as i remember, there are no such files in the game.
anyway, i dont have time for this now
as i remember, there are no such files in the game.
Thank you for helping, but if all the maps that are used by the game are being extracted, then how do I establish what ones are the diffuse and how do I display them correctly in Photoshop or another editing software. That's what I'm asking for help with. There is no mention of this in your previous post, only confirmation that that mesh uses those textures.daemon1 wrote: ↑Thu Jul 09, 2020 5:19 pmI think thats enough.ExactExtract wrote: ↑Thu Jul 09, 2020 9:59 am Okay, I found a model example. Try detroit 746
...
1D28 - A bench - No normals for 2 of the 3 mesh parts.
can't help you here, i'm not making rendersExactExtract wrote: ↑Thu Jul 09, 2020 6:48 pm how do I establish what ones are the diffuse and correctlyin Photoshop or another editing software
Surely, that kind of map is needed for most uses?daemon1 wrote: ↑Thu Jul 09, 2020 6:52 pmcan't help you here, i'm not making rendersExactExtract wrote: ↑Thu Jul 09, 2020 6:48 pm how do I establish what ones are the diffuse and correctlyin Photoshop or another editing software
Its also confirmation that those are the ONLY ones that are used. It means that whatever game is using to draw that mesh, must be inside of these textures
No. There are NO FILENAMES in big files. Wwise audio is storing their names inside of their files, this is why they are available.TrumpetPro wrote: ↑Fri Jul 10, 2020 6:57 am Think someone could look into creating a QuickBMS script capable of extracting models/textures with their proper names? File names are stored in the BigFiles, as evidenced by the existing sound extraction scripts although I don't quite have the skills to work it out on my own.
No. In modern games diffuse maps are not like they were in old times. For example, in mortal kombat they are all just grey and painted according to masks with different colors by the shader in real time.
I remember there was a problem with some rare meshes such as trees, they had uvs used instead of weights, and this resulted in incorrect output with weights, but no skeleton. I dont remember if i did anything to deal with it, but it was rare case, so maybe i delayed it for later.ExactExtract wrote: ↑Mon Jul 06, 2020 11:18 am but object meshes do not contain a skeleton ASCII file
Could someone please explain this a little further as my animation is not parenting to the character model after doing these steps in blender 2.79.ProGamer wrote: ↑Mon Apr 20, 2020 8:59 pm First import the animation into Blender Before confirming, check this box
Make New Armature
Import the animation you will have the skeleton Then import your model Select the rotation of the skeleton X -90 So that it is positioned on the model Make a CTRL A Once everything is selected, make a CTRL P and choose Armature Deform Now your model and well animated I hope to have helped you
Blender 2.79 has been obsolete for three years now - his instructions only work correctly with 2.80-2.83. Ctrl+A applies the transformation values, although you should have everything selected before doing so.ExactExtract wrote: ↑Sat Jul 11, 2020 10:04 am
Could someone please explain this a little further as my animation is not parenting to the character model after doing these steps in blender 2.79.
I am using the DOF model and an animation with 0 bone errors during anim conversion to smd.
I import the animation as a new armature > Rotate by 90 for correct standing position > Import ASCII model > I use A and not CTRL A as poster says "once everything is selected" so I assume he meant just A and Not CTRL A as there are no instructions for that combination > I press CTRL P and Amature Deform.
The animation is not connected to the Model.
P.S Thanks deamon for the insights!
I understand but if you made it where it extracts every file from game on all formats aswell. Then others like me can do research maybe be best. And other guy in here wants videos from game think be very good option. I know games has more files in those container files just probably needs to be sorted.
I have both older and the latest versions installed. It looked like they were being imported into the older, greyer looking versions.TrumpetPro wrote: ↑Sun Jul 12, 2020 4:50 amBlender 2.79 has been obsolete for three years now - his instructions only work correctly with 2.80-2.83. Ctrl+A applies the transformation values, although you should have everything selected before doing so.ExactExtract wrote: ↑Sat Jul 11, 2020 10:04 am
Could someone please explain this a little further as my animation is not parenting to the character model after doing these steps in blender 2.79.
I am using the DOF model and an animation with 0 bone errors during anim conversion to smd.
I import the animation as a new armature > Rotate by 90 for correct standing position > Import ASCII model > I use A and not CTRL A as poster says "once everything is selected" so I assume he meant just A and Not CTRL A as there are no instructions for that combination > I press CTRL P and Amature Deform.
The animation is not connected to the Model.
P.S Thanks deamon for the insights!
Using "A" to select everything is also most likely the root of the problem - you want the armature to be the active object, which you can do by first selecting the mesh then shift+clicking the armature. This can be done in the Outliner using 2.83, although it does work in the viewport with older versions.
Tldr; Follow his instructions exactly rather than second-guessing them, and for the love of god update your Blender.