Code: Select all
http://www.mediafire.com/file/129gymmfkzyp0f3/000000000002ad2b.dat
Code: Select all
http://www.mediafire.com/file/129gymmfkzyp0f3/000000000002ad2b.dat
Congrats, you found a completely new vertex/UV format.snowboundmage wrote:Is this model broken or the way it's supposed to be?EDIT: Wrong link, fixedCode: Select all
http://www.mediafire.com/file/129gymmfkzyp0f3/000000000002ad2b.dat
Code: Select all
AlexV
model count:10
Table:274720
Table:296912
Table:379856
Table:387504
Table:420768
Table:430048
Table:734976
Table:1079696
Table:1691696
Table:1936336
FormatFlag =2
SkipFlag =4099
UV Flag:31
ID1:0 ID2:0
Vert count:2845
Face count:15330
mat_offset:0
wght_offset:144496
Vertice offset:30688
Mesh #0 Alt_format:False ID1:0
UV Block Size is:28
UVs offset:64828 Mat offset:0
using alt UV format 2
vertex array length:2845
normal array length:0
weights array length:0
index array length:0
UV1 array length:2845
UV2 array length:0
UV3 array length:0
Colors array length:0
Faces offset:16
count / 3:5110
faces array length:5110
Traceback (most recent call last):
File "C:\Users\username\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_scene_DeusEx-MD\__init__.py", line 83, in execute
result=import_DeusExMD.import_DeusExMD(self.filepath, bpy.context,self.randomize_colors,self.import_vertcolors,self.skip_blank,self.use_layers,self.mesh_scale)
File "C:\Users\username\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_scene_DeusEx-MD\import_DeusExMD.py", line 828, in import_DeusExMD
result=import_mesh(context,randomize_colors,import_vertcolors,use_layers,mesh_scale,i,block_offsets[i])
File "C:\Users\username\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_scene_DeusEx-MD\import_DeusExMD.py", line 315, in import_mesh
bpy.ops.object.shade_smooth()
File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\ops.py", line 189, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.shade_smooth.poll() failed, context is incorrect
Seems like music is contained within the .pc_fsb files within the runtime directory, not sure if they're encrypted.Chiff wrote:Hi folks, noob here, anyone know where the audio, or more specifically music files are?
Here's a super quick breakdown.SmiffinWeffin wrote:Hey, another noob here. So, maybe I'm missing something obvious and/or am just stupid, but... could somebody tell me the step-by-step process of extracting all models and textures from the game? I'm still fairly new to all this, but I'm eager to get my hands on (and make use of) some of the models.
(On that note, I don't suppose anyone's thrown together a pack with all the weapon models and textures yet? Because that's my #1 priority.)
Exactly what I needed, thanks!hhchunter wrote:Here's a super quick breakdown.SmiffinWeffin wrote:Hey, another noob here. So, maybe I'm missing something obvious and/or am just stupid, but... could somebody tell me the step-by-step process of extracting all models and textures from the game? I'm still fairly new to all this, but I'm eager to get my hands on (and make use of) some of the models.
(On that note, I don't suppose anyone's thrown together a pack with all the weapon models and textures yet? Because that's my #1 priority.)
Step 1. Extract the Game_Layer Archive using QuickBMS & the QuickBMS script, it should be the biggest file.
Step 2.
* Find all models using the model finder tool posted in this thread. They're normally .dat files.
* Convert all the .vap files extracted to .dds files using the texture tool posted in this thread.
Step 3. Open the models in blender using the blender addon.
Where was this 6 months ago?Sir Kane wrote:http://sktest.aruarose.com/DXMDExtract.7z
Due to the nature of the asset names, it produces filenames like "00BB10BBA81D424A.bin".
The actual names and their matching hashes go into NameMap.txt.