Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Detroit Become Human tools (PC, PS4)

Post questions about game models here, or help out others!
Post Reply
kotn3l
veteran
Posts: 90
Joined: Thu Mar 16, 2017 2:48 pm
Has thanked: 48 times
Been thanked: 19 times

Re: Detroit Become Human tools

Post by kotn3l »

daemon1 wrote: Thu Mar 21, 2019 5:33 pm
kotn3l wrote: Thu Mar 21, 2019 5:17 pm 1A88_274.ascii this is some other model, looks like a bomb with a plane, definitely not eyes
1A88_274.ascii must have eyes. That "bomb" is all collision meshes put at origin.
It really had eyeball like things, thanks! but another problem though: while UV map seems correct, they iris of the eye looks extra big. Dunno what im doing wrong here unfortunately :( tried to shift it but it just doesnt wanna add up.
shaun2019
n00b
Posts: 12
Joined: Thu Mar 21, 2019 9:57 am
Been thanked: 1 time

Re: Detroit Become Human tools

Post by shaun2019 »

I got a model extracted, I seen textures folder has some images

I was having issues before due to for some reason I must have misspell my file location in the ini file!.. so In file explorer I used the (SHIFT+Right click file and COPY PATH) and pasted the location removed the " " and extracted my first model,

also only the IDM file is required. I verify that!

The Noesis Tool doesn't seem to be loading textures to the model. so I am looking at this now

Gimp (Free Image Editor) Along with the (free DDS importer) allows you to convert textures.. as does Noesis I think.

I will update you if I work out textures.. and you let me know if you get them working,

I got the models imported into blender no problems...
Using DAE export
and also exporting as ascii.. (The ascii doesnt work straight from the detroit.exe) I needed to export ascii from noesis and it went into blender..

For those cannot get noesis working to import ascii, you need the FMT_XPS_0_9_4 file in the python folder.
shaun2019
n00b
Posts: 12
Joined: Thu Mar 21, 2019 9:57 am
Been thanked: 1 time

Re: Detroit Become Human tools

Post by shaun2019 »

Hi,

I am having to re-save most .TGA files due to them showing as black in blender.

I am noticing most textures for clothes are only 512x512, some 1024x1024 (This seems very small) is this normal for PS4 Games??
most face textures are 2048x2048

They seem very low, (I am used to working with SKYRIM's Modding community and having 4K and 8K textures haha :p

Many textures stay as DDS and not converted. so I am converting them in Gimp 2.0 with DDS Plugin exporting them to .TGA

Here is Kara in blender spending only a few minutes on her.
It's good to see the textures are assigned properly and coordinated :)

BIG Thanks to the Tools Creator! :) Cheers mate
Kara 1024 small texture.jpg
You do not have the required permissions to view the files attached to this post.
kotn3l
veteran
Posts: 90
Joined: Thu Mar 16, 2017 2:48 pm
Has thanked: 48 times
Been thanked: 19 times

Re: Detroit Become Human tools

Post by kotn3l »

i've noticed this too. Also, some textures have a yellow tint to them? Is it just me?
User avatar
HeliosAI
mega-veteran
mega-veteran
Posts: 166
Joined: Wed Nov 17, 2010 2:57 pm
Has thanked: 151 times
Been thanked: 62 times

Re: Detroit Become Human tools

Post by HeliosAI »

Yes the base textures are often pretty small because they use tiled detail textures over them to get clothing details and such.
kotn3l
veteran
Posts: 90
Joined: Thu Mar 16, 2017 2:48 pm
Has thanked: 48 times
Been thanked: 19 times

Re: Detroit Become Human tools

Post by kotn3l »

How do I extract scenery? Is it possible?
Bladers
veteran
Posts: 92
Joined: Mon Aug 11, 2014 1:20 am
Has thanked: 15 times
Been thanked: 10 times

Re: Detroit Become Human tools

Post by Bladers »

This doesn't extract general object models? like furniture? cups? buildings? wall textures? etc?

or are the 1157 list.txt it? or are they in the "chapters as map object?" I'm abit confused.
daemon1
MEGAVETERAN
MEGAVETERAN
Posts: 2647
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 65 times
Been thanked: 2870 times

Re: Detroit Become Human tools

Post by daemon1 »

shaun2019 wrote: Thu Mar 21, 2019 6:26 pm For those cannot get noesis working to import ascii, you need the FMT_XPS_0_9_4 file in the python folder.
I dont recommend using this plugin, it loses important information about bone rotations.
Unfortunately, that plugin author has no idea how bone rotations work, even after many people tried explaining that rotations are important.

Use the plugin provided with the tool.
kellernastya
ultra-n00b
Posts: 3
Joined: Tue Mar 19, 2019 5:16 pm

Re: Detroit Become Human tools

Post by kellernastya »

daemon1 help me please

problem occurred when exporting character model
I get the inscription: it’s impossible to launch this application on your PC to find the version for your PC contact the application publisher
what to do?
GDL
veteran
Posts: 150
Joined: Fri Jul 09, 2010 4:54 pm
Has thanked: 69 times
Been thanked: 40 times

Re: Detroit Become Human tools

Post by GDL »

They just announced Heavy Rain, Beyond Two Souls and Detroit Become Human are coming to the PC, maybe it would be easier to extract models there :wink:
Konnie
ultra-n00b
Posts: 7
Joined: Thu Mar 23, 2017 4:33 pm

Re: Detroit Become Human tools

Post by Konnie »

Great work on all of this! Really love the game's models and wanted to have a go at this myself? How would I acquire the game files to use this tool? I attempted to google search but I have not found anything useful, not sure if this is the best place to ask but do let me know! Thank you very much!
kotn3l
veteran
Posts: 90
Joined: Thu Mar 16, 2017 2:48 pm
Has thanked: 48 times
Been thanked: 19 times

Re: Detroit Become Human tools

Post by kotn3l »

I still don't understand how the eyes should work, PLEASE someone help me out.
I get the eye from that other mesh file, ok, UV map works, everything fine, but the iris is way too big, it doesnt look right at all:
Image
Bladers
veteran
Posts: 92
Joined: Mon Aug 11, 2014 1:20 am
Has thanked: 15 times
Been thanked: 10 times

Re: Detroit Become Human tools

Post by Bladers »

daemon1 wrote: Fri Mar 22, 2019 4:42 pm
shaun2019 wrote: Thu Mar 21, 2019 6:26 pm For those cannot get noesis working to import ascii, you need the FMT_XPS_0_9_4 file in the python folder.
I dont recommend using this plugin, it loses important information about bone rotations.
Unfortunately, that plugin author has no idea how bone rotations work, even after many people tried explaining that rotations are important.

Use the plugin provided with the tool.
Using the plugin results in this: (Noesis43) (DOF)
Image
daemon1
MEGAVETERAN
MEGAVETERAN
Posts: 2647
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 65 times
Been thanked: 2870 times

Re: Detroit Become Human tools

Post by daemon1 »

Bladers wrote: Sat Mar 23, 2019 7:25 pm Using the plugin results in this: (Noesis43) (DOF)
because you have to merge skeleton with model first
it will happen with any plugin
or you were loading a static model? with no bones?
Bladers
veteran
Posts: 92
Joined: Mon Aug 11, 2014 1:20 am
Has thanked: 15 times
Been thanked: 10 times

Re: Detroit Become Human tools

Post by Bladers »

daemon1 wrote: Sat Mar 23, 2019 7:47 pm
Bladers wrote: Sat Mar 23, 2019 7:25 pm Using the plugin results in this: (Noesis43) (DOF)
because you have to merge skeleton with model first
it will happen with any plugin
or you were loading a static model? with no bones?
Sorry, I haven't dealt with this specific process before. Noesis is new to be too.
But in your OP you said "For skeletal models you need to copypaste skeleton... etc"
How do i do this "merge skeleton with model first"
Post Reply