This is gamebryo, you can get the bones and weights along the mesh with nifsccope.
huh? the nifscope version i tried didn't even load the models. noesis man, noesis.
The models are nice, however Noesis exports like 5x copies of the models in a single export, or maybe those are the different lods of the model? For Bato resulting in almost 40k polygons, when the model is no more than 9k... That's not funny not to mention that this process ruins the models since it detects duplicate mesh names and thus merges those meshes... so you get merged meshes...
This is lod. Delete models low-poly model.
[QUOTE=erik945;48936414]This is lod. Delete models low-poly model.[/QUOTE]
Yeah, In the object format that's what you can do, however when you export as smd or psk.. the things get messy... The load models are merged and you can't delete the lods.. So you can't get those with bones, not to mention that few of the models (cyborgs) are not T-posed, and I would have been easier to T-pose them if they had bones...
Also you can find some interested models and highres textures for Bato and Motoko in world.dat\IntroMovie\
as posted. you can export collada (.dae) files. i loaded that in blender. you have all meshes seperate. it's just the skeleton that has some glitches. but... hey... come on. tell me you could fix those.
[QUOTE=erik945;48936828]Also you can find some interested models and highres textures for Bato and Motoko in world.dat\IntroMovie\[/QUOTE]
Thanks for the heads up.
Bato's head is 1024x1024, with a body texture in 4096x2048.
Motoko's head is 1024x1024, with a body texture in 2048x1024.
The Hand01 textures found in the "textures" folder of model.dat are 2048x2048 inside of world.dat/intromovie.
Cyborgbody_D for the male cyborg in the "cyborg" folder of model.dat is 2048x2048 in world.dat/intromovie.
Cyborgbody_female_D for the female cyborg in the same folder of model.dat is 4096x4096 in world.dat/intromovie.
Would one of you mind uploading the HD textures for Motoko? I'm working on a project using her meshes, and the low-res default textures are definitely an eyesore.
[QUOTE=MystressB;48937839]Would one of you mind uploading the HD textures for Motoko? I'm working on a project using her meshes, and the low-res default textures are definitely an eyesore.[/QUOTE]
Oh well here you go.
[url]https://www.dropbox.com/s/k0gdd4gsalktvs8/texture.7z?dl=0[/url]
Let's hope we wont provoke Nexon to encrypt and lock the content of the game in the final release, since looking at those assets (in the current build) I think there is a lot more to be added to the game as skins (outfits) etc.
[QUOTE=NapoleonII;48938144]Oh well here you go.
[url]https://www.dropbox.com/s/k0gdd4gsalktvs8/texture.7z?dl=0[/url]
Let's hope we wont provoke Nexon to encrypt and lock the content of the game in the final release, since looking at those assets (in the current build) I think there is a lot more to be added to the game as skins (outfits) etc.[/QUOTE]
For the most part, Nexon's actually pretty lax with situations like this. Just so long as it's not being done for profit, they actually allow their content to be ported to other games.
Plus, if you take a moment to look at Vindictus, CS:O, and several other Nexon titles, people have gotten into those files countless times, and Nexon has done nothing to change the encryption; you'd think that if it were a big issue for them, they'd have done something about that by now.
Well it's never too late to start doing something about that. :) Imagine if at some point the police just knows on our doors asking about something we ported for another game like ages ago...
[QUOTE=NapoleonII;48938144]Oh well here you go.
[url]https://www.dropbox.com/s/k0gdd4gsalktvs8/texture.7z?dl=0[/url]
Let's hope we wont provoke Nexon to encrypt and lock the content of the game in the final release, since looking at those assets (in the current build) I think there is a lot more to be added to the game as skins (outfits) etc.[/QUOTE]
Thank you very much!
Interestingly, the HD face has a different UV layout than the low-res texture - do you know if there's a NIF of her in the intromovie.DAT file? I'm just curious if its more detailed, or if the changes are limited to the texture quality/UV.
Motoko's facemodel for highres textures ;)
[url]https://www.dropbox.com/s/zp1ygsn47bcpcjb/motoko_head.FBX?dl=0[/url]
Much appreciated, thank you!
If you're using the Python -> Noesis -> Blender method of getting the models, note that Noesis imports and exports all the LODs, so you'll have a bunch of meshes stacked up on one another. If you want to preserve the bone weights, you can export the .nif from noesis as a .dae(collada). When imported into blender, the meshes separate, making it easier to manually delete the LOD meshes. After all that you can import the smd, delete the mesh, and parent the fixed up model to the skeleton using armature deform.
EDIT: Actually, in blender, the LOD level of the mesh is in the name, so just delete everything that isn't L0
Batou's face kind of rubbed me the wrong way, here's me trying to make him look more like he did in Gits:Sac
Before: [IMG]http://i.imgur.com/4KLtrhk.jpg[/IMG] After: [IMG]http://i.imgur.com/nV3Wz8L.jpg[/IMG]
[QUOTE=Katra804;48932682] 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.[/QUOTE]
Thank you.
[QUOTE=.Madness;48939750] After: [IMG]http://i.imgur.com/nV3Wz8L.jpg[/IMG][/QUOTE]
Actually, that is quite the improvement.
[QUOTE=blue2k;48941961]Thank you.[/QUOTE]
I don't know if you were wanting the mini Tachikoma and the black Tachikoma, but here's the [URL="https://mega.nz/#!pRUwDSqZ!fTZyVjhDCFc-pTNHJmA65KzxHlPtLSZvN13msOitZR4"]classic Tachikoma[/URL].
Kazu maru, the weapon attachments like the irons sights and optics would be pretty nice if that's possible.
those scifi ar15 ironsights from the trailer are a really nifty design imo.
also thanks again to everyone who has contributed.
Hey I have a question for you all who got the models and the textures out, Hove you got the real textures of Paz and Maven? Since those that you can get from the model.dat are black... I have seen videos on youtube where those characters are not available to be played, but I have also seen other videos where those are... Any help out here?
[QUOTE=NapoleonII;48943121]Hey I have a question for you all who got the models and the textures out, Hove you got the real textures of Paz and Maven? Since those that you can get from the model.dat are black... I have seen videos on youtube where those characters are not available to be played, but I have also seen other videos where those are... Any help out here?[/QUOTE]
Paz's diffuse textures are all black:[IMG]http://i.imgur.com/B1bRA9B.jpg[/IMG]
if you can texture you could paint them. the raw data for the composite is there. do it right tho. and... maven is a do her however the f*ck you want, she a newbie.
also... anybody found a mesh that can hold motoko's highest res face texture. or anybody got the intro face mesh with a working uv layout? gotta unwrap then if not.
[QUOTE=episoder;48945185]if you can texture you could paint them. the raw data for the composite is there. do it right tho. and... maven is a do her however the f*ck you want, she a newbie.
also... anybody found a mesh that can hold motoko's highest res face texture. or anybody got the intro face mesh with a working uv layout? gotta unwrap then if not.[/QUOTE]
I'm sorry... There was nothing we could do for her. (This is what I get when opening and extracting INTRO_CH.nif in noesis, I'm guessing if it was extracted another way, there wouldn't be any deformations)
[IMG]http://i.imgur.com/FyXdswi.jpg[/IMG][IMG]http://i.imgur.com/V3Wxw2q.jpg[/IMG]
yeh. i got that too. that mesh was merged with batou's skeleton. they don't extract correct. there was another face mesh in the scene tho. on the motoko on the table. see if i can transfer the uv layout. there gotta be hack. maybe some text file mashing. :D
body model in intromovie is same as characters. Simple replace textures.
Face model in previous page
[QUOTE=.Madness;48945328]I'm sorry... There was nothing we could do for her. (This is what I get when opening and extracting INTRO_CH.nif in noesis, I'm guessing if it was extracted another way, there wouldn't be any deformations)
[IMG]http://i.imgur.com/FyXdswi.jpg[/IMG][IMG]http://i.imgur.com/V3Wxw2q.jpg[/IMG][/QUOTE]
She has boneitis
[QUOTE=erik945;48946005]body model in intromovie is same as characters. Simple replace textures.
Face model in previous page[/QUOTE]
not quite correct. the body model on the table is the regular one. without uvmap. the mashed up one is the model with the android limbs and the layout for the highest res face texture. that's the thing you gotta get outta there. that's the trophy to rip. :smug:
anybody got a nifscope version that imports and exports that whole scene? i mean... i'd only need the complete set of bones in there. x)
Here's an extractor I had worked on.
[IMG]http://i.imgur.com/HIvyUQU.png[/IMG]
[url]http://files.catbox.moe/aa9619.zip[/url]
[editline]21st October 2015[/editline]
episoder how did you get the files working in a model viewer?
Oh yeah and here's all the player models as of right now.
[url]http://files.catbox.moe/ecba77.zip[/url]
[QUOTE=Katra804;48942117]I don't know if you were wanting the mini Tachikoma and the black Tachikoma, but here's the [URL="https://mega.nz/#!pRUwDSqZ!fTZyVjhDCFc-pTNHJmA65KzxHlPtLSZvN13msOitZR4"]classic Tachikoma[/URL].[/QUOTE]
I'll have any and all of the models you extract mate. That link though? I get a "temporary error, retrying" while trying to download through my browser. Does it work for you?
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