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SAO: Hollow Realization Mesh/Texture Tool

Post questions about game models here, or help out others!
akderebur
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SAO: Hollow Realization Mesh/Texture Tool

Post by akderebur »

Hello,

I made this tool to quickly get meshes and textures from the game files. I decided to polish it a bit and release it. It might be useful to someone. I tested it with weapons and characters so far, not sure how well it will handle the maps and other stuff.

It can decompress CRI and OFS3, so you can directly load the files in the "chr/mod" or "wep/mod" game folders. No need to decompress beforehand.

An overview :
Image

How to use:
- File -> Open to load the game file.
- Export -> Export All to export all loaded files (meshes as IQE(skinned)/Obj, textures as png).
- You can select the mesh/texture in the file list to see a preview. Don't close the mesh preview window, once you open it. Or you need to restart the app to open it again.
- You can export files one at a time by clicking "Save as Obj/Iqe/Png".

Supported:
- Mesh - vertex coords, uvs, normals
- Skeleton - no bone names and hair rigs are problematic
- Texture - bc1-7 and raw pixels

Download: http://www.mediafire.com/file/92sj23j6o ... er_Upd.rar
Note: You need to have .Net 4.6.2 installed. Also sorry that there are lots of dll files :D

Extracted character with rig :
Image

Credits:
- esperknight for CriPakTools
- Liquid-S for OFS3 Tool
- daemon1's texture tool for giving an idea of dds headers
Last edited by akderebur on Thu Apr 12, 2018 6:44 pm, edited 4 times in total.
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by Demonslayerx8 »

any chance of SMD or DAE export for bones in the future?
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by akderebur »

demonslayerx8 wrote:any chance of SMD or DAE export for bones in the future?
Yea, maybe in the future. I will take a look at the skeleton data when I have the time.
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by Visker0z »

could this tool be used on SAO:HR for PC ?
because i cant seem to get it work in game, i want to change some armor color, already extract the texture and change the color using Photoshop, then where to put the file?
i put the file in : "[sao install folder]/pkg/data/chr/mod/b030/Textures/[filename].dds.phyre.png" still no change in the game (still old texture), is that the right path? or need to convert .png into .dds? or decompress it again into data.cpk?
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by akderebur »

Visker0z wrote:could this tool be used on SAO:HR for PC ?
because i cant seem to get it work in game, i want to change some armor color, already extract the texture and change the color using Photoshop, then where to put the file?
i put the file in : "[sao install folder]/pkg/data/chr/mod/b030/Textures/[filename].dds.phyre.png" still no change in the game (still old texture), is that the right path? or need to convert .png into .dds? or decompress it again into data.cpk?
It is for the pc version, but it won't let you mod the game. This tool is just for extracting assets from the game files. Unfortunately no support for re-importing them.

---

Btw I got the skeleton to work too. Bodies and faces seem to be fine, but hairs are not. Bone weights seem weird for the hairs, I am not sure what the problem is though. So just use static hair, or edit the weights. Also no bone names.

I updated the first post with an image and new link.
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by Visker0z »

akderebur wrote:
Visker0z wrote:could this tool be used on SAO:HR for PC ?
because i cant seem to get it work in game, i want to change some armor color, already extract the texture and change the color using Photoshop, then where to put the file?
i put the file in : "[sao install folder]/pkg/data/chr/mod/b030/Textures/[filename].dds.phyre.png" still no change in the game (still old texture), is that the right path? or need to convert .png into .dds? or decompress it again into data.cpk?
It is for the pc version, but it won't let you mod the game. This tool is just for extracting assets from the game files. Unfortunately no support for re-importing them.

---

Btw I got the skeleton to work too. Bodies and faces seem to be fine, but hairs are not. Bone weights seem weird for the hairs, I am not sure what the problem is though. So just use static hair, or edit the weights. Also no bone names.

I updated the first post with an image and new link.
i see it's not for modding the game, well.. 1 more question, is the filename not change from original before extracted ?
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by Demonslayerx8 »

IQE export for rigged meshes? hmm... never heard of that format before, nor know what tool to use to convert to FBX (3ds max user here)

Also, know which files is for main chars?
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by akderebur »

Visker0z wrote: i see it's not for modding the game, well.. 1 more question, is the filename not change from original before extracted ?
I am not sure if I fully understood your question. I think you mean the files in "chr/mod" folder by original files. They are basically containers (OFS3 format) that have assets (textures, models) inside. The tool will unpack those assets and if they have a name you will see it on the list. Some of them seem to have empty names.

I am using a program created by someone else to unpack the OFS3 files, so I don't really know that much myself.
demonslayerx8 wrote:IQE export for rigged meshes? hmm... never heard of that format before, nor know what tool to use to convert to FBX (3ds max user here)
It is a fairly easy format (human readability), and really convenient for skinned meshes. It has few importers. You have 2 options :

1) You can use this blender script : Script

After importing to Blender, you can export it as FBX. Note that blender applies a -90 degrees rotation on X axis to the root bone. It is not really a problem though. You can just set it to 0, after you import it into 3ds Max.

2) You can use IqeBrowser and Noesis

Open the iqe file with the IqeBrowser. Click the "Save" button on the lower left, and it will save it as iqm. Noesis can open iqm files, and after that you can export to lots of other formats.

Also I noticed that I messed up the non-skinned meshes while working on the skeleton, so make sure to download the tool again from the link in the first post.
demonslayerx8 wrote:Also, know which files is for main chars?
I am also finding by trial and error. Files starting with 3 (3000, 3001, 3002 etc.) are upper body, 4 is lower body, 5 is hair, 6 is face.

Characters seem to be indexed too. Like Kirito hair/face is 5000/6000, for Asuna it is 5001/6001. So first is Kirito, after that Asuna. I haven't checked the other characters.
Last edited by akderebur on Fri Nov 16, 2018 3:49 pm, edited 1 time in total.
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by NeonZed »

How did you extract the cpk? I tried with noesis and it keeps giving me "Unexpected error parsing CPK" after a while.
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by akderebur »

NeonZed wrote:How did you extract the cpk? I tried with noesis and it keeps giving me "Unexpected error parsing CPK" after a while.
Game files are compressed with CRILAYLA, so I used the "DecompressCRILAYLA" method from CriPakTools : https://github.com/esperknight/CriPakTools
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by TJorgi »

tested with PC version of Re:Hollow Fragment files, same type(OFS3 container, .phyre compression), the .dae extracts without problems, however i can´t extract the .tga texture. if possible to make a quick modification release of the SAO Viewer by adding suport(like how you made with the tokyo xanadu one). i will be on the wait.

Image
Image
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by akderebur »

Nice to hear that the models work fine.

Acewell already released a script for the textures on zenhax : http://zenhax.com/viewtopic.php?f=7&t=7644
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by lionheartuk »

Awesome tool!
It also works on the PC/ps4 secret of mana remake, it works fine for characters and some props, but it won't export maps at all unfortunatly.

Would it be possible to add support?
I can share some files if you don't have them readily available.
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by akderebur »

lionheartuk wrote: I can share some files if you don't have them readily available.
That would be great. I am abroad atm, and don't have the files with me. I will take a look at the maps, if you share them.
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Re: SAO: Hollow Realization Mesh/Texture Tool

Post by lionheartuk »

akderebur wrote:
lionheartuk wrote: I can share some files if you don't have them readily available.
That would be great. I am abroad atm, and don't have the files with me. I will take a look at the maps, if you share them.
Sure thing, will PM you.
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