Horizon Zero Dawn tools.
Tool with animation support (2 versions) published below - viewtopic.php?p=151255#p151255 and viewtopic.php?p=151411#p151411
Tool for PC - viewtopic.php?p=167228#p167228
Extracting resources:
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0. you need oo2core_5_win64.dll in the same folder with the tool
Its in almost any big game now, easy to find. Probably other versions will work too, if you rename them
1. you need to place the tool in your "packed_pink" horizon folder, or better, i recommend using included ini file (just change your folder). If you use this INI - you can use the tool from any folder.
Note: remove PATCH.BIN from the folder, or the tool will crash
2. first thing you need to extract is resource list.
To do this, just run the tool. It will create a text file list. I recommend sorting this list so you can make better selections of what you want to extract. I sort it in excel. It also allows to make filters in it
3. if you want to extract some resource, run
horizon /e resourcename
4. for batch extract, create a text file with a list of what you want to extract, and run
horizon /x list.txt
5. horizon /p list.txt - same as /x, but dump files with directory structure
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Convertion:
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Now after you extract some res, converting is simple.
Just drag resource of the EXE and it will:
- extract model if res has models
- extract textures if it has textures
- extract skeletons if it has skeletons
Extracting characters with skeleton:
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1. place all parts of a character in one folder, and run horizon on all of them
2. a file called "matrices" will be created and UPDATED in the process with all the bone matrices present in all parts
3. put corresponding skeleton file to the same folder and run horizon on it
4. copy-paste skeleton into model parts so they will be complete working models
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important warning! if you plan to export another model after that, DELETE that "matrices" file before doing it, or this will lead to a complete mess!
Extracting robots
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This is most complicated thing. Unlike characters, they have destructible parts, and these parts are connected to animation skeleton. This means, to get model fully working, 4 sources are required:
- matrices from mesh parts (same as characters)
- mesh skeleton (same as characters)
- animation skeleton (ragdoll)
- robot helper bones
you need to place all these files in the same folder:
1. mesh parts usually contained in /animation/parts/ folder
2. half of robots have 2 skeleton files: mesh_skeleton_rootbone & skeleton_rootbone
you need mesh_skeleton_rootbone
3. ragdoll is in robot template file from entities/characters/robots/templates/archetypes/ folder
4. each robot has a file called robot_modelhelpers - this one contains helper bones info
Once you have all these, you can start with convertion
step 1:
Run horizon on all parts files. This will create matrices as it was before
step 2:
Run horizon on template file. This will extract animation skeleton from it.
(you dont need ascii and smd files generated, delete them. They are only useful if you want to experiment with animation only)
So you have .animskel file now in the same folder.
step 3: run this:
horizon [mesh_skeleton] [animskel] > a.bat
this will create FULL robot skeleton both in SMD & ASCII and also A.BAT file
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At this time you have info which robot parts are destructibles, and which are normal weighted meshes. You need to treat them differently from now on. Destructibles will be static meshes, and they are all listed in A.BAT file. All others are normal weighted meshes.
You can already use normal weighted meshes as before, but for destructibles you need to perform additional step 4.
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step 4:
Open A.BAT file, and replace all "_helper" strings with ".core". This probably could be done automatically on export, but the thing is, I'm not sure all helper bones will always be called the same as helper MESHES. So I'm leaving this to the users at least for now.
Run this .BAT file.
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Now after running this file, if there were no errors, you will have all destructible parts property placed and weighted to correct bones.
Note: sometimes there will be destructible parts missing. This means helper bones were created for them, but later the devs decided not to have them in game.
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to load all destructible parts as one file:
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Merge all ASCII files into one as text file, then copypaste skeleton into it.
Then count submeshes (it will correspond to number of "material" string)
and put a number of submeshes after the skeleton (before all the actual data).
This number will correspond to number of "material" string in all files.
Same for SMD files, just no need to count submeshes.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Horizon Zero Dawn
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Horizon Zero Dawn
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Last edited by daemon1 on Tue Dec 08, 2020 9:17 am, edited 11 times in total.
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Re: Horizon Zero Dawn
another great job, congratulations!daemon1 wrote:Horizon Zero Dawn tools will be posted here after some testing.
Files for the game are already published on the net.
where can I download the game's files from?
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Re: Horizon Zero Dawn
Эх, как всегда радуешь нас своими работами, спасибо тебе за возможность извлечь модельки из главных эксклюзивов PS4.
Теперь осталось лишь обзавестись дампами этой игры.
И дождаться релиза Horizon Zero Dawn tools.
Теперь осталось лишь обзавестись дампами этой игры.
И дождаться релиза Horizon Zero Dawn tools.
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Re: Horizon Zero Dawn
check the usual places where you can get PS4 filesamzerof6 wrote:daemon1 wrote:where can I download the game's files from?
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Re: Horizon Zero Dawn
Ну с этим проблем быть не должно, всё уже на торрентахCrazy31139 wrote:Теперь осталось лишь обзавестись дампами этой игры.
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Re: Horizon Zero Dawn
No. PS4 texture swizzling was known for some time already, you can see it in other people's tools with source codeerik945 wrote:Can you publish your tools for the PS4 along with the source code? I would like to know a couple of points, for example, algorithm of convert textures?
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Re: Horizon Zero Dawn
daemon1,да ты просто герой!!:) С ума сойти модели из Zero Dawn. День стал намного лучше:)daemon1 wrote:Horizon Zero Dawn tools will be posted here after some testing.
Files for the game are already published on the net.
Video showing the process of destructible parts placing: https://youtu.be/rsbwOuqor3c
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Re: Horizon Zero Dawn
It would be most amazing if you can support animation for this game. This game has the best.
Thanks
Ps. please let us know when your tools are avail. I'd love to try them.
Thanks
Ps. please let us know when your tools are avail. I'd love to try them.
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Re: Horizon Zero Dawn
I don't think it will be possibleUberBlack wrote:It would be most amazing if you can support animation for this game
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Re: Horizon Zero Dawn
On a second thought, it looks like they are using morpheme, an animation engine I already reversed before. And it means it will probably be possible to extract.UberBlack wrote:It would be most amazing if you can support animation for this game.
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Re: Horizon Zero Dawn
WOW, that's amazing news. I didn't know you reversed morpheme. There is a lot of cool games with great animation that use this system.daemon1 wrote:On a second thought, it looks like they are using morpheme, an animation engine I already reversed before. And it means it will probably be possible to extract.UberBlack wrote:It would be most amazing if you can support animation for this game.
I can't wait to test your blender plugin.
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Re: Horizon Zero Dawn
Yes, I did that almost 2 years ago. There were very few comments, so I thought nobody needed that. Check out this list of my works, its outdated, but still... viewtopic.php?f=16&t=14970UberBlack wrote:WOW, that's amazing news. I didn't know you reversed morpheme.
I never make blender plugins. I export to universal formats so you can import into maya, 3ds, blender, or any other program or convert with noesis to any other format.UberBlack wrote:I can't wait to test your blender plugin.
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