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** Install [https://github.com/ShinyHobo/BG3-Modders-Multitool/releases LATEST] release | ** Install [https://github.com/ShinyHobo/BG3-Modders-Multitool/releases LATEST] release | ||
Unzip Modders Multitool. This is a small program that simplifies unpacking | Unzip the Modders Multitool. This is a small program that simplifies unpacking and viewing of files. It throws all unpacked files into its own directory, so put it where there is enough free disk space. | ||
ExportTool of the latest version can be placed in any convenient place. This is the "engine" that decompresses files and converts them into a readable format. Modders Multitool uses it | ExportTool of the latest version can be placed in any convenient place. This is the "engine" that decompresses files and converts them into a readable format. Modders Multitool uses it. | ||
== Tools | == Tools Settings == | ||
Before unpacking the files, you need to do a few tweaks. | Before unpacking the files, you need to do a few tweaks. | ||
Run bg3-modders-multitool.exe from the folder where you unpacked Modders Multitool and click on the asterisk. | Run '''bg3-modders-multitool.exe''' from the folder where you unpacked Modders Multitool and click on the asterisk. | ||
[[File:Modders Multitool_01.png|650px|frameless|center]] | [[File:Modders Multitool_01.png|650px|frameless|center]] | ||
Here you will need to specify the path to divine.exe, which is located in | Here you will need to specify the path to divine.exe, which is located in '''ExportTool-vX.X.X/Tools''' | ||
And the <code>.exe</code> of the game itself in the path Baldurs Gate 3/bin. For Vulcan it is bg3.exe, for DirectX bg3_dx11.exe | And the <code>.exe</code> of the game itself in the path Baldurs Gate 3/bin. For '''Vulcan it is bg3.exe''', for '''DirectX bg3_dx11.exe''' | ||
[[File:Modders Multitool 02.png|650px|frameless|center]] | [[File:Modders Multitool 02.png|650px|frameless|center]] | ||
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Now to ExportTool. | Now to ExportTool. | ||
It needs the granny2.dll file to work correctly. Because of licensing problems, | It needs the '''granny2.dll''' file to work correctly. Because of licensing problems, Norbyte removed it from the latest versions, but the file remains in the old ones, for example in v1.5.13, the link to which is above. | ||
Open the archive ExportTool-v1.15. | Open the archive '''ExportTool-v1.15.13.zip''', find there granny2.dll, and throw it where you unpacked the latest version of ExportTool '''!!!''' in the root folder and in the Tools folder '''!!!''' | ||
Nothing more needs to be done with ExportTool. | Nothing more needs to be done with ExportTool. | ||
== Unpacking | == Unpacking Process == | ||
Open Modders Multitool again and click Unpack.pak Files. A menu appears. | Open Modders Multitool again and click '''Unpack.pak Files'''. A menu appears. | ||
[[File:Pak Selection.png|frameless|center]] | [[File:Pak Selection.png|frameless|center]] | ||
Common files: | |||
* | * English.pak — this is where the localization files are located. All text strings that are displayed in the game. | ||
* Gustav.pak — text files in .lsf format. Level data, dialog files, equipment stats, spells. | * Gustav.pak — text files in .lsf format. Level data, dialog files, equipment stats, spells. | ||
* Materials.pak — materials (shaders). It is useless in itself, but you can see what materials are in the game to assign them to your model. | * Materials.pak — materials (shaders). It is useless in itself, but you can see what materials are in the game to assign them to your model. | ||
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* Voice.pak — voice lines. | * Voice.pak — voice lines. | ||
Check the boxes against what you need and click Confirm. Unpacking may take a while. | Check the boxes against what you need and click '''Confirm'''. Unpacking may take a while. | ||
== Files conversion == | == Files conversion == | ||
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=== .lsf → .lsx === | === .lsf → .lsx === | ||
Most files from Gustav.pak and Shared.pak. | Most files from '''Gustav.pak''' and '''Shared.pak'''. | ||
Modders Multitool can convert them to readable .lsx. Once you are done unpacking the files, you need to click Decompress Files and wait for the files to be automatically converted. | Modders Multitool can convert them to readable .lsx. Once you are done unpacking the files, you need to click Decompress Files and wait for the files to be automatically converted. | ||
=== .gr2 → .dae === | === .gr2 → .dae === | ||
Model (mesh) files from Models.pak. | Model (mesh) files from '''Models.pak'''. | ||
These can be converted using ExportTool. In the first tab of the GR2 Tools program specify the path to the desired .gr2 file and below the path where the converted file will be saved. '''!!!''' You must add .dae after the name '''!!!''' | These can be converted using ExportTool. In the first tab of the GR2 Tools program specify the path to the desired <code>.gr2</code> file and below the path where the converted file will be saved. '''!!!''' You must add <code>.dae</code> after the name '''!!!''' | ||
[[File:Export Tool gr2 conversion.png|650px|frameless|center]] | [[File:Export Tool gr2 conversion.png|650px|frameless|center]] | ||
First click the Import button to import the game .gr2 model, then Export to convert it to .dae format. | First click the Import button to import the game <code>.gr2</code> model, then Export to convert it to <code>.dae</code> format. | ||
.dae can be opened with any 3D editor. | <code>.dae</code> can be opened with any 3D editor. | ||
You can also import .gr2 directly into Blender 3.x.x+. | You can also import <code>.gr2</code> directly into Blender 3.x.x+. | ||
Norbyte has updated their plugin for importing and exporting models, the latest version at the time of writing can be found [https://github.com/Norbyte/dos2de_collada_exporter here]. It's a beta version, but it works pretty stable especially for importing. | Norbyte has updated their plugin for importing and exporting models, the latest version at the time of writing can be found [https://github.com/Norbyte/dos2de_collada_exporter here]. It's a beta version, but it works pretty stable especially for importing. | ||
In the addon settings we specify the path to divine.exe from ExportTool. | In the addon settings we specify the path to '''divine.exe''' from ExportTool. | ||
[[File:Blender gr2 addon 01.png|800px|frameless|center]] | [[File:Blender gr2 addon 01.png|800px|frameless|center]] | ||
Now you can import .gr2 directly into Blender. | Now you can import <code>.gr2</code> directly into Blender. | ||
[[File:Blender gr2 addon 02.png|650px|frameless|center]] | [[File:Blender gr2 addon 02.png|650px|frameless|center]] | ||
=== .dds === | === .dds === | ||
Texture files from Textures.pak. | Texture files from '''Textures.pak'''. | ||
These can be opened by installing the [https://developer.nvidia.com/nvidia-texture-tools-exporter Adobe Photoshop Plugin] from the Nvidia website. For those who don't have Photoshop, the free [https://www.gimp.org/downloads/ Gimp] from version 2.10.10 onwards should have .dds support | These can be opened by installing the [https://developer.nvidia.com/nvidia-texture-tools-exporter Adobe Photoshop Plugin] from the Nvidia website. For those who don't have Photoshop, the free [https://www.gimp.org/downloads/ Gimp] from version 2.10.10 onwards should have .dds support | ||
If you need to import textures into other programs or engines (Substance Painter, Blender, Unreal, Unity), it's best to save them in Targa (.tga) format. This will leave the alpha channel intact. | If you need to import textures into other programs or engines (Substance Painter, Blender, Unreal, Unity), it's best to save them in Targa (.tga) format. This will leave the alpha channel intact. | ||
=== .gts →.dds === | === .gts →.dds === | ||
Virtual textures from VirtualTextures.pak. | Virtual textures from '''VirtualTextures.pak'''. | ||
They can also be unpacked with ExportTool (starting with version 1.17.0). Go to the Virtual Textures tab, specify the .gts file, export path and click Extract Textures. It will make a bunch of .dds files. | They can also be unpacked with ExportTool (starting with version 1.17.0). Go to the '''Virtual Textures''' tab, specify the <code>.gts</code> file, export path and click '''Extract Textures'''. It will make a bunch of <code>.dds</code> files. | ||
=== .wem →.ogg === | === .wem →.ogg === | ||
Audio files from Voice.pak. | Audio files from '''Voice.pak'''. | ||
For .wem you will need [https://www.nexusmods.com/monsterhunterworld/mods/1912?tab=description Automatic .wem to .ogg Converter] script from Nexus Mods. It is made for Monster Hunter: World, but it works perfectly with BG3 files. | For <code>.wem</code> you will need [https://www.nexusmods.com/monsterhunterworld/mods/1912?tab=description Automatic .wem to .ogg Converter] script from Nexus Mods. It is made for Monster Hunter: World, but it works perfectly with BG3 files. | ||
Inside the archive there is a folder WEM to OGG Converter. You need to put the files from it into the folder where .wem files are located and run | Inside the archive there is a folder WEM to OGG Converter. You need to put the files from it into the folder where .wem files are located and run <code>script.bat</code>. The script will automatically convert all <code>.wem</code> to <code>.ogg</code> files that can be opened with a standard media player. |