Deus Ex Mankind Divided tools (models+cloth+hairs)
Both tools are made to work with files made by Sir Kane's extractor (renamed or not).
1. Model/cloth tool - DXMDmodel.exe
- for models, select 2 corresponding files (PRIM & BORG) and drop them onto the tool - it will make ASCII & SMD model. Both will have skeleton, but as usual, ASCII will hold all UV pairs.
- for cloth, drop APEX file onto the tool - it will make ASCII cloth with skeleton. This skeleton will be compatible with main model, but no proper bone rotations, so load main model first, and then append cloth to it.
2. PureHair tool - PureHair.exe (will also work with Tomb Raider)
Drop PHHA hair file (the biggest of 3) onto the tool - it will make ASCII & OBJ files with hair. OBJ will have edges (lines). You can build mesh of desired thickness from it. ASCII will have simple triangles built on same vertices. Its very thin, and can be improved later (if i will have time). The real game builds 2 triangles for each vertex, so it works as intended.
Hair will have submeshes:
Both main model & cloth are weighted to the skeketon:
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Deus Ex Mankind Divided
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Deus Ex Mankind Divided
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Last edited by daemon1 on Sun Aug 05, 2018 8:44 am, edited 1 time in total.
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Re: Deus Ex Mankind Divided
Sir Kane's unpacker makes a text file with the names of all the files, NameMap.txt. However none of the names in this file even contain the word "Borg". So i'm a bit confused where we find the 'borg' files.
Edit: I figured out the answer.
This is by the internal file tag, which is stored backward. So you'll have to hexedit each file to figure out which are the right ones to use.
Edit: I figured out the answer.
This is by the internal file tag, which is stored backward. So you'll have to hexedit each file to figure out which are the right ones to use.
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Re: Deus Ex Mankind Divided
unfortunately i've never seen files made with that unpacker
but after renaming there are 2 files with the word "weightedprim" for each skeletal model
these 2 files (inside of the engine) have types BORG (bone/rig) & PRIM (primitive)
p.s. you dont have to hexedit them, because it doesn't matter in which order you use them with the tool
but after renaming there are 2 files with the word "weightedprim" for each skeletal model
these 2 files (inside of the engine) have types BORG (bone/rig) & PRIM (primitive)
p.s. you dont have to hexedit them, because it doesn't matter in which order you use them with the tool
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Re: Deus Ex Mankind Divided
I found an issue with the model unpacker. On the character "Ivan Berk" (\characters\resources\secondary_characters\ivan\ivan.wl2_) The BORG/PRIM model.
It's not decoding right, you can see many vaules in the Ascii file and SMD file are unusually large:
ASCII:
SMD:
The APEX and hair work fine, and everything has worked fine for other characters so far, so must be something special about this one character.
It's not decoding right, you can see many vaules in the Ascii file and SMD file are unusually large:
ASCII:
SMD:
The APEX and hair work fine, and everything has worked fine for other characters so far, so must be something special about this one character.
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Re: Deus Ex Mankind Divided
..
Last edited by daemon1 on Mon Aug 06, 2018 7:35 am, edited 2 times in total.
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Re: Deus Ex Mankind Divided
It seems I've found one more problem with the exporter.
there are some accessories that won't export anything, it just produces a 0 byte file. for example:
characters\resources\kit_systems\male\prague_police\prag_police_accessories\prag_police_helmet_a.wl2_
characters\resources\kit_systems\male\prague_police\prag_police_accessories\prag_police_helmet_a_opened.wl2_
Also here are some views of finished models from the tool, thanks for all your efforts.
there are some accessories that won't export anything, it just produces a 0 byte file. for example:
characters\resources\kit_systems\male\prague_police\prag_police_accessories\prag_police_helmet_a.wl2_
characters\resources\kit_systems\male\prague_police\prag_police_accessories\prag_police_helmet_a_opened.wl2_
Also here are some views of finished models from the tool, thanks for all your efforts.
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Re: Deus Ex Mankind Divided
these are probably static models, and this tool is only made for skeletals, which have BORG file.volfin wrote:there are some accessories that won't export anything, it just produces a 0 byte file.
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Re: Deus Ex Mankind Divided
yeah it seems they don't have BORG. I guess i'll see if i can hack my old importer to do them, I need the helmet to complete the police characterdaemon1 wrote:these are probably static models, and this tool is only made for skeletals, which have BORG file.volfin wrote:there are some accessories that won't export anything, it just produces a 0 byte file.
Edit: actually it worked with no modification. yay!
Re: Deus Ex Mankind Divided
anyone having trouble importing ? when importing from .bin in blender, models appear incomplete ?
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Re: Deus Ex Mankind Divided
don't import .bin in blender, why do you need that?ajax1313 wrote:anyone having trouble importing ? when importing from .bin in blender, models appear incomplete ?
Re: Deus Ex Mankind Divided
after some time, i figured it out. but now i'm having trouble locating model files for shadow child and other DLC characters.