Yeah you have to make them from scratch using the Normal MapsMidnightUzumaki wrote: ↑Wed Sep 11, 2019 7:22 am Has anyone figured out how to extract eye textures yet?
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Kingdom Hearts 3 (PS4)
- Vladabdf
- beginner
- Posts: 22
- Joined: Wed Jul 13, 2016 10:28 am
- Has thanked: 4 times
- Been thanked: 4 times
- Contact:
Re: Kingdom Hearts 3 (PS4)
No you don't. They're in .\Shader\Material_set\SQEX_EyeMaterialTex.AESRYL wrote: ↑Wed Sep 11, 2019 10:32 amYeah you have to make them from scratch using the Normal MapsMidnightUzumaki wrote: ↑Wed Sep 11, 2019 7:22 am Has anyone figured out how to extract eye textures yet?
-
- beginner
- Posts: 22
- Joined: Thu Sep 05, 2019 12:37 pm
- Has thanked: 2 times
- Been thanked: 1 time
Re: Kingdom Hearts 3 (PS4)
OH SHIT, Okay cool thanks i will check them outVladVidya wrote: ↑Wed Sep 11, 2019 5:18 pmNo you don't. They're in .\Shader\Material_set\SQEX_EyeMaterialTex.AESRYL wrote: ↑Wed Sep 11, 2019 10:32 amYeah you have to make them from scratch using the Normal MapsMidnightUzumaki wrote: ↑Wed Sep 11, 2019 7:22 am Has anyone figured out how to extract eye textures yet?
-
- ultra-n00b
- Posts: 5
- Joined: Sun Jul 05, 2015 5:14 pm
Re: Kingdom Hearts 3 (PS4)
Hacked together a maskless Vanitas . Had to borrow Anti Aquas eye color though. Can anyone get me the proper alpha and diffuse maps for his hair? Right now it's just a normal map on top of a dark blue color.
most of the organization is in the enemy folder. Here is what i've found so far.
most of the organization is in the enemy folder. Here is what i've found so far.
- Vladabdf
- beginner
- Posts: 22
- Joined: Wed Jul 13, 2016 10:28 am
- Has thanked: 4 times
- Been thanked: 4 times
- Contact:
Re: Kingdom Hearts 3 (PS4)
Everything you need to know about how to create the eyes and hair proper is in the material properties .txt files that extract when you dump the textures. This includes other things in addition to the eyes and hair, like clothing. They need deciphering, but here's an example of something easier I've been working with so far:MidnightUzumaki wrote: ↑Thu Sep 12, 2019 2:34 am Hacked together a maskless Vanitas . Had to borrow Anti Aquas eye color though. Can anyone get me the proper alpha and diffuse maps for his hair? Right now it's just a normal map on top of a dark blue color.
most of the organization is in the enemy folder. Here is what i've found so far.
Code: Select all
{
ParameterName = Hairline2Normal_Range
ParameterValue = 2.5
ParameterInfo = { Name=None }
}
Code: Select all
{
TextureParameterValues[0] =
{
ParameterName = AOTexture
ParameterValue = Texture2D'Character/pc/p_ex001/mdl/mat0/p_ex001_0o00.p_ex001_0o00'
ParameterInfo = { Name=None }
}
TextureParameterValues[1] =
{
ParameterName = HairLineMaskTex
ParameterValue = Texture2D'Character/Shader/Material_set/SQEX_HairMaterialTex/hairlineendmask2.hairlineendmask2'
ParameterInfo = { Name=None }
}
TextureParameterValues[2] =
{
ParameterName = Normalmap
ParameterValue = Texture2D'Character/pc/p_ex001/mdl/mat0/p_ex001_H_0n00.p_ex001_H_0n00'
ParameterInfo = { Name=None }
}
}
One more thing: Do not(!!!) just copy 0.2 textures and delete/hide the eye lens mesh. 0.2 and KH3 handle the eye textures TOTALLY DIFFERENTLY FROM EACH OTHER. 0.2 uses the lense to add specularity(?) and other effects on top of the eye whilst painting the actual eyeball with its textures. In KH3, the eyeball has its own texture and the lens functions as an iris with its own textures IN ADDITION to other effects.
-
- ultra-n00b
- Posts: 5
- Joined: Sun Jul 05, 2015 5:14 pm
-
- advanced
- Posts: 52
- Joined: Thu Jul 25, 2019 7:39 pm
- Has thanked: 3 times
- Been thanked: 6 times
Re: Kingdom Hearts 3 (PS4)
They get exported as ascii format correct?daemon1 wrote: ↑Sat Sep 07, 2019 4:25 pm Tool updated: map support.
Usage is similar to IJ2 maps.
First process all "meshes" folders of a map, it will create a lot of staticmesh.RAW files.
Then use .UMAP with the tool
notes:
- not all map data will be supported. There are many ways in UE3/UE4 to add static mesh, i only support most obsious now. Also no skeletal (moving) meshes and no foliage.
- some meshes have too many UV pairs, this increases size. Some of them are not ever real UVs, just some data stored in UV buffer part, no idea what is that.
I used XPS to import the files I got from UMAP but I only get like one mesh :L
I'm pretty sure I am doing this wrong
- Vladabdf
- beginner
- Posts: 22
- Joined: Wed Jul 13, 2016 10:28 am
- Has thanked: 4 times
- Been thanked: 4 times
- Contact:
Re: Kingdom Hearts 3 (PS4)
https://drive.google.com/open?id=1roxHm ... lEgWnX7mErTakato Matsukj wrote: ↑Thu Sep 12, 2019 7:39 amThey get exported as ascii format correct?daemon1 wrote: ↑Sat Sep 07, 2019 4:25 pm Tool updated: map support.
Usage is similar to IJ2 maps.
First process all "meshes" folders of a map, it will create a lot of staticmesh.RAW files.
Then use .UMAP with the tool
notes:
- not all map data will be supported. There are many ways in UE3/UE4 to add static mesh, i only support most obsious now. Also no skeletal (moving) meshes and no foliage.
- some meshes have too many UV pairs, this increases size. Some of them are not ever real UVs, just some data stored in UV buffer part, no idea what is that.
I used XPS to import the files I got from UMAP but I only get like one mesh :L
I'm pretty sure I am doing this wrong
Download this and extract the batch files to the mesh folder of a map. Copy kh3.exe into there as well, then run the uasset batch. It will dump the contents of every .uasset as necessary. Afterwards, take kh3.exe, the new raw folder, and the umap batch and move them to the umap folder. Run that batch and it will generate a complete set of meshes.
If anyone wants it as well, here is a complete(?) list of pawns in KH3 that I touched up upon acquiring the models. It includes weapons, bosses, enemies, NPCs, and PCs.
https://github.com/Xeeynamo/OpenKh/blob ... 3/pawns.md
Re: Kingdom Hearts 3 (PS4)
I tried it on the .pak for A Fragmentary Passage and I get this: File name: 'D:\Geek Squad Data Backup\00250287445177gm\Users\Jake\Downloads\KHHD28FCP\EP0082-CUSA05787_00-KINGçDOMHEARTSX28-A0100-V0100\CUSA05787\tresgame\content\paks\tresgame-ps4.uexp'VladVidya wrote: ↑Thu Sep 12, 2019 7:44 amhttps://drive.google.com/open?id=1roxHm ... lEgWnX7mErTakato Matsukj wrote: ↑Thu Sep 12, 2019 7:39 amThey get exported as ascii format correct?daemon1 wrote: ↑Sat Sep 07, 2019 4:25 pm Tool updated: map support.
Usage is similar to IJ2 maps.
First process all "meshes" folders of a map, it will create a lot of staticmesh.RAW files.
Then use .UMAP with the tool
notes:
- not all map data will be supported. There are many ways in UE3/UE4 to add static mesh, i only support most obsious now. Also no skeletal (moving) meshes and no foliage.
- some meshes have too many UV pairs, this increases size. Some of them are not ever real UVs, just some data stored in UV buffer part, no idea what is that.
I used XPS to import the files I got from UMAP but I only get like one mesh :L
I'm pretty sure I am doing this wrong
Download this and extract the batch files to the mesh folder of a map. Copy kh3.exe into there as well, then run the uasset batch. It will dump the contents of every .uasset as necessary. Afterwards, take kh3.exe, the new raw folder, and the umap batch and move them to the umap folder. Run that batch and it will generate a complete set of meshes.
If anyone wants it as well, here is a complete(?) list of pawns in KH3 that I touched up upon acquiring the models. It includes weapons, bosses, enemies, NPCs, and PCs.
https://github.com/Xeeynamo/OpenKh/blob ... 3/pawns.md
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
at UE4.ue4.Main(String[] args)
Also, could you provide us with some sound files from KH III as well? I'd like to start with the ambience files first.
- Vladabdf
- beginner
- Posts: 22
- Joined: Wed Jul 13, 2016 10:28 am
- Has thanked: 4 times
- Been thanked: 4 times
- Contact:
Re: Kingdom Hearts 3 (PS4)
That's because kh3.exe is made for KH3.Puterboy1 wrote: ↑Thu Sep 12, 2019 7:23 pmI tried it on the .pak for A Fragmentary Passage and I get this: File name: 'D:\Geek Squad Data Backup\00250287445177gm\Users\Jake\Downloads\KHHD28FCP\EP0082-CUSA05787_00-KINGçDOMHEARTSX28-A0100-V0100\CUSA05787\tresgame\content\paks\tresgame-ps4.uexp'VladVidya wrote: ↑Thu Sep 12, 2019 7:44 amhttps://drive.google.com/open?id=1roxHm ... lEgWnX7mErTakato Matsukj wrote: ↑Thu Sep 12, 2019 7:39 am
They get exported as ascii format correct?
I used XPS to import the files I got from UMAP but I only get like one mesh :L
I'm pretty sure I am doing this wrong
Download this and extract the batch files to the mesh folder of a map. Copy kh3.exe into there as well, then run the uasset batch. It will dump the contents of every .uasset as necessary. Afterwards, take kh3.exe, the new raw folder, and the umap batch and move them to the umap folder. Run that batch and it will generate a complete set of meshes.
If anyone wants it as well, here is a complete(?) list of pawns in KH3 that I touched up upon acquiring the models. It includes weapons, bosses, enemies, NPCs, and PCs.
https://github.com/Xeeynamo/OpenKh/blob ... 3/pawns.md
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
at UE4.ue4.Main(String[] args)
Re: Kingdom Hearts 3 (PS4)
Well, in that case, could you provide me with some sound effects please? Like ambience?VladVidya wrote: ↑Thu Sep 12, 2019 7:36 pmThat's because kh3.exe is made for KH3.Puterboy1 wrote: ↑Thu Sep 12, 2019 7:23 pmI tried it on the .pak for A Fragmentary Passage and I get this: File name: 'D:\Geek Squad Data Backup\00250287445177gm\Users\Jake\Downloads\KHHD28FCP\EP0082-CUSA05787_00-KINGçDOMHEARTSX28-A0100-V0100\CUSA05787\tresgame\content\paks\tresgame-ps4.uexp'VladVidya wrote: ↑Thu Sep 12, 2019 7:44 am
https://drive.google.com/open?id=1roxHm ... lEgWnX7mEr
Download this and extract the batch files to the mesh folder of a map. Copy kh3.exe into there as well, then run the uasset batch. It will dump the contents of every .uasset as necessary. Afterwards, take kh3.exe, the new raw folder, and the umap batch and move them to the umap folder. Run that batch and it will generate a complete set of meshes.
If anyone wants it as well, here is a complete(?) list of pawns in KH3 that I touched up upon acquiring the models. It includes weapons, bosses, enemies, NPCs, and PCs.
https://github.com/Xeeynamo/OpenKh/blob ... 3/pawns.md
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
at UE4.ue4.Main(String[] args)
- Vladabdf
- beginner
- Posts: 22
- Joined: Wed Jul 13, 2016 10:28 am
- Has thanked: 4 times
- Been thanked: 4 times
- Contact:
Re: Kingdom Hearts 3 (PS4)
Umodel can extract everything in 0.2.Puterboy1 wrote: ↑Thu Sep 12, 2019 9:30 pmWell, in that case, could you provide me with some sound effects please? Like ambience?VladVidya wrote: ↑Thu Sep 12, 2019 7:36 pmThat's because kh3.exe is made for KH3.Puterboy1 wrote: ↑Thu Sep 12, 2019 7:23 pm
I tried it on the .pak for A Fragmentary Passage and I get this: File name: 'D:\Geek Squad Data Backup\00250287445177gm\Users\Jake\Downloads\KHHD28FCP\EP0082-CUSA05787_00-KINGçDOMHEARTSX28-A0100-V0100\CUSA05787\tresgame\content\paks\tresgame-ps4.uexp'
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
at UE4.ue4.Main(String[] args)
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2870 times
Re: Kingdom Hearts 3 (PS4)
New version.
- fixed some maps crashes
- vertex color output for maps
- materials output for maps
you'll have to re-convert all static models to get material names from them
after that, it will work as before
if there will be no material list, it will generate "submesh_1_material"-like names
- fixed some maps crashes
- vertex color output for maps
- materials output for maps
you'll have to re-convert all static models to get material names from them
after that, it will work as before
if there will be no material list, it will generate "submesh_1_material"-like names
-
- beginner
- Posts: 22
- Joined: Thu Sep 05, 2019 12:37 pm
- Has thanked: 2 times
- Been thanked: 1 time
Re: Kingdom Hearts 3 (PS4)
Would you be able to make it so you can drag the .UASSET files onto the exe and convert them by the bulk, instead of one by one??daemon1 wrote: ↑Sun Sep 15, 2019 4:26 pm New version.
- fixed some maps crashes
- vertex color output for maps
- materials output for maps
you'll have to re-convert all static models to get material names from them
after that, it will work as before
if there will be no material list, it will generate "submesh_1_material"-like names