• Ghost In The Shell: First Assault models thread
    237 replies, posted
Am I looking in the wrong place or are HD textures for the character models not available yet? Specifically the "_C.dds" files?
[QUOTE=DasFroggy;52343169]If I can ever proceed with 'Play of the thread' awards, you most certainly will earn one. The weapons however do seem to be missing components, such as muzzles/magazines/etc. Are there weapon modifications/components that must be ported separately?[/QUOTE] sorry about that. [url]http://www.mediafire.com/file/mkbi4rg66cbd4tf/seburo_parts.rar[/url] i hope i didn't miss anything. i dunno which barrel belongs on the mg. *shrugs*
[QUOTE=episoder;52343776]sorry about that. [url]http://www.mediafire.com/file/mkbi4rg66cbd4tf/seburo_parts.rar[/url] i hope i didn't miss anything. i dunno which barrel belongs on the mg. *shrugs*[/QUOTE] As I have yet to play the game, I am not entirely certain to how extensive the weapon customization is. If it is anything akin to Blacklight, then realistically, the parts should be close to interchangeable. Many thanks for your help.
[QUOTE=DasFroggy;52344572]As I have yet to play the game, I am not entirely certain to how extensive the weapon customization is.[/QUOTE] [IMG]https://images.discordapp.net/attachments/167333586721177601/323620510649024513/20170611192828_1.jpg?width=1063&height=598[/IMG]
[QUOTE=Tarkin22;52346210][IMG]https://images.discordapp.net/attachments/167333586721177601/323620510649024513/20170611192828_1.jpg?width=1063&height=598[/IMG][/QUOTE] That is admittedly, pretty thorough. Almost (if not) on par with Blacklight.
[QUOTE=DasFroggy;52348379]That is admittedly, pretty thorough. Almost (if not) on par with Blacklight.[/QUOTE] As of now, the current customization of the weapons is not that great, there are 3 Parts per Section of the weapon and each weapon has also limited parts sometimes. Example: Bipod not available for a Shotgun. But since the game is going to get a "huge" update to literally everything, we will know more once the Public Test Server is going live this weekend. If there is something worth telling. I will do so. Other than that, the picture is the current standing of the game! Regards Koda
[url]https://sfmlab.com/item/967/[/url]
[QUOTE=kodaigan;52352148]As of now, the current customization of the weapons is not that great, there are 3 Parts per Section of the weapon and each weapon has also limited parts sometimes. Example: Bipod not available for a Shotgun. But since the game is going to get a "huge" update to literally everything, we will know more once the Public Test Server is going live this weekend. If there is something worth telling. I will do so. Other than that, the picture is the current standing of the game! Regards Koda[/QUOTE] Has any additional information pertaining to the updated been gained? I am curious to see what more they will be adding. Admittedly, I am also curious if any map models may be possible to obtain, such as cars, or general decorations.
[QUOTE=DasFroggy;52394347]Has any additional information pertaining to the updated been gained? I am curious to see what more they will be adding. Admittedly, I am also curious if any map models may be possible to obtain, such as cars, or general decorations.[/QUOTE] The PTS which was held some days ago (Or even weeks, I have bad feeling of time) Showed a new revamp of gameplay and different take of playstyles. As for new "content" - model-wise there isn't much new things as what I have shared with episoder. 3 New OPS in addition to the current live version and one new Map with a new mode which is an abbreviation of the Demolition mode. I presume there will be more to come after they set the 2.0 version of this game. Until today there isn't much to talk about really. But I am keeping an eye out for new content for you. Regards Koda PS.: To come back to your request, on the maps there really aren't much objects to work with. They looked pretty much linked into the map instead of seperate models. You can check the trucks-model on some certain maps you can obtain on the live version.
[QUOTE=kodaigan;52410709]The PTS which was held some days ago (Or even weeks, I have bad feeling of time) Showed a new revamp of gameplay and different take of playstyles. As for new "content" - model-wise there isn't much new things as what I have shared with episoder. 3 New OPS in addition to the current live version and one new Map with a new mode which is an abbreviation of the Demolition mode. I presume there will be more to come after they set the 2.0 version of this game. Until today there isn't much to talk about really. But I am keeping an eye out for new content for you. Regards Koda PS.: To come back to your request, on the maps there really aren't much objects to work with. They looked pretty much linked into the map instead of seperate models. You can check the trucks-model on some certain maps you can obtain on the live version.[/QUOTE] Many thanks. What of player models for the opposing team? I know that the Section Nine models have already been explored, but what of the opposition?
[QUOTE=DasFroggy;52412975]Many thanks. What of player models for the opposing team? I know that the Section Nine models have already been explored, but what of the opposition?[/QUOTE] In the new 2.0 version of Ghost in the Shell, they have finally decided to use the actual player models. Instead of the generic enemy models the live version is currently inhibiting. As in: If you play Motoko, the enemy see's you as motoko and vice versa. They added a bigger red bloom to the players goggles in order to tell if that is a teammate, or an enemy. It's quite easily noticable. That means the enemy models from the live version, will not exist anymore in 2.0. What could still be theorised is, that the old enemy models will be used in the "not confirmed yet" PvE mode GitS will have. There were some hints the Publisher gave us that a PvE mode are in plans, but there isn't much to work with on that matter. That's why I am saying "not confirmed". Anything else you'd need to know? Regards Koda PS.: I also forgot to mention, that TC (Terminal Conquest) maps have been given some layout (and for some also texture) revamp. But I guess that was a try out step for the Devs to see, on how to balance TC alot better.
Have the generic enemy models been posted anywhere? They're all pretty neat, and I wouldn't mind having them before they're potentially removed from the game entirely.
[QUOTE=DeadAstronaut;52434250]Have the generic enemy models been posted anywhere? They're all pretty neat, and I wouldn't mind having them before they're potentially removed from the game entirely.[/QUOTE] Since the live version still hasn't been updated for a long time, the old script is pretty much working. So what you can do for yourself is follow these instructions. You will get the models you need in no time. :) Instructions: [URL="https://facepunch.com/showthread.php?t=1487987&p=48923918&viewfull=1#post48923918"]LINK[/URL] The Script you will need to do it: [URL="http://forum.xentax.com/viewtopic.php?f=10&t=13381&p=110862#p110862"]LINK[/URL] Apart from that, browsing through the 1-3 pages of this very thread should do the trick for some posted models. Regards Koda
[QUOTE=kodaigan;52434690]Since the live version still hasn't been updated for a long time, the old script is pretty much working. So what you can do for yourself is follow these instructions. You will get the models you need in no time. :) Instructions: [URL="https://facepunch.com/showthread.php?t=1487987&p=48923918&viewfull=1#post48923918"]LINK[/URL] The Script you will need to do it: [URL="http://forum.xentax.com/viewtopic.php?f=10&t=13381&p=110862#p110862"]LINK[/URL] Apart from that, browsing through the 1-3 pages of this very thread should do the trick for some posted models. Regards Koda[/QUOTE] Turns out it was a lot easier than the mess I was dreading it'd be, thanks for the direction.
[QUOTE=kodaigan;52434690]Since the live version still hasn't been updated for a long time, the old script is pretty much working. So what you can do for yourself is follow these instructions. You will get the models you need in no time. :) Instructions: [URL="https://facepunch.com/showthread.php?t=1487987&p=48923918&viewfull=1#post48923918"]LINK[/URL] The Script you will need to do it: [URL="http://forum.xentax.com/viewtopic.php?f=10&t=13381&p=110862#p110862"]LINK[/URL] Apart from that, browsing through the 1-3 pages of this very thread should do the trick for some posted models. Regards Koda[/QUOTE] sorry, but... the new script opens the old files too. and it's faster doing so.
[QUOTE=episoder;52455482]sorry, but... the new script opens the old files too. and it's faster doing so.[/QUOTE] Fair enough. Didn't realize that, since I am not big with coding stuff! Thanks o/
For everyone to know: The GitS 2.0 is out now and live. You can now get the files and unpack 'em and use the new content whatever project you need it for. \o/ Regards Koda
[QUOTE=kodaigan;52481606]For everyone to know: The GitS 2.0 is out now and live. You can now get the files and unpack 'em and use the new content whatever project you need it for. \o/ Regards Koda[/QUOTE] thx for letting me know. i didn't notice it downloaded in the background. steam should add notifications for that. :v: and... the script is still working. no changes needed. good. :smile:
[QUOTE=episoder;52481614]thx for letting me know. i didn't notice it downloaded in the background. steam should add notifications for that. :v: and... the script is still working. no changes needed. good. :smile:[/QUOTE] You are very welcome, buddy. o/
Dear Facepunchers, Unfortunately I got sad news to tell for all the GitS fans here to tell, this just in yesterday: [IMG]https://puu.sh/xgGyL/ff46f2c276.png[/IMG] (This message has been confirmed official.) So until December everyone here gets a last chance to get those models. After that you might never see those files ever again. Unless you save 'em. To that extent Nexon/Neople will not publicize any server files for private usage. So that means no private Servers for anyone. It is a sad day. But let's keep hopes up. Licenses usually get sold left and right at light speed. Best Regards Koda
Well damn, that sucks. The game itself was actually pretty fun. Hopefully someone else will buy the license and keep it going, though I don't see that being very likely. At least we'll be able to keep making use of the models, though.
I've got some backups of the gamedata if anyone is interested. I think I have an older version from October 2015 somewhere on my HDD, so I'll need to dig that up.
Thanks for the instructions. I was able to extract the model files with your tutorial. Now i will try to extract the fmod sample bank files. If you have some tips I’d appreciate it but right now I will try it myself. Edit: It is possible with Lugi Auriemma’s tool (Thank your for this!). Right now i am listening to Maven’s different death sounds. Feels weird.
[QUOTE=Maven;52604232]Right now i am listening to Maven’s different death sounds. Feels weird.[/QUOTE] 1) If you got something to share, do post it! I am kinda curious of what content you humanized cyborgs will create! o/ 2) ...That is kinda..."special". I mean I won't judge anybody willingly listen to character death sounds of a game...But to hell with it. Maven is haven. :D A smol tip, try going for the Reiko model and sounds. She looks cute and has very cute voice lines. Thou she looks like a canned cyborg with just a human mask splashed on top of everything...We did anticipate that the Devs would atleast release a neat Skin for her, but they thought differently. Hopefully somebody will pick the license, to make great game of the GitS Universe, up. The current game wasn't all too bad in itself. Anyhow, please do post anything you find worthy @Maven ! Regards Koda
Well, since nobody has bothered mentioning anything about the animations in the past few years, I decided to take a crack at researching the file format. And... I couldn't find anything at all. I'm sure this goes without saying, but the .qsa files are obviously animation files. However, there's absolutely no mention of it being an animation file anywhere. By definition apparently these can be either a "Encrypted QSA Specifications Database Export File," or a Qt script for Applications (hence, .qsa)? The latter of which is more probable, but I don't think so. After digging around a bit more, The only use I've seen in .qsa is with Toon Boom Harmony. But with v10.3 (released in 2013), they changed the scripting language to make it easier to script, so I guess it's completely outdated? Either way, it looks like there's no way to explore this file unless you decompile it (if it even is a script), and I couldn't find a decompiler for it. How unfortunate.
[QUOTE=E3245;52602037]I've got some backups of the gamedata if anyone is interested. I think I have an older version from October 2015 somewhere on my HDD, so I'll need to dig that up.[/QUOTE] Yes, please, if possible.
Do we have a normal decrypt script for 2.0 archives? Because all of existing scripts still leave lzma blocks in files. [editline]Now[/editline] That [url=https://facepunch.com/showthread.php?t=1487987&p=52311733&viewfull=1#post52311733]one[/url] is correct. QuickBMS/Noesis versions are incorrect.
any charitative good friend that can share all the nif and dds of the game?
When extracting sounds using [url=https://github.com/gdawg/fsbext]this version of the FSB extractor[/url], most sounds (pretty much everything that isn't dialogue) is coming out unplayable. I tried using the -A option, but it didn't make any difference. Is there a better tool around to use or am I just missing something?
[QUOTE=Shampooh;52782514]When extracting sounds using [url=https://github.com/gdawg/fsbext]this version of the FSB extractor[/url], most sounds (pretty much everything that isn't dialogue) is coming out unplayable. I tried using the -A option, but it didn't make any difference. Is there a better tool around to use or am I just missing something?[/QUOTE] Use this version: [url]http://aluigi.altervista.org/search.php?src=fsbext[/url] Then type in or create a batch file with this in it: [code]fsbext -e %%lAn2{Pi*Lhw3T}@7*!kV=?qS$@iNlJ %1 pause[/code]
Sorry, you need to Log In to post a reply to this thread.