Dmxconvert: Difference between revisions
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dmxconvert -i <in file> [-ie <in encoding hint>] [-o <out file>] [-oe <out encoding>] [-of <out format>] | dmxconvert -i <in file> [-ie <in encoding hint>] [-o <out file>] [-oe <out encoding>] [-of <out format>] | ||
If no output file is specified, dmx to dmx conversion will overwrite the input | If no output file is specified, dmx to dmx conversion will overwrite the input<br> | ||
{{source2}}: -r argument does a recursive search if the in file specifies wildcards<br> | |||
{{source2}}: -upconvert will auto-check out the files. If -i is not specified, it will operate on all DMX files}} | |||
Supported DMX file encodings: | Supported DMX file encodings: | ||
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*keyvalues2 | *keyvalues2 | ||
*keyvalues2_flat | *keyvalues2_flat | ||
*keyvalues2_noids | |||
*binary | *binary | ||
*binary_seqids | |||
*actbusy | *actbusy | ||
*commentary | *commentary | ||
*vmt | *vmt | ||
* | *mks {{since|{{csgo}}}} | ||
*tex_source1 {{since|{{csgo}}}} | |||
Supported DMX file formats: | Supported DMX file formats: | ||
*dmx | *dmx | ||
*movieobjects | *movieobjects | ||
*sfm | *sfm | ||
*sfm_settings {{since|{{csgo}}}} | |||
*sfm_session | *sfm_session | ||
*sfm_trackgroup | *sfm_trackgroup | ||
Line 33: | Line 37: | ||
*model | *model | ||
*ved | *ved | ||
*vmks {{since|{{csgo}}}} | |||
*mp_preprocess | *mp_preprocess | ||
*mp_root | *mp_root | ||
Line 43: | Line 48: | ||
*mp_eyes | *mp_eyes | ||
*mp_bonemask | *mp_bonemask | ||
*tex {{since|{{csgo}}}} {{not|{{source2}}}} | |||
*vtex {{source2}} | |||
*world {{since|{{csgo}}}} | |||
*worldnode {{since|{{csgo}}}} | |||
*virtualvolumetexture {{source2}} | |||
*vmap {{source2}} | |||
*vanim {{source2}} | |||
*animflags {{source2}} | |||
== Simple Drag and Drop bat file == | == Simple Drag and Drop bat file == |
Revision as of 07:09, 8 May 2023
DMXconvert is a command-line SDK tool which converts DMX files. It can be found in all Source 2013 games,
Counter-Strike: Global Offensive Authoring Tools ,
Left 4 Dead 2 Authoring Tools ,
Source Filmmaker , as well as in various
Source 2 Workshop Tools.
An example usage is: converting regular DMX files using "encoding binary 3 format model 15"
into others, such as plain text "encoding keyvalues2 1 format dmx 15"
.
This new Keyvalues 2 DMX 15 version could then be used in Blender Source Tools advanced Flex properties tab to copy the face flex rules from.
Usage
dmxconvert -i <in file> [-ie <in encoding hint>] [-o <out file>] [-oe <out encoding>] [-of <out format>]
If no output file is specified, dmx to dmx conversion will overwrite the input
: -r argument does a recursive search if the in file specifies wildcards
: -upconvert will auto-check out the files. If -i is not specified, it will operate on all DMX files}}
Supported DMX file encodings:
- keyvalues
- keyvalues2
- keyvalues2_flat
- keyvalues2_noids
- binary
- binary_seqids
- actbusy
- commentary
- vmt
- mks (in all games since
)
- tex_source1 (in all games since
)
Supported DMX file formats:
- dmx
- movieobjects
- sfm
- sfm_settings (in all games since
)
- sfm_session
- sfm_trackgroup
- pcf
- gui
- schema
- preset
- facial_animation
- model
- ved
- vmks (in all games since
)
- mp_preprocess
- mp_root
- mp_model
- mp_anim
- mp_physics
- mp_hitbox
- mp_materialgroup
- mp_keyvalues
- mp_eyes
- mp_bonemask
- tex (in all games since
) (not in
)
- vtex
- world (in all games since
)
- worldnode (in all games since
)
- virtualvolumetexture
- vmap
- vanim
- animflags
Simple Drag and Drop bat file
As is the case with many Command-Line only tools, usage might be confusing. So here is a simple Drag and Drop .bat file script which automatically converts whatever DMX you drop into the bat into a Keyvalues 2 DMX 15 version, creating a new DMX file with the _Keyvalues2 suffix.
::Game location that has the DMXconvert you want to use. Just main game folder.
SET Game_path=d:\programme\steam\steamapps\common\left 4 dead 2
::Don't change anything below here
"%Game_path%\bin\dmxconvert.exe" -i %1 -of dmx -oe keyvalues2 -o "%~dpn1_Keyvalues2.dmx"
|