• Gone Home models into Gmod?
    20 replies, posted
So I always wondered if it's possible put Gone Home models in Gmod. I know the game uses Unity so it's not the easy but there is a tool that let me extract the game models and put them into Gmod?¿
Ofc yes. I bet its really easy
Really? How? I would actually really like port them into Gmod, for scenebuilding and stuff.
Find and watch a video on how to port to source. its easy to do, just time consuming
Well I already searched on I only find tutorials of how to port Source models into Unity xD so no luck. I found this program "Unity asset explorer", so I already extracted the sharedassets files and the resources one, the problem is putting them into Gmod and make them working.
Well assuming you know how to use Blender or something then it should not be too hard. Porting props to gmod is very easy, just takes a long time to do. There are videos that exist how you can import to source and it will be a ton easier than anyone here will be able to explain to you. There are just too many things that go into porting to be explained though text
Like I said, I already looked and didn't found anythin, just tutorials of porting from Source to Unity. At least you could try to explain me, it's better than nothing I guess.
Read though this guide or something https://steamcommunity.com/sharedfiles/filedetails/?id=494607183 There are are tons of videos if you search “port models to gmod” if if you need help later down the line with physics I’m happy to help as physics can be a bitch to work with
Does that guide contain Unity files? Unity files are different from other games, like I said before, there are pretty weird files after I extracted sharedassets1 so I don't know if this is really gonna help me. I already searched videos of how to port stuff from Unity to Source and I didn't found nothing. Thanks for offering your help, but I think I should starts with the basics which are basically how to port the damn models to Gmod and then see how the physics work.
Why not take it one step at a time, you just need the raw model file considering you already have the DDS textures, those are easy to convert. i have no idea how Unity model packages work as I’ve only messed around with Unreal model exports. Though some searching never hurts. https://www.quora.com/Can-Unity3D-assets-be-imported-into-Blender-for-animation if your question does not get solved from one end to the other, search them in smaller parts like how to take the models to a usable FBX, then to how to import models to gmod
More generally, when it comes to port anything between any two programs, there are only 2 things you ever need to know: 1.) How to go from the "From" Format into a Universal Format. 2.) How to go from the Universal Format into the "To" Format. The "Universal Format," in the case of 3d models, is almost always going to be "get it into my modeling program of choice." So, if you're using Blender, then your two steps are: 1.) How to get Unity models into Blender. 2.) How to get Blender models into Source. Keep this in mind, and with enough Google-fu, you will be able to figure out how to port any model into Source, or for that matter, any other game engine (that allows the installation of custom content, anyways). Same goes for textures, for the record. So rather than looking "How to convert DDS into VTF," you should instead look for a program that can import image files and export VTFs, such as Photoshop's VTF plugin. Then, instead of "How to convert DDS to VTF," you instead look for "How to open DDS in Photoshop" and "How to export VTF from Photoshop." Though in the case of DDS -> VTF, there is actually a program for doing that directly: VTFEdit. I actually use VTFEdit to convert DDS to Photoshop-friendly image formats, like TGA and PNG - rather than the other way around.
Just port the model https://static-cdn.jtvnw.net/emoticons/v1/354/1.0 Knowing most people who request gmod models, he probably doesn't know much of the process, and if you're someone who does, you should know about how many steps it would take, even if you streamline the process, as someone who has never done any of those step each one may take a long time. OP, if you want to do it yourself and want to put your all, then the only thing holding you back is time, but to save time I will tell you exactly what to do. EXPORT THE MODEL IN AN UNIVERSAL FORMAT: Unity models are easy to export, you can probably just rip them off of the file, this is a gray area for me as well but I am sure there are plenty of tutorials to guide you through the process much better than explaining it with text would, the formats you're looking for are most likely FBX and OBJ. DOWNLOAD BLENDER AND IMPORT THE MODELS: Watch some blender orientation, best case scenario you will spark an interest in 3d, worst case scenario you'll be able to do the next steps with ease, import selecting the format of the models (FBX and OBJ are the most common ones). MAKE THE MODEL: Assuming you just want to port a model, all you have to do is follow this video, it will tell you what to do and show you what buttons to press: https://www.youtube.com/watch?v=XNg_UouLbcA Thinking about it, watching this video will surely help with getting everything you need, so you might want to watch it first. If I'm not wrong, the video will show you everything from having the model to porting it in Gmod, so all you have to do it follow it, even if it's scuffed. If you are blocked in any of these steps, the thread is still fresh so you can still ask for help, or make a new one.
Thanks I downloaded the program the dude posted in the comments, I don't really know how to open it, im assuming I need to install Unity since it's a Unity Package File? This program it's actually pretty cool, as far I know it's exports the models right into FBX file. Like I said, gonna try to install Unity to see if it opens. Well im pretty sure the program I used to see the files (Unity asset explorer) extract directly all the game files instead of converting them into an usable format (like FBX), that would explain why there is like 3 type of files for one thing, so im gonna try a different extractor. I got your point, the problem is I need a program to extract everything from the game (since the files are in ASSETS format), I tried to use Unity asset explorer and it extracts the files directly instead of converting them into an usable format like OBJ or FBX.
Yes, quite the pickle. After rummaging through old threads, I found this gem: Extracting models from a unity game? They go on for a while and the last reply has the same formats as you do, .tex and .dat This other thread tackles the question on how to convert them to .obj: .dat to .obj converter? I am not sure if any of their methods worked but the last guy linked a .dat converter to... mp4? Lastly, what I THINK will work is this thread on the unity forums, it seems like the guy made it work but I see no mention of the other formats: Exporting from Unity to Blender? I shit you not, I also found a guide for this exact problem... on DeviantArt, here it is, it's one of those old shitty videos but those are the ones that always end up working. https://www.deviantart.com/oofiloo/art/UNITY3D-ENGINE-DAT-FILES-EXTRACT-MODELS-TUTORIAL-501556640
Thanks you so much for all that info! The problem is that my first step is that I need to convert all the files in sharedassets into FBX or OBJ to make them work into Blender (that would be like the very first step), I used, like I said Unity asset explorer but extracts all files the way they are, it doesn't extract them as FBX or OBJ. I found this: https://www.youtube.com/watch?v=7XtA7f9cIpY I don't know if it will work but since you clearly have more knowledge lol could you tell me if that is the right one? If not do you know something to extract all the necessary files into FBX or OBJ so I can make them work into Blender?
Yeah, it does suck when the very first step is the one you have problems with, but at the very least all of the other steps are something many people in these forums do daily, so you won't have problem doing or having answers. Another thing to note is that blender itself has many plug-ins that can convert many strange formats, if you can find a way to convert those bad formats into ones that are even a little more used then you're on your way.
Well I tried with that FBX exporter and A: It doesn't work or B: I don't know how to use it. If only I could find a software which could extract the files and convert them into OBJ or FBX.
If anybody still cares about this and know if they can help with something I got an update. I found this thing called Unity Assets Bundle Extractor which let me extract the models in obj format and the textures (I saw a video that for the textures I needed extract the files that had "texture 2D" format) as png. Im pretty sure I can open the models in Blender but I don't know how to add the textures to it.
Ok so I seen some tutorials and I have to unwrap to apply the texture, the problem is that when I press U another menu appears instead of the one that should appear for unwrapping it? Im kinda stuck in there
Didn't the model come out with the UV coordinates? If not, that's bad, if you try to UV smart unwrap you have to select the mesh in edit mode first, but this won't do good because the resulting UV map will be different than the one used to make the texture. If you're particularly skilled and have some time in hand you could try doing the UV map yourself by following the texture, especially if the model doesn't have a complicated geometry, but even then it won't be the same, I suggest instead trying to find a way to get the UV coordinates, maybe there was a box you forgot to check before extracting the model, I myself have never extracted something from Unity so I have no experience.
Maybe I can use another program? 3ds max as example? Blender is kinda complicated with that stuff. I did the smart unwrap and that is what came out. As you said it was probably because the model don't have the UV coordinates. Im not really that expert in Blender so I doubt I can do the UV map for a chair, or a lamp as example. Do you think there is another way to put the textures? I extracted the textures and the meshes separately so maybe that is one of the reasons I don't know.
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