• Bioshock Textures
    54 replies, posted
I have both Bioshock and Bioshock 2 on steam. I am feeling like doing a recreation of one of the maps for a valve game. So I am looking at the files in both Bioshock and Bioshock 2 and they both have a file called [B]DynamicBulkFileTextures.blk[/B] I have a feeling that this is where the textures are stored, but it is a start. If it is, are there any files that can extract the files from this blk file? I searched to see if there was a thread for this, didn't find one so yea. Here I am. Is it possible to get the textures if they are not in the file I pinpointed?
How big is it? Check your game file size and then go through all the big folders/files and search for one or two (or in some cases several) that are unusually big. Once found, use an appropriate extractor, convert using VTFLib, and you're done! [editline]12:09AM[/editline] I'm guessing it's something like [url=http://forums.2kgames.com/forums/showthread.php?t=7180&page=10]this.[/url]
Well this game isn't exactly set up like regular valve games. But the main folders are "Builds" "Content" "directx" and "vcredist". "Builds" and "Content" are the only ones that strike me as possibilities. "Builds" has more stuff like the .exe to play the game. "Content" has folders like, "Bink Movies" "Bulk Content" "FlashMovies" "Maps" (oh and the map files are BSM type if anyone wants to know.) "Sounds_Windows" and "System" "System" has stuff like logos. "Sounds_Windows" is self explanatory. "Maps" is full of the maps. "Flash Movies" is self explanatory. "Bulk Content" Has files like [B]0-lighthouseLevel.blk[/B] I think there is a file like this for every level of the game. This folder also has the [B]DynamicBulkFileTextures.blk[/B] as well. [B]DynamicBulkFileTextures.blk[/B] is 558 MB. The other files never hit over 300 MB. So I think "BulkContent" is the folder I need to look at. So, any opinions on this so far?
It's apparent that you need to extract the shizzle from the DynamicBulkFileTextures.blk file, but 558 MB is pretty small... It might be a highly optimised image format. Give it a go.
Ok, Ill attempt to find a good extractor for the blk files. I did the other day I couldn't find one. Ill look again
There's [url=http://www.facepunch.com/showthread.php?t=791197]this.[/url] Not sure if it works.
Ill try it, but it seems that thing only does models. But ill see.
Had any luck?
Not really, I suck at stuff like that. I tried setting up the .bat, I know how to make them, I was just unsuccessful.
Ask tech support? There's got to be someone that can get it to work.
I suppose ill look into it more, ill try support. [editline]10:47PM[/editline] Ok so I looked into it a little bit more, I REALLY suck with command prompt but I figured it out. Now I get to the part where I attempt to extract from the file. Well, I am guessing it can't extract from .blk's or something. Here is the error I got in Command Prompt. [QUOTE]******** DynamicBulkFileTextures.blk ******** ERROR: Wrong tag in package FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:DynamicBulkFileTextures.blk, game=0 <- UnPackage::LoadPackage:DynamicBulkFileTextures.blk <- Main [/QUOTE]
Hm, most of the files are BLK's and BSM's I don't know if umodel does those. I had asked the official site for more insight for this so hopefully ill get a reply. [editline]03:30AM[/editline] Ok good news! I made a breakthrough. Most of them show up like this. [IMG]http://img502.imageshack.us/img502/214/blockumodel.png[/IMG] But then there are the actual models like the Rivet Gun. [IMG]http://img717.imageshack.us/img717/5489/rivetgun.png[/IMG]
Ok so I have exported the textures. They are not that good. Most of them are 16 x 16. But they are the textures. 16 x 16 is NOT big enough for any Valve game. Anyone know anyway to enlarge these and keep them in good quality. I don't think there is a way but no hurt asking right?
Get every single one of those models into Garry's Mod and you will be a god.
That's fantastic. Most textures from other games are fucked up. I extracted the ones from Fallout 3 and there is several wall textures on a single 1024x1024 textures and all the signs for megaton are on a single textures. It's a bitch.
Well I would like to do anything I can to add more content to Gmod. But these textures... They are 16x16 incredibly small. Anyone got tips on fixing these textures up?
Ok guys, TOTAL success with textures! I got some help over at the umodel forums. Apparently putting the BLK files in a folder with the BSM files make it so the textures when exported are no longer 16x16 and are in normal usable size. I don't know why or how it does that but it works! If I can succeed in ripping models/textures and making them usable in Valve games/Garrys mod then expect a thread.
That's awesome!
Right now, I want to figure out the static mesh. Which I believe is the models of course. But those are for props. The skeletal mesh would be, of course, for humans. I am looking of a plugin so that XSI Mod Tool 6 can import PSK files. (The file type the Meshes are in). So far I found an Exporter. Not an importer.
Do you think you could put the textures up on Gmod.org when you're done?
There are a SHIT-LOAD of textures. The developers did the textures in a weird way. Every texture has like 4 files, all the textures however are .tga. But when I mean they have 4 different files is like... here is an example. Bathysphere_Gunmetal_Diffuse - Bathysphere_Gunmetal_Normalmap - Bathysphere_Gunmetal_Specular It is all the same texture but different.... like some may be opacity.. etc. It is just weird, I am not an expert on photoshop stuff so I don't know exactly what to make of it. -- It will take me a while to fix these textures up. Heres the thing, I am planning on making maps from Bioshock such as, Arcadia, or Fort Frolic. I might help this other guy with his Bioshock RP map. Now I know for SURE that if I succeed porting the models they WILL be going up for Gmod.org. But textures, hmm ill think about it. I probably will though.
Trying to work on the models. I don't like 3Ds Max, but I use it to port the models to something XSI can read. So naturally I try .XSI file type. Well for some reason, in XSI trying to import or open an XSI file doesn't work. Which is weird right? Well, im trying to figure a way around it. I don't want to get started on anything until I work out the kinks with all the porting and shit like that. [editline]03:26AM[/editline] Ok everyone, I had to use a different format, and it seems that these models are like 200 times the size they should be because they exceed the fucking graph. Or... that doesn't matter and I am a noob at modelling and resized the trashcan WAY to small. Either way, the texture looks good on it. [IMG]http://img18.imageshack.us/img18/4807/trashcan.png[/IMG]
[QUOTE=outlawsx;20312128]There are a SHIT-LOAD of textures. The developers did the textures in a weird way. Every texture has like 4 files, all the textures however are .tga. But when I mean they have 4 different files is like... here is an example. Bathysphere_Gunmetal_Diffuse - Bathysphere_Gunmetal_Normalmap - Bathysphere_Gunmetal_Specular It is all the same texture but different.... like some may be opacity.. etc. It is just weird, I am not an expert on photoshop stuff so I don't know exactly what to make of it. -- It will take me a while to fix these textures up. Heres the thing, I am planning on making maps from Bioshock such as, Arcadia, or Fort Frolic. I might help this other guy with his Bioshock RP map. Now I know for SURE that if I succeed porting the models they WILL be going up for Gmod.org. But textures, hmm ill think about it. I probably will though.[/QUOTE] can't wait! Do the textures have a file that links all the *_Diffuse, *_Normalmap, *_Specular files, like HL2's VMT?
I'm guessing Bioshock just projects the textures in a different way. But the normal looking textures are the Diffuse textures. I am going to try converting one to VMT and use it in Hammer and see how it looks in game. Oh and, how unlucky for me to come upon a problem when compiling the trashcan model. [QUOTE]WARNING: Bad collision model, check your smoothing groups!!! -WARNING: Truncating model!!!! WARNING: Trashcan.smd has bad smoothing groups[/QUOTE] Anyone know how to fix this, I have an idea how to but if anyone here knows how to it would be appreciated.
Well i found out my files were going to garrys mod instead of hl2, so that explains why I couldn't find those model files! Even though I get the error in my previous post I decided to say "fuck it" on the error and just forget about it. Ill figure that out later. The good news is, I can easily port the models. There still are a few kinks though. The models by themselves are WAY to big normally, so you have to resize them down about half their size. My first test made Bioshocks Desk WAY to small, so I need to find a medium level. However the bad news is, I have amnesia when it comes to the texture. Yes I have the VMT and the VTF but, I can't remember where exactly the files go, and what I put in the VMT. I have tried several different folders and such, and here is what is in the VMT. I have yet to get the texture work on the model. [QUOTE]"LightmappedGeneric" { "$basetexture" "Desk/desk" "$surfaceprop" "Metal" "$translucent" 1 "$model" "1" } [/QUOTE]
[code]"VertexlitGeneric" { "$basetexture" "Desk/desk" "$surfaceprop" "Metal" "$translucent" 1 "$model" "1" }[/code] Try that.
Thanks, will do. Ill make an edit in a sec.
Hmm ok, Well I am checking it in the model viewer right now. Hmm, Still doesn't work. What folder is this supposed to be in Material Or.. the models folder in the material folder?
Your texture should be in game\materials\desk\
Do I need the basetexture line to be materials\Desk\desk?
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