Playing with .dae and UI Composer

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nonnex
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Playing with .dae and UI Composer

Post by nonnex »

The last days I was investigating my freetime in researching the ability of modding the X:RB UI.
But I was not expecting to fight against the used file formats and authoring tools in this way.

The DevSuite that the X:R devs have used (as far I can see) does not exists any more, and this fact makes UI-Modding hard, till impossible, for us.

It seems (if I'm not wrong) that they have used "Anark Studio 4.0" to create the UI for XR.

Well, not that bad I thought!
But "Anark's Studio" was bought by "Nvidia" in the past and it seems that their new product "UI-Composer" (which is based on "Gameface") is not compatible with the structure delivered from the .CAT Files anymore.

We can read and import the .dae X:R files, (need some edititing in the dae's, texture paths etc...), but we can't export or save it in a postulated way for X:RB. Thats really, really, bad.

In detail for our Nerds:
I have imported some collada .dae into UI-Composer with success but can't generate the required bytecode.
Shure, it would be easier to buy the old Anark Gameface Suite 4.0.
But its not available anymore.

P.S.: If someone has a original Gameface Suite and want to sell, pls. send me a private msg. I'll buy it. This is a serious offer!

This are my results with UI-Composer. YeeHaa!. I can edit it, but can't save it in a proper way. :(
Maybe some smarter individual then me can move on from this point. I'll give up.
Last edited by nonnex on Fri, 3. Jan 14, 14:00, edited 3 times in total.
xbf
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Post by xbf »

I think what you are specifically looking for is Anark Studio 4, though it's no easier to find. I tried previous versions of Anark Studio, 2 and 3, but no luck opening the files at all. I was able to view the dae files you mention in general-purpose model viewers (when renamed to .stl, of all things) with similar looking results, so it may be coincidence that UI-Composer opens them.

Between this and the Emotion FX package, I'm thinking the expensive middleware is what sunk this ship (and potentially its modding scene).
Lc4Hunter
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Post by Lc4Hunter »

As i know from a modelbuilder pf Rebirth is, that they use 3ds-Max for the models (and maybe also the UI?) and that they use a special Model Exporter.
Every ingamemodel comes from 3ds Max, like in the past, but now they use a different "end"-format then the good old bod/bob files.

As i remember i was told that the dae extension of the Rebirth files has not much to do with the Collada file format.

Hope you understand what i mean, my english isn´t the best :oops:
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nonnex
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Post by nonnex »

Yeah I understand what U mean. It is true that the meshes are made with 3dmax. But the whole UI is made with Anark Studio 4. And there is no way to edit or mod the UI files without this Suite. Neither I have found other tools which can produce the files from the .dae. :(
Hellaciouss
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Post by Hellaciouss »

nonnex wrote:Yeah I understand what U mean. It is true that the meshes are made with 3dmax. But the whole UI is made with Anark Studio 4. And there is no way to edit or mod the UI files without this Suite. Neither I have found other tools which can produce the files from the .dae. :(
You could try contacting Anark here http://www.anark.com/contact/

There are also other less conventional ways of obtaining the software in question... It is 'out there' ;)
ICO_hr
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Post by ICO_hr »

Why the .... they use Dae/Collada?Is this even supported anymore?FBX Enyone?
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nonnex
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Post by nonnex »

.dae is great. It is supported and heavy in use by the industry. But Anark Studio is not. The product was sold to nvidia around 2008 and they have made UI-Composer out of it (which is not compatible of course).
So, bad news, there is only the old 4.0 left and has no official support.

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