Read point A).MommoXX wrote:Okay.. how to import skeleton? Your script can import only meshes.volfin wrote:Ok, the model importer is functional, so I'll release. but there's a lot of caveats:
A) No skeleton or bone weight support at this time. (I am having trouble working out the weighting part).
B) Solved
C) models are broken up into a lot of parts, and positions aren't stored in the model files (uncertain, more research needed) So you'll have to move all the parts around to fit them together.
The good news is, Multiple models per file and multiple materials per model is supported, as is the two UV maps each model has (some duplicate the UV on both channels, but some, especially the main characters do have different UVs on each channel. I expect this is for effects like texturing and dirt/normal to be on separately laid out maps. But I have not looked into this in depth)
Also, this importer supports two model formats the game uses Bmd6model, and bmodel. should load either with no problem.
Example:
Multiple Material zones as defined in-game
All the parts with textures (I frankly don't know where all the gears go LOL)
The parts were found in these various directories:
Base Model: Pack 1\generated\basemodel\models\characters\mech\clockwork
Wooden Armor parts: Pack 1\generated\model\models\characters\mech\clockwork\breakables
Gears and Guts: Pack 1\generated\model\models\characters\mech\clockwork\wheels
Textures were all in: Pack 1\generated\image\models\characters\mech\clockwork\textures
Edit: Head parts are in the root of the extraction directory, Named like this: "nocloth_f_str_alexi_head_6381dc2474fd3c558dde926c5129fcad.bmd6model" for Alexi model.
Additionally, it seems like a lot of small parts to models are in the 'voidresourcecache' folder.
So that's the basic arrangement for assets.
If you come across any model files that produce an error, let me know the model name and location and I'll see what I can do about fixing.
Oh yeah I should add, importer is for Blender 2.70 and above, and if you need to know how to install, see my previous tutorial here:
viewtopic.php?p=103131#p103131
Enjoy.
Edit: new version below.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Dishonored 2 models and textures
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Re: Dishonored 2 models and textures
Re: Dishonored 2 models and textures
So will you solve it?volfin wrote:Read point A).MommoXX wrote:Okay.. how to import skeleton? Your script can import only meshes.volfin wrote:Ok, the model importer is functional, so I'll release. but there's a lot of caveats:
A) No skeleton or bone weight support at this time. (I am having trouble working out the weighting part).
B) Solved
C) models are broken up into a lot of parts, and positions aren't stored in the model files (uncertain, more research needed) So you'll have to move all the parts around to fit them together.
The good news is, Multiple models per file and multiple materials per model is supported, as is the two UV maps each model has (some duplicate the UV on both channels, but some, especially the main characters do have different UVs on each channel. I expect this is for effects like texturing and dirt/normal to be on separately laid out maps. But I have not looked into this in depth)
Also, this importer supports two model formats the game uses Bmd6model, and bmodel. should load either with no problem.
Example:
Multiple Material zones as defined in-game
All the parts with textures (I frankly don't know where all the gears go LOL)
The parts were found in these various directories:
Base Model: Pack 1\generated\basemodel\models\characters\mech\clockwork
Wooden Armor parts: Pack 1\generated\model\models\characters\mech\clockwork\breakables
Gears and Guts: Pack 1\generated\model\models\characters\mech\clockwork\wheels
Textures were all in: Pack 1\generated\image\models\characters\mech\clockwork\textures
Edit: Head parts are in the root of the extraction directory, Named like this: "nocloth_f_str_alexi_head_6381dc2474fd3c558dde926c5129fcad.bmd6model" for Alexi model.
Additionally, it seems like a lot of small parts to models are in the 'voidresourcecache' folder.
So that's the basic arrangement for assets.
If you come across any model files that produce an error, let me know the model name and location and I'll see what I can do about fixing.
Oh yeah I should add, importer is for Blender 2.70 and above, and if you need to know how to install, see my previous tutorial here:
viewtopic.php?p=103131#p103131
Enjoy.
Edit: new version below.
Re: Dishonored 2 models and textures
If you have extracted files from Dishonored 2, can you give me Corvo's textures? Cuz it will take time to unpack that BIG (7gb) package. (Just some guy send model, skeleton and anims of Corvo)volfin wrote:Read point A).MommoXX wrote:Okay.. how to import skeleton? Your script can import only meshes.volfin wrote:Ok, the model importer is functional, so I'll release. but there's a lot of caveats:
A) No skeleton or bone weight support at this time. (I am having trouble working out the weighting part).
B) Solved
C) models are broken up into a lot of parts, and positions aren't stored in the model files (uncertain, more research needed) So you'll have to move all the parts around to fit them together.
The good news is, Multiple models per file and multiple materials per model is supported, as is the two UV maps each model has (some duplicate the UV on both channels, but some, especially the main characters do have different UVs on each channel. I expect this is for effects like texturing and dirt/normal to be on separately laid out maps. But I have not looked into this in depth)
Also, this importer supports two model formats the game uses Bmd6model, and bmodel. should load either with no problem.
Example:
Multiple Material zones as defined in-game
All the parts with textures (I frankly don't know where all the gears go LOL)
The parts were found in these various directories:
Base Model: Pack 1\generated\basemodel\models\characters\mech\clockwork
Wooden Armor parts: Pack 1\generated\model\models\characters\mech\clockwork\breakables
Gears and Guts: Pack 1\generated\model\models\characters\mech\clockwork\wheels
Textures were all in: Pack 1\generated\image\models\characters\mech\clockwork\textures
Edit: Head parts are in the root of the extraction directory, Named like this: "nocloth_f_str_alexi_head_6381dc2474fd3c558dde926c5129fcad.bmd6model" for Alexi model.
Additionally, it seems like a lot of small parts to models are in the 'voidresourcecache' folder.
So that's the basic arrangement for assets.
If you come across any model files that produce an error, let me know the model name and location and I'll see what I can do about fixing.
Oh yeah I should add, importer is for Blender 2.70 and above, and if you need to know how to install, see my previous tutorial here:
viewtopic.php?p=103131#p103131
Enjoy.
Edit: new version below.
-
- ultra-veteran
- Posts: 452
- Joined: Sun Jul 06, 2014 6:30 am
- Has thanked: 110 times
- Been thanked: 326 times
Re: Dishonored 2 models and textures
Probably not, I haven't messed with it for over a year now, and I don't even have the game/files installed anymore.MommoXX wrote:So will you solve it?
Re: Dishonored 2 models and textures
But I don't understand how to extract game files (.resources).. Help me.volfin wrote:Probably not, I haven't messed with it for over a year now, and I don't even have the game/files installed anymore.MommoXX wrote:So will you solve it?
Re: Dishonored 2 models and textures
Oh. Wait, I will do something. If i won't got it - I will tell you.MommoXX wrote:But I don't understand how to extract game files (.resources).. Help me.volfin wrote:Probably not, I haven't messed with it for over a year now, and I don't even have the game/files installed anymore.MommoXX wrote:So will you solve it?
Re: Dishonored 2 models and textures
Do you know which file contains textures?volfin wrote:Probably not, I haven't messed with it for over a year now, and I don't even have the game/files installed anymore.MommoXX wrote:So will you solve it?
Upd. If someone can't find textures - it's in game1.resources and game2.resources.
Re: Dishonored 2 models and textures
Guys, can't find the attachment for the model importer.(( Send me the link please
Re: Dishonored 2 models and textures
Thank you very much!!volfin wrote:it's in the second post on page 3ceephax wrote:Guys, can't find the attachment for the model importer.(( Send me the link please
Sorry for the noob question, but i've installed "Addon from file", and searched different names - bmd, io, dishonored - and can't find it in the list. What is the name of the importer?
Re: Dishonored 2 models and textures
Since after all these years there was no progress on importing map data, I became curious if I could figure it out, and frankly got a bit carried away. As a result, here is a new, effectively rewritten from scratch version of the model importer add-on, which supports:
1) Blender 2.8
2) Bone weights and skeletons: the skeletons are bare, so they don't look nice, but they do work.
3) Materials: while manually assembling a few materials for a character isn't that hard, when it comes to hundreds of materials in a map, with a few textures in each, doing everything manually isn't practical. The addon now reads material definition files and assembles simple PBR node materials with textures.
4) Static map geometry: the add-on can now import bwm files, with support for LOD filtering based on distance from the blender cursor.
5) Map entities: the entities files can also be imported, adding all declared lights and referenced models to the scene.
More detailed documentation is in a readme.txt file inside the add-on zip file.
Since importing a model now involves accessing other files, models should be imported directly from the directory where the resource packs were unpacked. The add-on also now includes Volfin's texture converter and texconv.exe so that it can do the bimage7 -> dds -> png conversion on demand (if a png or tga file is already there it'll just use it of course).
1) Blender 2.8
2) Bone weights and skeletons: the skeletons are bare, so they don't look nice, but they do work.
3) Materials: while manually assembling a few materials for a character isn't that hard, when it comes to hundreds of materials in a map, with a few textures in each, doing everything manually isn't practical. The addon now reads material definition files and assembles simple PBR node materials with textures.
4) Static map geometry: the add-on can now import bwm files, with support for LOD filtering based on distance from the blender cursor.
5) Map entities: the entities files can also be imported, adding all declared lights and referenced models to the scene.
More detailed documentation is in a readme.txt file inside the add-on zip file.
Since importing a model now involves accessing other files, models should be imported directly from the directory where the resource packs were unpacked. The add-on also now includes Volfin's texture converter and texconv.exe so that it can do the bimage7 -> dds -> png conversion on demand (if a png or tga file is already there it'll just use it of course).
Last edited by AlexNG on Sat Aug 15, 2020 4:40 pm, edited 1 time in total.
Re: Dishonored 2 models and textures
A small update to material handling:
- Slightly more correct handling of normal maps.
- Basic handling of hair materials with fake anisotropy to avoid the ugly 'glass hat' look for imported characters.
- Slightly more correct handling of normal maps.
- Basic handling of hair materials with fake anisotropy to avoid the ugly 'glass hat' look for imported characters.
Last edited by AlexNG on Sat Jul 03, 2021 8:43 pm, edited 1 time in total.
Re: Dishonored 2 models and textures
Incredible! Thank you for doing this.AlexNG wrote: ↑Tue Jul 14, 2020 7:28 pm Since after all these years there was no progress on importing map data, I became curious if I could figure it out, and frankly got a bit carried away. As a result, here is a new, effectively rewritten from scratch version of the model importer add-on, which supports:
1) Blender 2.8
2) Bone weights and skeletons: the skeletons are bare, so they don't look nice, but they do work.
3) Materials: while manually assembling a few materials for a character isn't that hard, when it comes to hundreds of materials in a map, with a few textures in each, doing everything manually isn't practical. The addon now reads material definition files and assembles simple PBR node materials with textures.
4) Static map geometry: the add-on can now import bwm files, with support for LOD filtering based on distance from the blender cursor.
5) Map entities: the entities files can also be imported, adding all declared lights and referenced models to the scene.
More detailed documentation is in a readme.txt file inside the add-on zip file.
Since importing a model now involves accessing other files, models should be imported directly from the directory where the resource packs were unpacked. The add-on also now includes Volfin's texture converter and texconv.exe so that it can do the bimage7 -> dds -> png conversion on demand (if a png or tga file is already there it'll just use it of course).
I'm likely overlooking something simple, but where can I locate the .bwm files? I've extracted everything using the latest quickbms script I could find but there doesn't seem to be any .bwm files. It does give me the entity files and those import perfectly.
Thanks again.
Re: Dishonored 2 models and textures
They are in a subdirectory relative to the entities file. There are a lot of other files there too, but the open dialog in blender will filter them out.
Re: Dishonored 2 models and textures
Got it!
After realising I was also missing a lot of _mip0 files (many textures were not converting to .dds), I've run quickbms again using dishonored2.bms 0.2.1 and the one for shared_2_3.sharedrsc. After pointing them to the correct files instead of the entire folder it's started spitting out some .bwm files and the remaining _mip0 files I was missing.
Thanks again for making this. I'd manually rebuilt much of the Hound Pits Pub from the first game using extracted models and to be able to import Dishonored 2 stuff into Blender automatically is a big time saver as you might imagine.
After realising I was also missing a lot of _mip0 files (many textures were not converting to .dds), I've run quickbms again using dishonored2.bms 0.2.1 and the one for shared_2_3.sharedrsc. After pointing them to the correct files instead of the entire folder it's started spitting out some .bwm files and the remaining _mip0 files I was missing.
Thanks again for making this. I'd manually rebuilt much of the Hound Pits Pub from the first game using extracted models and to be able to import Dishonored 2 stuff into Blender automatically is a big time saver as you might imagine.