched types
error which I have stored in this gist for brevity. From the debug log it seems that these two lines are problematic:
eurochef/eurochef-edb/src/map.rs
Line 176 in 774c7c5
eurochef/eurochef-edb/src/anim.rs
Line 49 in 774c7c5
As discussed briefly in #31, support for the Xbox/GC version(s) of this game would be great.
EDB version for this game is known to be 170.
I've done some brief testing with the Xbox version of the game as starting point for this.
Filelist.bin
extraction seems to work perfectly.data_size
field is used in EXGeoTexture
. An additional condition was added for this.Hi! I was just revisiting Eurochef to try extract the Disney Universe filelists I had lying around, but then I ran it and it told me that the filelist wasn't supported yet (it's version 13). I'm just opening this issue for tracking purposes, but I'd be more than happy to upload those filelists if you need them.
Maybe I'm just doing something wrong, but I can't seem to extract anything from Sphinx and the Cursed Mummy (PS2), despite the readme claiming it should work. I've tried the latest release, e5cbb1a and main
(a5cbbd6 at the time of writing), but nothing seems to be able to extract anything. For reference, I have predominantly been testing using the *_sphin.edb
files (e.g. cs_sphin.edb
, mc_sphin.edb
, etc.).
The CLI on main
seems to be the only version to extract any sort of texture, but has thus far only produced corrupted textures and repeatedly gives the error eurochef_cli::edb::textures: Failed to read frame 0
. Attempting to open the file with the GUI causes a panic with the message Vertex format for version 182 is not known yet, report to cohae!
Every other version I've tried seems to either ignore the contents of the files, or the GUI will also just immediately crash whenever I try to open something.
Am I just using the program wrong, or has there been some sort of recent regression? As far as I can tell from the readme, support for Sphinx/EDB 182 should be golden, as should extracting PS2 textures, but I can't seem to get anything to work.
A filelist viewer will make searching for specific resource types a lot easier, and saves the pain of having to go through a filepicker to open a file. It will be possible to have both a filelist and EDB file open at the same time.
Blocked by:
TODO List:
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