• Need Help to Find These Models
    121 replies, posted
I don't have SFM to use as source engine so as it stands I would have to wait for steam ..and on DSL it is a 14hr download... Did you create your VTF files? Here just in case...I used VTFEdit Open up and scroll to the file location. https://files.facepunch.com/forum/upload/137945/9418ed8d-0c2c-4481-b91f-8c5f3817189b/CreateVTF.png https://files.facepunch.com/forum/upload/137945/88610310-c6b7-49aa-b3bf-fd1d6c86a910/Import.png Pulldown and select IMPORT I left everything as default as I don't know what is best for SFM Here if you wish, you can also create your normal maps if not included https://files.facepunch.com/forum/upload/137945/b88d8b41-9ccd-4341-9441-ef7c8ce65e21/CreateVTF-1.png https://files.facepunch.com/forum/upload/137945/e63e892e-6f9f-4c34-88ef-4171e82fe817/Import2.png https://files.facepunch.com/forum/upload/137945/46dff77a-661f-4f3f-b725-4564902bd89d/NormalsCreated.png Do this for all the map files! FOR BLENDER I DID THIS, ( but realise I don't have an Source engine so could not work with the DMX) But SMD I can leave the source blank and work the Engine from Crowbar. Now in blender..You have your model the way you want it, then press B to border select ONLY the model, don't grab the camera or Light GRAB IN THE VIEW WINDOW ///NOT THE LIST ON THE RIGHT!!! https://files.facepunch.com/forum/upload/137945/50b09054-20be-4c35-a608-9a397acdb045/export SMD.png If set as I have it you get this.. Your set of SMD files for your meshes, and on the right is Notepad++ view of the SMD...just a text file... https://files.facepunch.com/forum/upload/137945/308e525a-95ee-4415-b1a7-67f0ee0da722/SMD-Files.png You HAVE to create your QC file BEFORE you can do anything in CROWBAR, once you have that (Following any of the Tutorials, which is a simple Cut and Paste, change Names and location TEDIOUS WORK!!) All gets plugged into the slots in Crowbar, and then PRESS COMPILE and see what happens! If you really can not follow the way to make a QC file, use one that is all ready made! You (if you have one) could DECOMPLE a SFM file to another directory and use the QC file from there...Here is one from Witcher decompiled.. simple plug and paste your names and location... and use BLENDER to find the coordinates for the EYES and such... USE Notepad++ it is a better notepad. There are only a few more lines on this I think 55 in total. https://files.facepunch.com/forum/upload/137945/bc3acdd2-cfa0-46a6-9384-46211e82ff78/QC example.png Just dive in and see...as long as you don't right Click and delete c: drive /// you won't hurt anything, just end up with an error or a model you will have to tweak to work as you want!
Thanks for the instructions. I tried using the VTF and i get this, is correct or incorrect, i need anything else?. For the QC i get completely lost, i tried changing names but i dont know exactly what to write or change, and in the image i see some sort of codes, i dont know which one of those write or erase. https://files.facepunch.com/forum/upload/341853/5a737eae-492f-4871-8021-123d5d805346/3.PNG For the other new Battlefield character, i tried fixing that but i cant do it, i tried both Blender and 3DS but i dont get a good result. I place here the character in .fbx and the textures files. Can you please check it and see how to correct the problem?. Thanks. BFVcharacter
@Hauk011 I'd recommend nutting out this one out yourself as you'll find that a considerable number of games/models UV's cannot be ripped correctly with NR's settings on default.. If you can get the armature scaling fixed in Blender, you can definitely do this! I'm certainly no pro with UV's but I've succeeded in getting around this obstacle so I'll be back soon with a small guide on how to go about it once I get my boy off to school...
@wubba I tried extracting various characters from the same game, all of them have the same problem. https://files.facepunch.com/forum/upload/341853/908f92d4-4f99-4584-a8ce-eee173038b19/1.PNG I also tried to extract again the character that i want, but it still has the same problems. Here i place the 3DS files of the ripped scene and the character with the scene deleted. There are many objects in the scene, and the character i dont know why but it has various repeated meshes for the same parts, maybe i missed something or i deleted something that i dont has to, can you please check it?. Thanks 🙂 BFVcharacter00.max BFVscene.max
@Hauk011 yes, thats because the majority of the content on the game is set to different UV coordinates compared to the default 'Vertex Layout - Auto - UV Coord' settings.. You may have picked the wrong mesh out of all the duplicates to your character & that certainly wont help because no matter which channel you set it to, it will never show the UV's correctly.. ***Always pick a mesh that shows some sort of texture applied to it (Normal; Specular etc).. & then start experimenting with different UV Coord numbers - The X&Y pattern is generally always one number with the next 1 digit higher than the other (6,7 - 7,8 - 16-17 etc..) Here is a video I did for you .. the numbers I test & use are the one for my game & may not apply for BF.. start from 6,7 & work your way up & you should find it!.. 3DS Max & NinjaRipper - Manual UV Coord Import Good Luck!!!
Not sure what you grabbed, but for battlefield 5 , this looks like it came out of 1980 tomb raider... to get the textures in the UV editor is flip x, flip y flip x....but this model uses the alpha channel to show a lot of things, and the face mesh is just a blob.. possibly because I don't think anyone has successfully ripped a mesh from battlefield, especially now in 5. My advise find another mesh...this one is garbage!! Or perhaps you need to find all the meshes, you can use Noesis to scan through the .rip files and see what each one is! https://files.facepunch.com/forum/upload/137945/e1d240b8-4a68-4a3b-b4b9-1b60fa15d751/BF5-Huh.png
Thanks for the help 🙂. I tried to do the instructions of the video but dont worked. I also tried to rip the character again and again, and rip another characters. But apparently the characters of that game cant be ripped correctly, every character has the same problems of missing and incorrect meshes and textures. Do you know where or who can i request to rip correctly the characters of this game?
@Hauk011 it's hard to know exactly what you're doing with NR in game and your mesh sorting.. if the '1980 tomb raider' model is from BFV then you are selecting the lowest poly LOD mesh.. From what I explained intially when you have your meshes in Max, you need to import the entire scene, delete the surrounding meshes you don't need (landscape/props etc) and keep the multiple duplicates of the character you want & space them out like I did from the last video with Yoda.. You could very well have approx 15-20 duplicates of the one character but they will be all various levels of detail (LOD) with different vertice/poly counts.. you want the one with the highest count, not to mention pick the one that remotely looks like it has some kind of texture applied to it *** right click the mesh & select 'Object Properties' as this will tell you how many vertices/faces it contains Then pay attention to the mesh No. (Mesh_0916) & trial & error by importing 'Mesh_0916.rip' numerous times with different UV Coord's like the Yoda video.. DON'T shortcut like the video, you need to test every single channel: (6,7 - 7,8 - 8,9 - 9,10....... all the way up to 30 odd) and DON'T export it to Blender until you find the correct UV Coord. Having explained all that, if you still can't the right one, maybe the game cannot be ripped correctly but in my experience, if you can get the meshes intact into Max, then it should be possible to get the UV's correct!
Thanks for the help 🙂. I ninjarriped another scene, this time the character has another meshes that was missing before, it has goggles on the hat, and one face with eyes and other without eyes, and another mesh around the eyes, i dont know if getting that was a progress. I separated the meshes and tried the best ones, i tried changing the UV coordinates in this new and in the other, but it dont work, i cant get the correct form. I dont know if i am doing something bad or if the game cannot be ripped correctly.
How big is the ripped scene with all .rips and .DDS zipped up?.. If not too ridiculously big in file size, send it my way!
Here is my scene in ZIP. Ninjaripper BFV.zip https://www.deviantart.com/luxox005/art/Battlefield-V-German-Support-Beta-Archetype-764819674 And i found this interesting thing, someone already manage to extract a character from BFV, but it was in september from the Beta of the game, i cant find one that was from the final game like im trying to extract. Seeing that apparently the characters from that game can be exctracted correctly. Maybe i am doing something wrong. I hope you can find the correct meshes 🙂
It's always possible.. Always a backdoor.. Just a matter of knowing how & where to look! 🙂 .. will have a look at your scene real soon!!!
Okay.. I was able to get the correct UV's ... I'm not quite sure what your problem is whether you're not familiar enough with Max's interface!? or you're just not following what I've explained correctly so I've gone as far to show you the exact process of what I've done.. Sorry I'm not going to tell you which UV Coord setting it is because like I mentioned before, If you want to rip games via NR on a regular basis, YOU NEED TO KNOW HOW TO DO IT YOURSELF, because with all due respect @Hauk011 I can't and anyone else can't keep 'spoon-feeding' you... I myself never got nowhere near as much help learning what I've shown you so far with ripping models via NR.. I had to learn it mostly by myself by trial & error & researching on the internet. Please don't think I'm been mean, cruel or impatient with you as I'm simply trying to 'Be Cruel to be Kind' or 'Tough Love' if you will Having said that learning to port from Blender to SFM is a different story as that appears to be lot more involved as I don't even know how to do that!!! Anyway the screen shots below will show you how to sort your meshes easier by utilising the different 3D views Max offers. https://files.facepunch.com/forum/upload/277755/e8ef600d-ba0c-4c3a-9ff6-3870e0b1a09c/realisticANDedge-faces.png https://files.facepunch.com/forum/upload/277755/cf3f2062-86f3-485f-b1d7-7e05ca1186f9/wireframe.png https://files.facepunch.com/forum/upload/277755/99f01295-8240-473c-8b96-49f711e719d1/realistic.png ... here is the videos I've done pretty much outlining the whole process (without telling you which UV Coord it is ;).. ) I will give you a hint though.. the setting is somewhere between 16-17 to 34-35 3DS Max & NinjaRipper - Importing Meshes As Group 3DS Max & NinjaRipper - Sorting Meshes 3DS Max & NinjaRipper - (PART 2) Manual UV Coord Import 
@wubba Thanks for the help. I manage to get one correct mesh with UV! And dont worry, im not angry, i understand, i know that i need to know to do the thngs myself 🙂 https://files.facepunch.com/forum/upload/341853/27e389bf-9cef-489e-8b9d-cb2e8042f3ef/1.PNG I have other questions. This mesh with correct UV apparently has the texture applied. Its really applied or its just and illusion and i need to apply it myself?. If its apply, when i port it to blender it will continue applied or i have to apply it?. https://files.facepunch.com/forum/upload/341853/2f198726-0578-48da-9bb0-5e71c4bba95c/2.PNG And this porblem happened to me too much times, it happened in almost every big ninjarriped secen i import. I dont know why, but the right below viewport dissapears and no matter what i do i cant bring it back. How can avoid that or how can i correct it? How can i configure my 3DS interface to be like yours?, for example you have an option for UV Unwrap, but in mine i have to open modifier list. https://files.facepunch.com/forum/upload/341853/0ad34035-2295-4f19-b7ea-7ae86b024455/3.PNG And i know i ask too much, sorry for that, but really thanks for helping me 🙂
The UV's should still applied when you export it to Blender/other 3D apps, though you need to ensure it is configured for retaining the UV data before doing so.. When exporting to '.fbx', I believe it is automatic for retaining UV data as I couldn't find a specific setting for it!? (I'm still learning things myself & not a complete 'Know it All' lol.. ) For '.3ds' & '.obj', you need to ensure the following check boxes are ticked.: https://files.facepunch.com/forum/upload/277755/73cb30a3-b7db-417e-bb5d-390c09343ea3/retainUVdata.png I'm not exactly sure what you mean by the viewports but I assume you are losing the 'Perspective' view & cannot get it back when tinkering etc... Here is a video outlining how to reset/change/swap the viewports as well as configuring your Modifier Sets Menu for efficiency. 3DS Max - Configuring Viewports & Modifier Sets Menu
Finally, i found all the correct UV coordinates! https://files.facepunch.com/forum/upload/341853/8782dd3e-c4e1-4f8c-886b-be85d1f521de/4.PNG I have a question. What do you recommend me more?, try to export it with the textures the meshes come with it, or apply every mesh the textures like i do with other two characters? And also i have this problem with the eyes, they look strange... I tried ninjarip the scene other times but every time i get the same eyes texture, is there some tricks for the Ninja to extract that correct texture? https://files.facepunch.com/forum/upload/341853/c035e61c-6147-4057-b93d-f7c9a8a2a328/5.PNG I also tried applying it the eye texture of the other characters and other eye textures i searched in google, but none of them looks good. Maybe if i can change the color and lightness and darkness they will look good, but i cant really find how to do that. How can i do that? Do you have some spare eyes textures than can share with me so i can test if they look good? And if i cant get a good eyes textures, which one of these trhee do you think looks better? Thanks 🙂
However you apply your textures whether it be in Max/export or in Blender is purely personal preference.. whatever 3d app you are more proficient/comfortable with.. providing they have more or less the same options/features to apply them Regarding the eyes, it looks like the blue eyes are too small (in first blue eye image)/from another character so unless you adjust the UV scale , I would stick with the brown.. or the 2nd blue eye image??.. Two reasons why they look funny is 1, the odd positioning of them is most likely due to the default rigging/BFV's game engine and 2, going by image 'A' & image 'C' look like they are composite textures so they need to be combined to give the brown eyes more realism/depth.. (brown eye image A has transparency around the edges so it would go on top of image C)
I think i get the eyes done, i choose the 2nd blue. I tried to make them look like the ones in the game that are blue-grey (i dont know why the Ninja erverytime extract them as golden-brown), i moved the eye mesh to a better position and make more darker the texture and adjust a little the background color. I thinks its ready to be imported to Mixamo and then Blender. https://files.facepunch.com/forum/upload/341853/fcfa2da8-fd0c-4f6f-b3d4-9a87d08615d6/11.PNG
NR doesn't alter the textures, purely extracts what files/content that are in game (like extracting files from a .zip file) .. that's a cut scene render the image on the left.. a lot of advanced lighting/texture compositing and most possibly a different model altogether, compared to the game (maybe) .. so don't be hard on yourself trying to mimic that exact look as that's an extremely hard render to achieve!!! 😁
I succesfuly get my character in Mixamo and in Blener! https://files.facepunch.com/forum/upload/341853/9ab6157d-6f22-41c7-b778-686e3ddfbf73/1.PNG I have this question. How can i make more lighter or darker the textures, i want to make more darker the eyes like in 3DS, but i cant find how? And i have this problem, i apply the textures in texture menu, i save and exit, when i open again the texture panel has reseted but the character conserve the textures and they still appear in UV editing, but dissapear from the texture panel. How can i fix that? Thanks 🙂
@RScott ??
@wubba , I find how to fix it. For the texture panel, i upload the character again in Mixamo, but this i uploaded it in zip fbx with textures. Now the panel dont dissapear and i have the textures in there. And the eye texture i manage to make it darker using Photoshop. @RScott , I have all my three characters ready, i organized them in folders for have a good order and dont get lost again. I place here the link so you can check if there are no mistakes in them. Can you please continue helping me with importing them to SFM?. Im continue stuck with the Crowbar and with the QC, i tried and tried but i cant make it right. Can you pleas help me?. Thanks 🙂 https://drive.google.com/open?id=1_AMPT1fApI6GhxZEnZhp8RPTXeBZc598
Hey I took a few days off! In this pix from Max... at the bottom https://files.facepunch.com/forum/upload/137945/0218770a-769b-4ca5-972b-690aa8b4e02a/image.png Where it says PRESET..drop down that menu and there is a PRESET for BLENDER! As far as the export to SFM, I think you have all the info you need you just have to read and learn, like I said I don't have SFM and so I can't test the files to see if they are right or not, after the conversion. I am afraid you are just going to have to figure it out! Now in blender... blender. Files you sent loaded up just fine with all textures in place, that looks good! Here is a slightly different eye color and a lighter whiteness... https://files.facepunch.com/forum/upload/137945/81ebdcd5-0dbe-4c79-a11d-b20b35055a53/young-drake-eye-ball-color3.png As far as getting something to look like what you saw on BF... you won't... you can get close, but with only an diffuse texture it isn't going to happen. I moved your sun and I also moved and rotated the hair as it had a big chunk inside the face on the R-of the face... https://files.facepunch.com/forum/upload/137945/1cfbcbc3-3e2f-4d00-90a4-f990db359d37/BF--2.png It is TOO dark but that is because you are missing most of the maps to make it look right... they were more than likely in the rip. This is what you get with just Albedo (Diffuse)Texture as you have... https://files.facepunch.com/forum/upload/137945/52eebe99-a7f6-4b52-992e-82c4c01c2c43/Albedo.png This is what the Normal map does... https://files.facepunch.com/forum/upload/137945/a3ba3a88-3f1e-47f6-a9c4-91709ea53169/Normals.png This is what you get with reflectivity... https://files.facepunch.com/forum/upload/137945/b075f4de-830b-4a15-a872-04a26432310e/Reflectivity.png and this is what you get all combined and with environment lighting https://files.facepunch.com/forum/upload/137945/f3e6659e-68d9-49e9-b689-5c3ee051acdc/All-Together.png I really don't need to say ..it makes a big difference!! The QC file is very simple if you just do what was said before..copy and paste the info over an old QC file!!! https://files.facepunch.com/forum/upload/137945/5b96f15e-1db1-4ffd-b509-f78c2b447815/QC example-2.png See this for more on eyes and such... HERE And see this for making Shape keys ( if you want to!! ) HERE and for the simplest tutorial..step by step...>>>>>>>>>GO HERE<<<<<<<< GOOD LUCK...as that's about all I can do for ya...
Thanks for the tutorials @RScott 🙂, i will follow them and i will try my best to do it right. I have an idea so you can help me with the files in SFM, SFM can be downloaded free in Steam. You just need to have an acount and have Steam installed. https://store.steampowered.com/app/1840/Source_Filmmaker/ @wubba , @RScott . I have another question. I found this interesting site that have interesting models that im interested in. But i dont see how to download them directly to SFM, i tried to paste the contents on the SFM Usermod folder, but it dont work. How can make they work, they need to be converted like the ones i extracted myself, or how?. Thanks 🙂 Im interested in all this: https://sfmlab.com/item/2902/ https://sfmlab.com/item/1525/ https://sfmlab.com/item/650/ https://sfmlab.com/item/2160/ https://sfmlab.com/item/2108/ https://sfmlab.com/item/2829/
I don't know but you should be able to import from inside SFM as they are already converted for it... I know that I can get SFM but as I explained... I really don't have a use for it, and I don't have the time to wait for a 15 hour download... I do a lot of things over the net and downloading a huge file like that bogs down my work, and my work bogs down the download... and overnight just takes longer as EVERYONE thinks they can get files faster that way!! DSL is just a little better than satellite, and cheaper and way cheaper! But downloads in the multi-Gig range... are very slow... My last one on steam for 46 gig took 2 weeks, set for overnight and when I was AFK!!! Now if you want me to help you convert these to Blender... Ill put it this way.. what you just went through... you would do over just to get to the place you started with exporting to SFM !!! Very complicated but also not hard to do!
I find how to put the SFM Lab models in SFM, luckly it work and now i have them in SFM, i used this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=747939595 And dont worry, i understand that you cant download SFM. I will continure trying to follow the tutorials to get my characters in SFM. If i get stuck can you please help me again?. Thanks.
Hey, GOOD for you... way to go learning how to do it and getting it done! Sure I can help as long as it is connected to Blender or Crowbar in can try!
@RScott , can you please help me with this?. You posted this two photos. In the first it says export path and engine path, i never understand what i have to write in there, in exporta apparently i can write anything but i dont exactly what or where, and engine path no matter what i write the box becomes red and never accept it as correct. And in the second, i manage to get the SMD and VTF, but that thing on the right that looks like the QC i really dont understand how to get it done, i need to write it myself, copy and paste like the premade QC, or that file can be created with the Blender Source tools or with the Crowbar?. Thanks.
As far as I know... the engine path would be to your source SDK, somewhere in your STEAM dir under something like C:\SteamLibrary\steamapps\common\GarrysMod\sourceengine.... but I believe (maybe wrong) that you only really need it when you use DMX when I used SMD and left it blank it exported just fine. The thing on the left is a SMD file to show it was just a editable text file of Mesh_0070.smd Export Path...is where you want the file to go... which should be in you folder with the Character or in a seperate folder ...and where you are going to have your QC file and all that...a single folder that is easy to get to...as you don't want it nested in somewhere that you have to dig for... wherever you stuck the models and textures... and you have your VTF files... Get the IDEA? HERE... copy the below and paste into Notepad++ // Created by Crowbar 0.38.0.0 $ModelName "immigrant\witcher3sorceresses/idaemean.mdl" $Model "model" "idaemean_body0_model0.smd" { flexfile "idaemean.vta"  { defaultflex frame 0 } flexcontroller eyes range -45 45 eyes_updown flexcontroller eyes range -45 45 eyes_rightleft } $BodyGroup "model" { studio "idaemean_body1_model0.smd" } $BodyGroup "model" { studio "idaemean_body2_model0.smd" } $BodyGroup "model" { studio "idaemean_body3_model0.smd" } $BodyGroup "model" { studio "idaemean_body4_model0.smd" } $BodyGroup "ida" { studio "idaemean_body5_model0.smd" } $SurfaceProp "default" $Contents "solid" $EyePosition 0 0 70 $MaxEyeDeflection 90 $AmbientBoost $MostlyOpaque $CDMaterials "models\immigrant\witcher3sorceresses\ida\" $Attachment "eyes" "head" -0.37 14 0.52 rotate -15.61 89.78 -178.38 $Attachment "mouth" "head" 0.8 -5.8 -0.15 rotate 0 -80 -90 $CBox 0 0 0 0 0 0 $BBox -6.783 -22.316 -3.764 13.665 22.163 67.085 $PoseParameter "body_pitch" -45 45 0 $PoseParameter "body_yaw" -45 45 0 $Sequence "idle" { "idaemean_anims\idle.smd" fadein 0.2 fadeout 0.2 fps 30 } Copy and paste the above into Notepad++ then replace the name and path with your stuff...
Thanks. I will give it a try. I hope this time i can get the QC right, of all the long process that part i find it to be one of the most harder and maybe the most.
Sorry, you need to Log In to post a reply to this thread.