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2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
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- ultra-n00b
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Re: Rainbow Six: Siege Models Thread
Hello Custard,thank you for the models,i wonder can you rip Buck and Buck Elite if its possbile,nobody ripped it yet even his base model.Also his rifle C8-SFW is very unique thanks in advance.
- floxay
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Re: Rainbow Six: Siege Models Thread
I'm pretty sure Custard reads comments on p3dm, there is no need to spam this xentax thread as well with requests...
/maybe try getting them yourself?/
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Re: Rainbow Six: Siege Models Thread
I have tried many times before asking,unfortunately the tool is so complex for me i couldn't even understand the guide.If you can help me and lead me about how to use i would love to extract assets myself without bothering you guys.Thanks in advance.
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Re: Rainbow Six: Siege Models Thread
Yeah it's a bit of a mission to use the scripts, yet it's kinda of for that reason that it's good to see some own initiative from people before embarking to help them. That way, it seems more possible to help them achieve any results. When Tushkan started writing script for this I was literally web searching things like "how do I run a python script". I started this at zero myself, so I'm confident there is enough information between here and other parts of the web to get the results. The Read Me could do with a re-write if we are beleiving it's role is to also teach the basics of things like running Python script at all, but that can be learned from many other places.
See how many point of failure you can surpass with knowledge you can find already, then let us know where you get stuck.
Re: Rainbow Six: Siege Models Thread
Hey, how can I filter only 1:1 2048x2048 textures in the roam_textures.py?
I tried but I keep getting the 1:2 face textures and I only want gun textures.
I tried but I keep getting the 1:2 face textures and I only want gun textures.
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Re: Rainbow Six: Siege Models Thread
Find
w < 512 # only images that are wider than 512px
or h <512 # only images that are taller than 512px
and change the 512s with 2048 and it *should* only export the 2048 textures
w < 512 # only images that are wider than 512px
or h <512 # only images that are taller than 512px
and change the 512s with 2048 and it *should* only export the 2048 textures
- floxay
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Re: Rainbow Six: Siege Models Thread
YourlordAdam wrote: ↑Sat May 22, 2021 5:49 pm Find
w < 512 # only images that are wider than 512px
or h <512 # only images that are taller than 512px
and change the 512s with 2048 and it *should* only export the 2048 textures
in the if(): continue block:
Code: Select all
(w, h) != (2048, 2048)
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Re: Rainbow Six: Siege Models Thread
You are better off roaming a lower res texture, takes less time to extract them but more importantly the thumbnails load faster in windows explorer. Even though the weapon itself won't pull skins the skin will have associations with itself, i.e. if you find the 512x512 version you can then dump_asset it's UID to get the max resolution version. Though if it's weapon skins you're after Intel GPA is the best way.
Re: Rainbow Six: Siege Models Thread
How do I use Intel GPA for that? Do I need an Intel CPU for it to work?
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Re: Rainbow Six: Siege Models Thread
Nah I have an AMD CPU myself. I wrote up something about using this program years ago, I think it's mostly still relevant:
viewtopic.php?f=16&t=15031&start=30#p158679
It's changed a little bit since then, the bug I mention is gone and the interface is a bit different. It's just a program you can download from Intel. Once you have it attached to the running game hit Ctrl+F1 a few times till it shows you the hotkeys, and that will tell you how to take a 'frame'. To open that frame in the analyzer you can find where it was saved and double click on it. Take a frame in-game while holding the item you want the textures from, or maybe it works from the menu in the past I wasn't able to make ti work in the menu.
Textures coming out of that can have wrong orientation, so far it's been flip vertical for me. Check the UVs of the mesh to rationalize it. And normal maps coming out of the game in general are color inverted (obviously) but also in weird format. It should abide by one of these two uses depending on where you intend to use it (Blender is OpenGL, therefore the red channel needs flipping):
- floxay
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Re: Rainbow Six: Siege Models Thread
I'm pretty sure it's the Y (green) that needs to be flipped when converting between opengl and dxCustard wrote: ↑Sun May 23, 2021 2:36 am Textures coming out of that can have wrong orientation, so far it's been flip vertical for me. Check the UVs of the mesh to rationalize it. And normal maps coming out of the game in general are color inverted (obviously) but also in weird format. It should abide by one of these two uses depending on where you intend to use it (Blender is OpenGL, therefore the red channel needs flipping):
also blue is completely lost so you either need to recalculate it, flip it or fill it with white/1
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Re: Rainbow Six: Siege Models Thread
Oh, yeah from a technical perspective I'm thinking of this weirdly. I assumption that people would fill the blue channel with a Ctrl + I basically, which leaves an upside down and mirrored DirectX (or something like that), from which inverting the red gives the OpenGL.
- floxay
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Re: Rainbow Six: Siege Models Thread
full list for thunderbird;
33154480716 - holster - mesh
91271895122 - eye and mouth - mesh
222131100149 - thunderbird body - mesh
326388231464 - thunderbird head - mesh
326388231503 - thunderbird helmet - mesh
357365985691 - thunderbird headgear v2 (no helmet+hair) - mesh
357483124940 - kona station base - mesh
365163784835 - kona station ammo/pill holder - mesh
UHD textures will be available when the patch drops on live
Last edited by floxay on Wed May 26, 2021 9:03 am, edited 5 times in total.