remove the colon at the end of the line
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
-
- advanced
- Posts: 53
- Joined: Wed Aug 12, 2015 11:59 pm
- Has thanked: 27 times
- Been thanked: 5 times
Re: Rainbow Six: Siege Models Thread
And i bored about find interested meshes and edit blender import script:
USE THIS IF YOU LOAD ALOT of Meshes, not for Asset!
In def build_dict_mesh(), after this line obj = bpy.data.objects.new(name, mesh) add this line:
next add after fdir = r'D:\folder\with\meshjson\files' this lines:
and a bit below add this after meshdata = load_json(fpath)
Here a result if load many meshes:
Thanks a lot Custard! Can you may provide your eye's shader, i've do fast self few days ago, this is not look good but this is like "fast as can as is":
Without rotate:
Linear
My bad forgot disconect node with invalid image
My shader
@MaZTeR If i can search UID for this meshes i've post UID here.
Here some UID but this is may not correctly:
This is hard found by old method, i've try with edited script a bit easy may search meshes, i wish it is
USE THIS IF YOU LOAD ALOT of Meshes, not for Asset!
In def build_dict_mesh(), after this line obj = bpy.data.objects.new(name, mesh) add this line:
Code: Select all
obj.location = (newXPos, newYPos, 0.0)
Code: Select all
newXPos = 0.0
newYPos = 0.0
Code: Select all
if newXPos < 50.0:
newXPos += 2.0
if newXPos >= 50.0:
newYPos += 2.0
newXPos = 0.0
Thanks a lot Custard! Can you may provide your eye's shader, i've do fast self few days ago, this is not look good but this is like "fast as can as is":
Without rotate:
Linear
My bad forgot disconect node with invalid image
My shader
@MaZTeR If i can search UID for this meshes i've post UID here.
Here some UID but this is may not correctly:
Code: Select all
*IQ heads 42145290767 42145170687 43422786869 103017200935 81820485497 151976559820
*IQ body 22439853703 42145286857 103017200953 103017200891 137109688208 134899778449 138069196434 167065136839
*Cav heads 23604782352 35440557402 42145172043 105430467046
*Cav body 32505461026, 42145226580, 8670922697
*Hibana heads 42145179185 42145159299 53135534821 95215580895 48086912442 105997733667 151373279631 148749981863 210322437173 167029277499
*Hibana body 42145166235 42145166284 64744913125 210322437668 167029275706 167029285820 167029285847
*Valk heads 42145291720 42145291323 42145291738 46560158188 66793212533 106277448919 105997728084
*Valk body 64744923166 61972413351 98997255553 105997795343 98997346399
Last edited by JakeMiles on Sat Jan 16, 2021 6:16 pm, edited 2 times in total.
-
- veteran
- Posts: 106
- Joined: Mon Dec 18, 2017 1:47 pm
- Has thanked: 2 times
- Been thanked: 39 times
Re: Rainbow Six: Siege Models Thread
JakeMiles there is no complete shader for eyes. I could actually try to dump shaders code and reverse from there. Will give it a try later. But most importantly, I want to point out that you should no use 63295959345.png in your eye shader (the one that looks like a black-reddish-white radial gradient). This one is most likely a "bsdf" for skin's subsurface scattering tint.
floxay "colors" is a bunch of unresearched parameters that actually appear to be skinnig data, so right now you basically filter out everything that is not skinned (all static items). There is an easier way to do it without fully reading mesh data. Mesh contains a parameter called Mesh.vert_len. It encodes how many bytes are needed to encode all data for one vertex. Skinned models seem to require at least 0x1C bytes to store all it's attributes plus skinning. So by filtering out everything that is <0x1C you will output only skinned meshes. YOu can play with this one to find the sweet spot. Also take a look at Mesh.revision, it also might help to see some pattern of some revisions being used for specific types of assets.
floxay "colors" is a bunch of unresearched parameters that actually appear to be skinnig data, so right now you basically filter out everything that is not skinned (all static items). There is an easier way to do it without fully reading mesh data. Mesh contains a parameter called Mesh.vert_len. It encodes how many bytes are needed to encode all data for one vertex. Skinned models seem to require at least 0x1C bytes to store all it's attributes plus skinning. So by filtering out everything that is <0x1C you will output only skinned meshes. YOu can play with this one to find the sweet spot. Also take a look at Mesh.revision, it also might help to see some pattern of some revisions being used for specific types of assets.
Rainbow 6 Siege forge unpacking tool:
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0
-
- advanced
- Posts: 53
- Joined: Wed Aug 12, 2015 11:59 pm
- Has thanked: 27 times
- Been thanked: 5 times
Re: Rainbow Six: Siege Models Thread
Some bug report or im noob, but i think it's bug
I can't find color texture on top, and i think it don't extract right or have shader for this wich is not simple, like others.
This part have same texture, but need have different like here
Explain, rose part have green color from top green material.
And backbag have different texture
But it have same color like top (Green)
Belt one material control this sections
But again it need to be different colors not same.
This have same problem.
For example here a Dokkaebi Elite skin
Few simple tricks and textures blend good as can without any problems
P.S. Decal on Pants as example, this is from different material slot, on image blend bag.
I mean all materials have your place and i didn't feals i don't have materials slots or something not right.
Here Meshes UIDs:
P.P.S. IQ without cassete player on hand and Dokka without boombox from MVP scene, it place in others forges or i didn't find it, maybe skip.
I can't find color texture on top, and i think it don't extract right or have shader for this wich is not simple, like others.
This part have same texture, but need have different like here
Explain, rose part have green color from top green material.
And backbag have different texture
But it have same color like top (Green)
Belt one material control this sections
But again it need to be different colors not same.
This have same problem.
For example here a Dokkaebi Elite skin
Few simple tricks and textures blend good as can without any problems
P.S. Decal on Pants as example, this is from different material slot, on image blend bag.
I mean all materials have your place and i didn't feals i don't have materials slots or something not right.
Here Meshes UIDs:
Code: Select all
IQ Reunification:
IQ Elite Head 103017200919 103017200935
IQ Elite Body 103017200891
IQ Elite Body Parts Arms 103017200976, Leags 103017200997, Top 103017200953 maybe it LOD or for some trick like for first person view in-game models
Code: Select all
Dokkaebi Electro Beat:
Dokk Elite Head 264139768986
Dokk Elite Body 264139769111
-
- advanced
- Posts: 65
- Joined: Fri Oct 25, 2019 12:33 am
- Has thanked: 11 times
- Been thanked: 14 times
Re: Rainbow Six: Siege Models Thread
The only color issues I ran into yet is because of transparencies in the diffuse texture. I don't properly understand the explanation of your problem. It looks like with IQ that texture is being made all green because a Multiply node has green color in Color1, but you might be doing that on purpose to demonstrate something else. The last picture there is three different Multiply nodes, maybe three different textures, being put into the base color, and it crossed over at the end. This is not easy to understand, I think Multiply node is unimportant for achieving the proper diffuse colors.
That is a good idea for mesh searching. So far I have done texture search, I did a big AFK texture extract to look through the thumbnails, and then some asset pulls on curious items, here's my list so far:
# Dumped & Confirmed — Characters
227263212971: Kali body, default skin, mesh
235493608765: Kali body, default skin, mesh
208674001465: Amaru body, default skin, mesh
208674001442: Amaru head, default skin, mesh
241085404837: Iana body, default skin, mesh
241085404846: Iana head, default skin, mesh
242279067640: Oryx body, default skin, mesh
242279067666: Oryx head, default skin, mesh
263931134676: Aruni head, default skin, texture
67256658867: Dokkaebi face, default skin, texture
127545825670: Dokkaebi torso, default skin, texture
107655346912: Alibi face, default skin, texture
123072720648: Frost face, default skin, texture
189892751785: Warden face, default skin, texture
66793242130: Caveira face, Death skin, texture
95215538602: Sledge face, Midnight Owl skin, texture
14393234550: Terrorist Bomber torso, PvE character, texture
5397612784: Recruit torso, , texture
89636317764: Doc face, unknown skin, texture
# Dumped & Confirmed — Weapons
217057174575: CSRX 300 | Kali Sniper Rifle, weapon body without mag, mesh
243468289335: DP-27 | Tachanka LMG, weapon body without mag, mesh
266171643779: Shumikha Launcher | Tachanka grenade launcher, includes a grenade, texture
# Dumped & Confirmed — Misc
14393161030: Barb Wire, undeployed version, texture
73289262094: Dokkaebi Tablet, , texture
# Not Confirmed; Educated Guess
167466514460: Bandit torso, Elite skin, texture
147616585377: Frost face, Elite skin, texture
167029278598: Hibana face, Elite skin, texture
86825880309: Hibana face, Clan skin, texture
167029284514: Hibana face, default skin, texture
266250227599: Ace torso, default skin, texture
241085434855: Iana torso, default skin, texture
241085436110: Iana face, default skin, texture
208674191421: Wamai face, default skin, texture
208674192919: Wamai legs, default skin, texture
58156742479: Finka face, default skin, texture
58156841305: Finka face, unknown skin without the mask, texture
239222025064: Finka legs, default skin, texture
38223137788: Mira face, default skin, texture
91316034130: Twitch face, Incognito skin, texture
95215482648: Valkyrie face, American Anarchy skin, texture
73522700437: Valkyrie face, Pop Art skin, texture
95215485269: Valkyrie face, default skin, texture
47440353469: Ying face, default skin, texture
67256453520: Ela face, default skin, texture
105430463739: Lesion face, maybe default skin, texture
195285680207: Goyo face, default skin, texture
198545096973: Maestro face, default skin, texture
14393182590: Target dummy man, , texture
266171643779: Impact grenade, , texture
26204488543: Sledge hammer, , texture
14393160241: Defuser, , texture
# Weapon sights, did not pull corresponding models or textures when asset dumped or behaved strangely.
14393157131: Russian holographic, , texture
14393158146: Russian red dot, , texture
14393157388: Holographic Sight, original version with tan color, texture
23143014245: Red Dot Sight, taller version, mesh
14393158003: Red Dot Sight, for taller version but seems partial, texture
14393158051: Red Dot Sight, short version, texture
22439848903: Reflex Sight, original small optic with the triangular reticule, mesh
22439848935: Laser Attachement, large size for bigger guns, mesh
That is a good idea for mesh searching. So far I have done texture search, I did a big AFK texture extract to look through the thumbnails, and then some asset pulls on curious items, here's my list so far:
# Dumped & Confirmed — Characters
227263212971: Kali body, default skin, mesh
235493608765: Kali body, default skin, mesh
208674001465: Amaru body, default skin, mesh
208674001442: Amaru head, default skin, mesh
241085404837: Iana body, default skin, mesh
241085404846: Iana head, default skin, mesh
242279067640: Oryx body, default skin, mesh
242279067666: Oryx head, default skin, mesh
263931134676: Aruni head, default skin, texture
67256658867: Dokkaebi face, default skin, texture
127545825670: Dokkaebi torso, default skin, texture
107655346912: Alibi face, default skin, texture
123072720648: Frost face, default skin, texture
189892751785: Warden face, default skin, texture
66793242130: Caveira face, Death skin, texture
95215538602: Sledge face, Midnight Owl skin, texture
14393234550: Terrorist Bomber torso, PvE character, texture
5397612784: Recruit torso, , texture
89636317764: Doc face, unknown skin, texture
# Dumped & Confirmed — Weapons
217057174575: CSRX 300 | Kali Sniper Rifle, weapon body without mag, mesh
243468289335: DP-27 | Tachanka LMG, weapon body without mag, mesh
266171643779: Shumikha Launcher | Tachanka grenade launcher, includes a grenade, texture
# Dumped & Confirmed — Misc
14393161030: Barb Wire, undeployed version, texture
73289262094: Dokkaebi Tablet, , texture
# Not Confirmed; Educated Guess
167466514460: Bandit torso, Elite skin, texture
147616585377: Frost face, Elite skin, texture
167029278598: Hibana face, Elite skin, texture
86825880309: Hibana face, Clan skin, texture
167029284514: Hibana face, default skin, texture
266250227599: Ace torso, default skin, texture
241085434855: Iana torso, default skin, texture
241085436110: Iana face, default skin, texture
208674191421: Wamai face, default skin, texture
208674192919: Wamai legs, default skin, texture
58156742479: Finka face, default skin, texture
58156841305: Finka face, unknown skin without the mask, texture
239222025064: Finka legs, default skin, texture
38223137788: Mira face, default skin, texture
91316034130: Twitch face, Incognito skin, texture
95215482648: Valkyrie face, American Anarchy skin, texture
73522700437: Valkyrie face, Pop Art skin, texture
95215485269: Valkyrie face, default skin, texture
47440353469: Ying face, default skin, texture
67256453520: Ela face, default skin, texture
105430463739: Lesion face, maybe default skin, texture
195285680207: Goyo face, default skin, texture
198545096973: Maestro face, default skin, texture
14393182590: Target dummy man, , texture
266171643779: Impact grenade, , texture
26204488543: Sledge hammer, , texture
14393160241: Defuser, , texture
# Weapon sights, did not pull corresponding models or textures when asset dumped or behaved strangely.
14393157131: Russian holographic, , texture
14393158146: Russian red dot, , texture
14393157388: Holographic Sight, original version with tan color, texture
23143014245: Red Dot Sight, taller version, mesh
14393158003: Red Dot Sight, for taller version but seems partial, texture
14393158051: Red Dot Sight, short version, texture
22439848903: Reflex Sight, original small optic with the triangular reticule, mesh
22439848935: Laser Attachement, large size for bigger guns, mesh
After Aruni I might look to Elite Hibana, since I got a lead for that. I'm happy to help get these assets into other people's hands, but I want to understand it properly as much as I can.
Last edited by Custard on Tue Jan 19, 2021 4:55 pm, edited 2 times in total.
- floxay
- veteran
- Posts: 84
- Joined: Thu Mar 05, 2020 10:35 am
- Has thanked: 16 times
- Been thanked: 9 times
Re: Rainbow Six: Siege Models Thread
I've not seen anybody talking about normal data but that doesnt look correct to me, or you guys just 'fixed' them somehow in blender/maya etc after importing?
what I'm doing rn is merge double verts and use weighted normal data modifier but its far from perfect, but looks "more correct"
what I'm doing rn is merge double verts and use weighted normal data modifier but its far from perfect, but looks "more correct"
Last edited by floxay on Tue Jan 19, 2021 7:18 pm, edited 1 time in total.
-
- veteran
- Posts: 81
- Joined: Fri Feb 01, 2019 2:33 pm
- Has thanked: 16 times
- Been thanked: 5 times
Re: Rainbow Six: Siege Models Thread
I'm currently having trouble extracting models due to install issues, so I'm just going to leave these requests here. If someone can share these with me great, if not great as well.
Hibana elite
Frost elite
Iana
Melusi
Ella elite
Mira elite
Hibana elite
Frost elite
Iana
Melusi
Ella elite
Mira elite
-
- veteran
- Posts: 81
- Joined: Fri Feb 01, 2019 2:33 pm
- Has thanked: 16 times
- Been thanked: 5 times
Re: Rainbow Six: Siege Models Thread
Ok, I ran this from windows cmd, but I'm not sure what I'm doing wrong. Any pointers would be greatly appreciated
Microsoft Windows [Version 10.0.19042.746]
(c) 2020 Microsoft Corporation. All rights reserved.
C:\Program Files (x86)\Steam\steamapps\common\BAK\Unpacker\scripts>py dump_asset.py
'py' is not recognized as an internal or external command,
operable program or batch file.
C:\Program Files (x86)\Steam\steamapps\common\BAK\Unpacker\scripts>python.exe dump_asset.py
Traceback (most recent call last):
File "C:\Program Files (x86)\Steam\steamapps\common\BAK\Unpacker\scripts\dump_asset.py", line 1, in <module>
import r6s
ModuleNotFoundError: No module named 'r6s'
Microsoft Windows [Version 10.0.19042.746]
(c) 2020 Microsoft Corporation. All rights reserved.
C:\Program Files (x86)\Steam\steamapps\common\BAK\Unpacker\scripts>py dump_asset.py
'py' is not recognized as an internal or external command,
operable program or batch file.
C:\Program Files (x86)\Steam\steamapps\common\BAK\Unpacker\scripts>python.exe dump_asset.py
Traceback (most recent call last):
File "C:\Program Files (x86)\Steam\steamapps\common\BAK\Unpacker\scripts\dump_asset.py", line 1, in <module>
import r6s
ModuleNotFoundError: No module named 'r6s'
-
- advanced
- Posts: 53
- Joined: Wed Aug 12, 2015 11:59 pm
- Has thanked: 27 times
- Been thanked: 5 times
Re: Rainbow Six: Siege Models Thread
Custard, sure, sorry for mistalking, i mean "green" color, becouse for default method bind texture in material it looks not right, like you said becouse of alpha i mean? Here a example how it looks. Thanks for UIDs.
gep55, Do you run windows command line not python cmd? It looks like you run python cmd not a windows. I didn't install it from windows store, maybe it have some tricks or setup. I install it from site https://www.python.org/downloads/
You can update pip, but if you have newer version of python than me, you don't need it. Command for update pip:
gep55, Do you run windows command line not python cmd? It looks like you run python cmd not a windows. I didn't install it from windows store, maybe it have some tricks or setup. I install it from site https://www.python.org/downloads/
You can update pip, but if you have newer version of python than me, you don't need it. Command for update pip:
Code: Select all
python -m pip install --upgrade pip
-
- advanced
- Posts: 53
- Joined: Wed Aug 12, 2015 11:59 pm
- Has thanked: 27 times
- Been thanked: 5 times
Re: Rainbow Six: Siege Models Thread
gep55
You need setup your paths. Need do this.
Go your .\Tools\r6s
Edit file settings.py
Edit it with your game path for IMPORT = (where game folder)
tex_bin = where your \Tools\rawtex folder
and EXPORT = where you dump folder
then save file.
Next go to your C:\Users\%username%\AppData\Local\Programs\Python\Python37\Lib\site-packages
Your may looks like Python39 or what you version.
and create file with name siege.pth:
Inside write your tools path, example:
And execute scripts from windows cmd not from python cmd.
Example, just run windows cmd, with admin rights, becouse you use your scripts from system folder and programm files, and type: then press enter, that all, no need write Python.exe or py, just execute script file.
You need setup your paths. Need do this.
Go your .\Tools\r6s
Edit file settings.py
Code: Select all
IMPORT = (
r"E:\Backup[G][Games]\Steam\steamapps\common\Tom Clancy's Rainbow Six Siege[upoff]"
)
#: path to dump uncompressed data to
EXPORT = r"E:\SiegeUnpack\Data"
#: binaries used for texture conversion
tex_bin = r"E:\SiegeUnpack\Tools\rawtex"
tex_bin = where your \Tools\rawtex folder
and EXPORT = where you dump folder
then save file.
Next go to your C:\Users\%username%\AppData\Local\Programs\Python\Python37\Lib\site-packages
Your may looks like Python39 or what you version.
and create file with name siege.pth:
Inside write your tools path, example:
Code: Select all
E:\SiegeUnpack\Tools
Example, just run windows cmd, with admin rights, becouse you use your scripts from system folder and programm files, and type:
Code: Select all
C:\Program Files (x86)\Steam\steamapps\common\BAK\Unpacker\scripts\dump_asset.py
-
- veteran
- Posts: 81
- Joined: Fri Feb 01, 2019 2:33 pm
- Has thanked: 16 times
- Been thanked: 5 times
Re: Rainbow Six: Siege Models Thread
Thanks for the help, that get the script running I think Now though I'm getting this error message instead.JakeMiles wrote: ↑Tue Jan 19, 2021 5:58 pm gep55
You need setup your paths. Need do this.
Go your .\Tools\r6s
Edit file settings.pyEdit it with your game path for IMPORT = (where game folder)Code: Select all
IMPORT = ( r"E:\Backup[G][Games]\Steam\steamapps\common\Tom Clancy's Rainbow Six Siege[upoff]" ) #: path to dump uncompressed data to EXPORT = r"E:\SiegeUnpack\Data" #: binaries used for texture conversion tex_bin = r"E:\SiegeUnpack\Tools\rawtex"
tex_bin = where your \Tools\rawtex folder
and EXPORT = where you dump folder
then save file.
Next go to your C:\Users\%username%\AppData\Local\Programs\Python\Python37\Lib\site-packages
Your may looks like Python39 or what you version.
and create file with name siege.pth:
Inside write your tools path, example:And execute scripts from windows cmd not from python cmd.Code: Select all
E:\SiegeUnpack\Tools
Example, just run windows cmd, with admin rights, becouse you use your scripts from system folder and programm files, and type:then press enter, that all, no need write Python.exe or py, just execute script file.Code: Select all
C:\Program Files (x86)\Steam\steamapps\common\BAK\Unpacker\scripts\dump_asset.py
C:\Program Files (x86)\Steam\steamapps\common\BAK\Unpacker\scripts>dump_asset.py
loading C:\Program Files (x86)\Steam\steamapps\common\BAK\Unpacker\scripts\cache
generating None
Traceback (most recent call last):
File "C:\Program Files (x86)\Steam\steamapps\common\BAK\Unpacker\scripts\dump_asset.py", line 52, in <module>
asset_links = data.asset_children.child_in_links(UID)
AttributeError: 'NoneType' object has no attribute 'child_in_links'
-
- advanced
- Posts: 53
- Joined: Wed Aug 12, 2015 11:59 pm
- Has thanked: 27 times
- Been thanked: 5 times
Re: Rainbow Six: Siege Models Thread
gep55
You need do one thing. Open your dump_asset.py, find this lines:
Change it like that:
Save file and execute it from cmd, it create cache folder, when it finish, open file again and rewert back lines, like it was be:
Save file, now it must works good.
You need do one thing. Open your dump_asset.py, find this lines:
Code: Select all
data = r6s.collector.SiegeLinksData()
#data = r6s.collector.SiegeLinksData(load=False); data.generate()
Code: Select all
#data = r6s.collector.SiegeLinksData()
data = r6s.collector.SiegeLinksData(load=False); data.generate()
Code: Select all
data = r6s.collector.SiegeLinksData()
#data = r6s.collector.SiegeLinksData(load=False); data.generate()
-
- veteran
- Posts: 106
- Joined: Mon Dec 18, 2017 1:47 pm
- Has thanked: 2 times
- Been thanked: 39 times
Re: Rainbow Six: Siege Models Thread
floxray my normals reconstruction is a guestimate. I'm not sure whether it's correct, suffice to say it more or less works on stuff. My import script does the following:
1. build triangles.
2. make them smooth shaded
3. apply custom normals
It does not merge vertices. It's a bad idea because game engine doesn't merge them for sure. When you merge them, previously sharp edges become smooth and drag custom normals in same directions producing artifacts.
Upon close inspection meshes in blender seem to show minor artifacts, but that might be due to the fact those normals are heavily compressed. I'm thinking of poking ACV and Blacksmith guys for some insight bat not now. Now I'm migrating my tools to continue work on BuildTables.
JakeMiles just pack your model and shaders into a zip and share it. Would make things alot easier. I guess Custard could help you with that stuff, he seems to be one of 'pro users' of this tool )
gep55 for some non apparent reason cache generator does not work for anyone but me. Do what JakeMiles suggests, it will force the script to build cache file. Do it once for every game update though. I wonder why it fails to autogenerate though...
1. build triangles.
2. make them smooth shaded
3. apply custom normals
It does not merge vertices. It's a bad idea because game engine doesn't merge them for sure. When you merge them, previously sharp edges become smooth and drag custom normals in same directions producing artifacts.
Upon close inspection meshes in blender seem to show minor artifacts, but that might be due to the fact those normals are heavily compressed. I'm thinking of poking ACV and Blacksmith guys for some insight bat not now. Now I'm migrating my tools to continue work on BuildTables.
JakeMiles just pack your model and shaders into a zip and share it. Would make things alot easier. I guess Custard could help you with that stuff, he seems to be one of 'pro users' of this tool )
gep55 for some non apparent reason cache generator does not work for anyone but me. Do what JakeMiles suggests, it will force the script to build cache file. Do it once for every game update though. I wonder why it fails to autogenerate though...
Rainbow 6 Siege forge unpacking tool:
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0