Lemm quote volfin
[QUOTE=volfin]soon (tm)
We underestimated how done we were.
when we started unpacking the rest of the game we found more formats (there are over 130 model formats lol)
So we had to scrap how we handled all that, it got to be too much. We now use a lookup table system. I have my Blender importer done, and the skeleton converter done, just waiting on Cra0 to update the unpacker.[/QUOTE]
Skinning in the works
[IMG]http://puu.sh/eIxLj.jpg[/IMG]
Anyway basically for skinned models you will need to manually find the reference skeleton inside the skeleton folder. Since automatically locating it isn't possible yet, but yeah volfin will explain this later
It shouldn't be too hard the tool actually names them
[t]http://puu.sh/eIMOz.png[/t]
The first release is going to have volfins blender importer then later this will be released
[t]http://puu.sh/eIIH5.png[/t]
First release along with volfins blender script
Read volfins post on xentax I'm not going to quote here i cbf
[url]http://forum.xentax.com/viewtopic.php?f=10&t=12079&p=103133#p103133[/url]
[url]http://rel.cra0kalo.com/depot/AlienIsolation_PAKTool_2.0.zip[/url] < unpacker
blender tool
[url]http://rel.cra0kalo.com/depot/io_scene_Aliens_v1.0.zip[/url]
hkx to smd tool
[url]http://rel.cra0kalo.com/depot/hktcnv.zip[/url]
Fucken enjoy!
Ill post the assembler tool later when i have time to finish it.
[QUOTE=cra0kalo;46985243]First release along with volfins blender script
Read volfins post on xentax I'm not going to quote here i cbf
[url]http://forum.xentax.com/viewtopic.php?f=10&t=12079&p=103133#p103133[/url]
[url]http://rel.cra0kalo.com/depot/AlienIsolation_PAKTool_2.0.zip[/url] < unpacker
blender tool
[url]http://rel.cra0kalo.com/depot/io_scene_Aliens_v1.0.zip[/url]
hkx to smd tool
[url]http://rel.cra0kalo.com/depot/hktcnv.zip[/url]
Fucken enjoy!
Ill post the assembler tool later when i have time to finish it.[/QUOTE]
i have no idea what all that means. but GOOD WORK! :D
So I got around to playing about with the tools, and found that some textures refuse to be converted from the dx11or whatever to the more readable dds format (following the texconv.exe method posted on xantax thread, anyone have any guidance on this?
does the tool makes UV maps too? thanks!
textures may be ripped
Someone could he extract the textures of Ellen Ripley? I assembled each body part, but I'm missing textures, I do not just extract or rip myself. Thank you in advance for your answer.
[QUOTE=frankaster;47001895]does the tool makes UV maps too? thanks![/QUOTE]
Yes it comes with UVs the only issue now I'm looking into is texture links and possibly vertex normals.
Post your ports here btw I wanna see what you guys end up porting.
[QUOTE=cra0kalo;47006613]Yes it comes with UVs the only issue now I'm looking into is texture links and possibly vertex normals.
Post your ports here btw I wanna see what you guys end up porting.[/QUOTE]
I'm trying to port stuff, but can't get at all the textures I need sadly. (due to the whole BC_7 dds thing)
I used your batch files and texconv with them, but it fails to load the files (was trying it on the flightsuit textures from the player/ellen ripley) Not quite sure what's up with that, but I can only convert the LOD version of the texture (lod_ripley[d].tga.dds and so on) it simply tries to load it, and says "FAILED (80004005)" after listing off the file it tried to load. I've also noticed that all the files that fail to convert are greater than 1mb/1024 x 1024px (not sure if that makes a difference or we/, but worth mentioning)
[editline]25th January 2015[/editline]
Slight update, just figured out how to convert stuff using an alternative method, you'll need [url=http://sourceforge.net/projects/texgenpack/]THIS[/url] And a bat file like so:
[code]texgenpack --decompress --format RGBA8 flightsuit.dds flightsuit_Conv.dds[/code]
Where flightsuit.dds is changed to whatever. You also might need to switch which format you convert to depending on what texture you are converting, the different types are:
[code]rgb8, rgba8, argb8, rgb_half_float, rgba_half_float, rg16, signed_rg16, rg_half_float, rg8, signed_rg8, r16, signed_r16, r_half_float, r8, signed_r8, etc1, etc2_rgb8, etc2, etc2_eac, eac, etc2_punchthrough, r11_eac, rg11_eac, signed_r11_eac, signed_rg11_eac, etc2_srgb8, etc2_sgrb_eac, etc2_sgrb_punchthrough, dxt1, bc1, dxt1a, bc1a, dxt3, bc2, dxt5, bc3, bptc, bc7, bptc_float, bc6h_uf16, bptc_signed_float, bc6h_sf16, rgtc1, bc4_unorm, signed_rgtc1, bc4_snorm, rgtc2, bc5_unorm, signed_rgtc2, bc5_snorm, astc_4x4, astc_5x4, astc_5x5, astc_6x4, astc_6x6, astc_8x5, astc_8x6, astc_8x8, astc_10x5, astc_10x6, astc_10x8, astc_10x10, astc_12x10, astc_12x12[/code] The first few should be enough to get most of the files.
Thpough upon further review, can't seem to get the alpha channel from these...
I'm sure there is any easier way to do this, but I haven't found it, hopefully someone will.
Also I think I found out why the models are separated into multiple files that need to be imported, it's because it looks like they use this splitting to colour the textures instead of texture masks (like normal people use) So Cra0, when you do your assemble, make sure it keeps track of these separations, cause they seem to be important for colouring the textures. Though with 3ds MAX it should be fairly easy to render colouration masks for use in photoshop, will post more when I figure that out.
[QUOTE=Korro Bravin;47007479]I'm trying to port stuff, but can't get at all the textures I need sadly. (due to the whole BC_7 dds thing)
I used your batch files and texconv with them, but it fails to load the files (was trying it on the flightsuit textures from the player/ellen ripley) Not quite sure what's up with that, but I can only convert the LOD version of the texture (lod_ripley[d].tga.dds and so on) it simply tries to load it, and says "FAILED (80004005)" after listing off the file it tried to load. I've also noticed that all the files that fail to convert are greater than 1mb/1024 x 1024px (not sure if that makes a difference or we/, but worth mentioning)
Also I think I found out why the models are separated into multiple files that need to be imported, it's because it looks like they use this splitting to colour the textures instead of texture masks (like normal people use) So Cra0, when you do your assemble, make sure it keeps track of these separations, cause they seem to be important for colouring the textures. Though with 3ds MAX it should be fairly easy to render colouration masks for use in photoshop, will post more when I figure that out.[/QUOTE]
When i mean assemble I mean assemble each of those parts with the skeleton basically a bind those parts are still going to be separately exported by the paktool as you can see now. I'm not exactly sure what dictates the colors for each of the separate meshes. Haven't exactly had time to look into that, we tried using the vertex colors to check if it was what was used to color each of the parts and it seems not to be the case. The vertex color seems to be some sort of AO as they use it to tell the engine how to shade different areas.
[IMG] http://home.comcast.net/~volfin/20150126031815170.jpeg[/IMG]
Updated blender importer (fixes flipped meshes very hard to notice but the meshes seemed to be have been mirrored)
[url]http://rel.cra0kalo.com/depot/io_scene_Aliens%20v1.02.zip[/url]
I think each separate part is an entirely separate material, and the engine simply applies a color multiplier over the texture, as well as detail maps. Kind of like in source with $color in the vmt. Another way to put it is simply that each separate model has its own vmt applied, which defines color and detail maps
Difficult it was.
[URL=http://www.imagebam.com/image/7d330b387195377][IMG]http://thumbnails110.imagebam.com/38720/7d330b387195377.jpg[/IMG][/URL]
[url]http://rghost.ru/7NGKSHnvN[/url]
thanks! loving the model!
[IMG]https://scontent-b-dfw.xx.fbcdn.net/hphotos-xpf1/t31.0-8/10959094_911773752200678_6865067996828297898_o.jpg[/IMG]
Man, GREAT work on the Ripley model, Yoda! I take it we still don't have a way of getting the textures right yet though...?
Frankaster! That Alien looks even better there than in the game! Is the scenery from the game as well?
[QUOTE=venkman;47077194]Man, GREAT work on the Ripley model, Yoda! I take it we still don't have a way of getting the textures right yet though...?
Frankaster! That Alien looks even better there than in the game! Is the scenery from the game as well?[/QUOTE]
it's from 2010's AVP, since the game was using DX9 ripping scenes was pretty easy, just on the touch of a button, then assigning all the textures manually, but the scene was mostly complete (except some broken UV's but who cares)
[QUOTE=venkman;47077194]Man, GREAT work on the Ripley model, Yoda! I take it we still don't have a way of getting the textures right yet though...?
Frankaster! That Alien looks even better there than in the game! Is the scenery from the game as well?[/QUOTE]
Textures get i by Ninja Ripper, GPA Frame Analyzer and Cra0 Tex Unpacker and Pico Pixel(this prog just view but not save). Then look for the right.
Oh yea, 3dsmax 2013 format add to this post i
[url]http://rghost.ru/8jxdvjRyN[/url]
UPD: Ellen Ripley extracted and ported are.
[img]http://tf3dm.com/imgd/l37436-puo-65784.jpg[/img]
[url]http://tf3dm.com/3d-model/ellen-ripley-90347.html[/url] xps .mesh format
[url]http://tf3dm.com/3d-model/puo-65784.html[/url] .obj .dae formats
looking forward to these and more, I made a few alien modsw for l4d2 and would love to be able to use the isolation models for survivors and maybe the alien model for common infected :) thanks for all your hard work!
[url]http://rel.cra0kalo.com/depot/AlienIsolation_PAKTool_2.1.zip[/url]
Works for ps3 version of the game (someone requested) u need to specify --endianBIG though
this is all incredible work!
quick question though. does anyone know roughly how tall the Xenomorph will be in Gmod?
will it be as tall as a normal human? or several feet taller? (like in the actual game)
Does anyone have an FBX or obj file of the Xenomorph with textures? Or are you guys still working on it? Just curious.
[QUOTE=MIDGERM;47131098]this is all incredible work!
quick question though. does anyone know roughly how tall the Xenomorph will be in Gmod?
will it be as tall as a normal human? or several feet taller? (like in the actual game)[/QUOTE]
i'd hope for it to be actual size, more accurate for making pictures (since i doubt that theres gonna be a player model for it first).
[QUOTE=MIDGERM;47131098]this is all incredible work!
quick question though. does anyone know roughly how tall the Xenomorph will be in Gmod?
will it be as tall as a normal human? or several feet taller? (like in the actual game)[/QUOTE]
Well, it depends on how tall the civilian models are for scaling in order to figure it out for GMod, but I'd say the rough estimate is maybe just shy or just over 6 feet tall (at least for the male models). I actually made a similar post about this over in the Halo porting thread for scaling the SPARTAN-II models, which I'll go ahead and re-post here for scaling purposes since it seems relevant:
[QUOTE=Katra804;47071794][QUOTE=SonicHitman;47071618]it looks somewhat correct, but i feel as if the spartan should be a itsy bit bigger.
maybe its just me, though.[/QUOTE]Being nerdy about accuracy here, you're correct on the scale being a bit off between the two models. Halo 3's armor permutations are meant for a SPARTAN-II, and SPARTAN-IIs tend to be roughly 7' to 7'2" while in their armor, if I remember correctly. Using Johnson as an example and saying he's roughly the same height as the HL2 citizens (if not slightly taller) for scaling purposes, he's around shoulder-height compared to Master Chief. That model doesn't need to be scaled up too much more from where it's at now, but it does need to be scaled up.[/QUOTE]
Now, using that same bit of info and taking into consideration that Ellen Ripley is 6'0" tall while your standard xenomorph looks like it has a good foot and a half to two foot difference in height when standing and being slightly hunched over, I'd say it would be roughly two feet taller than the average citizen model while hunched, and maybe two and half feet while not hunched.
The average Alien is 8 feet tall, the one in Isolation is ten feet tall, but due to the digitigrade legs it'll never be straight up full height.
[QUOTE=XEN0KID;47134901]i'd hope for it to be actual size, more accurate for making pictures (since i doubt that theres gonna be a player model for it first).[/QUOTE]
i actually don't want it as a player model. i don't see why so many people want player models of these kinds of things. and besides, it'd be a little hard wouldn't it? the thing has a tail twice the length of its body.
[QUOTE=MIDGERM;47137050]i actually don't want it as a player model. i don't see why so many people want player models of these kinds of things. and besides, it'd be a little hard wouldn't it? the thing has a tail twice the length of its body.[/QUOTE]
precisely the point :wink:
People want player models for the novelty of being able to play as an alien. Paired up with the 4-joint-legs and the tail, it'd be a challenge. i cant see there ever being a player model for this thing, so i dont really see the point in scaling it down to player hight. But hey, im an observer, i cant really have any hard impact here other than advice :P
[QUOTE=XEN0KID;47139204]precisely the point :wink:
People want player models for the novelty of being able to play as an alien. Paired up with the 4-joint-legs and the tail, it'd be a challenge. i cant see there ever being a player model for this thing, so i dont really see the point in scaling it down to player hight. But hey, im an observer, i cant really have any hard impact here other than advice :P[/QUOTE]
well i hope they don't bother trying. (the people doing all the hard work) i don actually want a player-model. i'd just like the alien as a ragdoll. that's it, no player models, no NPC's and certainly no SNPC's. not sure why. but i prefer these things to be as they were intended: ragdolls. that's it
but hey, its up to the people doing the work.
[url]https://www.youtube.com/watch?v=W8wbjT6O5xU[/url]
xeno in action, is not sfm but anyways thanks cra0kalo for the tools!
[QUOTE=MIDGERM;47139251]well i hope they don't bother trying. (the people doing all the hard work) i don actually want a player-model. i'd just like the alien as a ragdoll. that's it, no player models, no NPC's and certainly no SNPC's. not sure why. but i prefer these things to be as they were intended: ragdolls. that's it
but hey, its up to the people doing the work.[/QUOTE]
Amen to that :)
[QUOTE=cra0kalo;47130905][url]http://rel.cra0kalo.com/depot/AlienIsolation_PAKTool_2.1.zip[/url]
Works for ps3 version of the game (someone requested) u need to specify --endianBIG though[/QUOTE]
How textures open extracted? Textures several open not.
[QUOTE=Magister_Yoda;47153296]How textures open extracted? Textures several open not.[/QUOTE]
I might recommend ninja ripper
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