• Ghost In The Shell: First Assault models thread
    237 replies, posted
hex editor and copy paste. trace .dds and .nif file extensions. or should i explain the stream structure? :D a dummy can read that stream. no offense. then you throw the dds' into a texture converter and the nif into noesis. export as a file you think exports everything. i just did collada. open blender and import it. remove the lod meshes. fix a couple of glitches in the extracted skeleton and the weightmap and you should have a working model to export. way too easy. not the hackerish major that is behind the cyber idea. but, well... nice. :)
dat files uncompressed??? :pwn: he-he... [url]http://forum.xentax.com/viewtopic.php?f=10&t=13381&p=110862#p110862[/url] :wink:
[QUOTE=episoder;48913032]found just that lil bugger real quick. looks tachikoma enough to me. :D [IMG]http://i.imgur.com/QybSNOo.jpg[/IMG][/QUOTE] @_@ Woah Momma.. I WANTSEET! XD Perfect big project for my 3d printer. :)
[QUOTE=erik945;48915226]dat files uncompressed???:pwn: he-he... [url]http://forum.xentax.com/viewtopic.php?f=10&t=13381&p=110862#p110862[/url] :wink:[/QUOTE] i serve you, you serve me. :fistbump: i got no python tho. i short it in sfm. it's a tad slow, but does it. nice. :) for the completeness. the script skipped the last file. stuoid... i just happened to notice the file index at the end of the archive. x)
[QUOTE=episoder;48913032]found just that lil bugger real quick. looks tachikoma enough to me. :D [IMG]http://i.imgur.com/QybSNOo.jpg[/IMG][/QUOTE] Tachikomas: robots that make spider robots and badass weapon with childish voices both awesome and adorable
[QUOTE=episoder;48917503]i serve you, you serve me. :fistbump: i got no python tho. i short it in sfm. it's a tad slow, but does it. nice. :) for the completeness. the script skipped the last file. stuoid... i just happened to notice the file index at the end of the archive. x)[/QUOTE] Thank you. Fixed! :pcrepair:
Sorry if it seems like a stupid thing to ask, but how do we go about using the script to unpack the .DAT files? This isn't exactly my forté, and I'd like to get at the weapon and miscellaneous object models.
[QUOTE=warmarine;48918997]Tachikomas: robots that make spider robots and badass weapon with childish voices both awesome and adorable[/QUOTE] Sad thing is, I keep hearing the squeeky voice whenever I read the word "Major".
[QUOTE=Katra804;48921017]Sorry if it seems like a stupid thing to ask, but how do we go about using the script to unpack the .DAT files? This isn't exactly my forté, and I'd like to get at the weapon and miscellaneous object models.[/QUOTE] 1. Download and install python's interpreter ([url]https://www.python.org/downloads/[/url]) 2. Edit script - this is simple text file 10 line - path to firectory for unpacked files 11 line - path to parsed file path_BaseDirectory = " _ your directory for unpacked files _ " unpack_file = " _ your path to *.dat file _" 3. Save it. 4. Drag and drop script file to python.exe 5. Wait, watch and enjoy ;) 6. *.nif - files of models 7. use noesis for watch/convert [url]http://richwhitehouse.com/index.php?content=inc_projects.php[/url] Good luck! :smile:
I don't know if it's because I'm doing something wrong or not, but the script doesn't seem to be working. I've gone through the instructions as listed, but all it seems to do when I run the script is flash a quick message and then close before I can even read what it says. I actually had to spam the prntscreen button just to see the following error. [code]Traceback <most recent call last>: File "C:\GITS\gits_packer1.1.py", line 49, in <module> print <"File discriptor offset: " + str<back_offset - 8> + " " file_name> TypeError: Can't convert 'bytes object to str implicity[/code]
[QUOTE=erik945;48923918]1. Download and install python's interpreter ([url]https://www.python.org/downloads/[/url]) 2. Edit script - this is simple text file 10 line - path to firectory for unpacked files 11 line - path to parsed file path_BaseDirectory = " _ your directory for unpacked files _ " unpack_file = " _ your path to *.dat file _" 3. Save it. 4. Drag and drop script file to python.exe 5. Wait, watch and enjoy ;) 6. *.nif - files of models 7. use noesis for watch/convert [url]http://richwhitehouse.com/index.php?content=inc_projects.php[/url] Good luck! :smile:[/QUOTE]you're the man
[QUOTE=Katra804;48925988]I don't know if it's because I'm doing something wrong or not, but the script doesn't seem to be working. I've gone through the instructions as listed, but all it seems to do when I run the script is flash a quick message and then close before I can even read what it says. I actually had to spam the prntscreen button just to see the following error. [code]Traceback <most recent call last>: File "C:\GITS\gits_packer1.1.py", line 49, in <module> print <"File discriptor offset: " + str<back_offset - 8> + " " file_name> TypeError: Can't convert 'bytes object to str implicity[/code][/QUOTE] Same here: [img_thumb]http://i.imgur.com/fa1kXER.jpg?1[/img_thumb]
Ok, try commenting out line 49 ( #print("File discriptor... ) and run again
[IMG]http://i.imgur.com/PyROjsr.png[/IMG][IMG]http://i.imgur.com/dKcSf0u.png[/IMG] both obj models [url]http://sta.sh/01xdbip58ojo[/url] batou_A [url]http://sta.sh/0vci29h7zgn[/url] togusa_A gonna upload weapons in a bit
yea and the emission and spec maps. idk what the blabla_c.dds texture is for though
[QUOTE=erik945;48930041]Ok, try commenting out line 49 ( #print("File discriptor... ) and run again[/QUOTE] Although it stops the error for that line in particular, it seems to redirect the same error to line 38 as a result. Though just for gits and shiggles, I decided to also comment line 38 to see what would happen since this error appeared again for line 38, and that resulted in the following. [code]Traceback <most recent call last>: File "C:\GITS\gits_unpacker1.1.py", line 39, in <module> if <<os.path.exists<dirName> > == False: 'NameError: name 'dirName' is not defined'[/code]
[QUOTE=erik945]Ok, try commenting out line 49 ( #print("File discriptor... ) and run again[/QUOTE] [img_thumb]http://i.imgur.com/5vsDhRG.jpg1[/img_thumb] Now that happens... I appreciate your help on that. Honestly I have no clue how to fix it my self. Could be something as stupid as using Python 3 vs 2 maybe?
[QUOTE=kazu---maru;48931082]yea and the emission and spec maps. idk what the blabla_c.dds texture is for though[/QUOTE] i haven't read the game's shaders, but... red is a reflection mask or material index for 3 different material shades. green is ambient occlusion. blue is basicly a mask for the eyes and metallic reflections using an envmap. alpha is just grey. dunno why it's in there.
[IMG]http://t01.deviantart.net/2d0tRDY30XpcFZAMZl8tLxEePOw=/fit-in/150x150/filters:no_upscale():origin()/pre13/2767/th/pre/f/2015/291/9/c/ar_acr_by_kazu___maru-d9dkn67.png[/IMG][IMG]http://t01.deviantart.net/Us8D07iATQfFsiIeLwbvWs4EdsE=/fit-in/150x150/filters:no_upscale():origin()/pre06/8f96/th/pre/f/2015/291/c/e/ar_ak47_by_kazu___maru-d9dkn61.png[/IMG][IMG]http://t07.deviantart.net/_WBLqG_g91_sQZ7HLywlmaOZBbE=/fit-in/150x150/filters:no_upscale():origin()/pre13/c8b6/th/pre/f/2015/291/7/6/ar_m4a1_by_kazu___maru-d9dkn5u.png[/IMG][IMG]http://t04.deviantart.net/RpuIOx-uA68Lzd4RGOFCUJ2fqqw=/fit-in/150x150/filters:no_upscale():origin()/pre13/ffa0/th/pre/f/2015/291/5/f/ar_scar_by_kazu___maru-d9dkn5k.png[/IMG][IMG]http://t14.deviantart.net/SYGmdPHdlmuZ1glHK7PVSvBPWFc=/fit-in/150x150/filters:no_upscale():origin()/pre11/0f90/th/pre/f/2015/291/8/1/cw_blade_by_kazu___maru-d9dkn55.png[/IMG][IMG]http://t14.deviantart.net/-exPM2l9Wlag-qq_i8I40QAQqN8=/fit-in/150x150/filters:no_upscale():origin()/pre07/bfeb/th/pre/f/2015/291/e/1/mg_by_kazu___maru-d9dkn4t.png[/IMG] dl: [url]http://sta.sh/0orz1uigou2[/url] i have no idea why the pics are tiny lmao, but here's primary weapons. idk if anyone wants the additional parts/attachments/camos?
[QUOTE=kazu---maru;48931960]idk if anyone wants the additional parts/attachments/camos?[/QUOTE] Assuming I can't figure out how to get the python script to work and extract them on my own, I know I wouldn't mind if you were to upload the additional content for the weapons. It's appreciated all the same.
yes, use python version 2.x
[QUOTE=Katra804;48932049]Assuming I can't figure out how to get the python script to work and extract them on my own, I know I wouldn't mind if you were to upload the additional content for the weapons. It's appreciated all the same.[/QUOTE] yea i gotchu fam here's more of the chars [IMG]http://i.imgur.com/c6NFo3F.png[/IMG][IMG]http://i.imgur.com/e9UHCMB.png[/IMG][IMG]http://i.imgur.com/NKgTURm.png[/IMG][IMG]http://i.imgur.com/yVFFlFT.png[/IMG] [url]http://sta.sh/018osh79p5uu[/url]
Those are some nice looking models. Brings back fond memories of times when everyone was making Blacklight TD/BLR poses.
Can confirm that the Python script is working with Python 2.7.10, but is not working with Python 3.5.0. This is what you should be getting when you use it. [img]http://i.imgur.com/chbM1tB.png?1[/img]
[QUOTE=erik945;48932141]yes, use python version 2.x[/QUOTE] Yep.....that's what I thought it was. Thanks a lot - it works now.
Any tachicomas or other models available? Static meshes will do.
[QUOTE=erik945;48932141]yes, use python version 2.x[/QUOTE] That solved the extraction problem. Not having any issues now. Thanks, much appreciated. [QUOTE=blue2k;48932643]Any tachicomas or other models available? Static meshes will do.[/QUOTE] If I come across them, I'll pack them up for you. Not sure which .dat file they're in, but that won't be too big of an issue since I'm planning one extracting everything.
them cheap raw models tho. nuts. well... that's for free... huh? everybody can/should get everything themselves. :)
Tachikoma is in model.dat, in the "npc" folder. There's also a mini Tachikoma model in there too.
[QUOTE=DXF619;48932763]Tachikoma is in model.dat, in the "npc" folder. There's also a mini Tachikoma model in there too.[/QUOTE] Good to know, thanks for the heads-up on where to look. Fortunately, I've already extracted that .dat, so it should be an easy find.
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