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Bloodborne

Post questions about game models here, or help out others!
Kanbara
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Re: Bloodborne

Post by Kanbara »

pox911 wrote: Tue Mar 08, 2022 5:57 am
Kanbara wrote: Tue Mar 08, 2022 5:30 am
Wow, your looks livelike than mine.I guess I used the other model package that diffrent from yours but I find it in "c2180.chrbnd".
But I'm quite curious about your textures name "AAT500_PCHair_n", I found no texture named like this from melina's texture .tpf file.(For the textures I got are all named like "c2180_Face_a", "c2180_Body_n" etc.) Does this texture store in another package may I ask? Or did you use another way to extract the "Data3.bhd" package which made your extracted file names diverse from which I got?Σ( ° △ °|||)
Even though I got the lifelike melina, there are still only 2 UV channels when I preview it in Noesis.

BTW, I'm still googling how to skip the texture by editing the XNALara addon but got no clue of it. I try to use Notepad++ to edit the "material_creator.py" to render all the "True" commands to be "False" (I know this way is wrong and kinda stupid :cry: ). Appearantly, it doesn't work for me haha...
I probably should have been more specific. "AAT500_PCHair_n" Is in the common_body.tpf inside the parts folder. As for the python script, i modified the loadImage() function to treat it as new image always instead of trying to load an image. I used C2180 as well so it seems we used the same character file.
OHHHH! Thanks a lot, finally made it. :mrgreen:
Though I still don't know how to modify the blender addon script but I used another tool made by kotn3l, which makes loading the .ascii successfully. → viewtopic.php?t=24883&p=180779#p180779

I'm not sure whether the sleeve UV problem you mentioned can be dealt with by using another stitch textures named "AAT300_Stitch_01_a" in the "common_body.tpf" package.
Here's what I got:
Image
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TokiChan
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Re: Bloodborne

Post by TokiChan »

Klaus wrote: Sun Mar 06, 2022 9:23 am
TokiChan wrote: Sun Feb 27, 2022 4:03 pm
daemon1 wrote: Thu Jan 06, 2022 11:47 am A quick fix for the tool to work with Elden Ring models
What do you use for unpacking ER data.bdt archives?
There's a modded UXM by Meowmaritus in this discord : https://discord.gg/3bpAdDuDsk

Or this tool by Ekey : https://github.com/Ekey/ER.BDT.Tool

Then the updated tool by Daemon works for models, but it seems textures for them are not unpacked yet.
UXM say me that it can be used for only Dark souls files, not for ER/ New version I can't dl from discord, because discord have no working now (gry page)
And how to use Ekey tools?
http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models :)
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
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ngovandang
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Re: Bloodborne

Post by ngovandang »

TokiChan wrote: Tue Mar 08, 2022 3:41 pm
Klaus wrote: Sun Mar 06, 2022 9:23 am
TokiChan wrote: Sun Feb 27, 2022 4:03 pm

What do you use for unpacking ER data.bdt archives?
There's a modded UXM by Meowmaritus in this discord : https://discord.gg/3bpAdDuDsk

Or this tool by Ekey : https://github.com/Ekey/ER.BDT.Tool

Then the updated tool by Daemon works for models, but it seems textures for them are not unpacked yet.
UXM say me that it can be used for only Dark souls files, not for ER/ New version I can't dl from discord, because discord have no working now (gry page)
And how to use Ekey tools?
you need a secret version which is not published yet
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ngovandang
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Re: Bloodborne

Post by ngovandang »

Kanbara wrote: Tue Mar 08, 2022 1:59 pm I'm not sure whether the sleeve UV problem you mentioned can be dealt with by using another stitch textures named "AAT300_Stitch_01_a" in the "common_body.tpf" package.
It's not UV problem, its like that hehe :D
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TokiChan
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Re: Bloodborne

Post by TokiChan »

ngovandang wrote: Wed Mar 09, 2022 9:14 pm you need a secret version which is not published yet
Great way, to say about model extraction with tools, that not published yet :)
(sorry for my english)
I try to use ER tools, but only one I have is nothing

UPD: nevermind, I found a way. Now need check UV
UPD2: UV for fur and feathers has broken. Any chance to fix without spend life for re-UV?
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http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models :)
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
kotn3l
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Re: Bloodborne

Post by kotn3l »

pox911 wrote: Mon Mar 07, 2022 6:57 am
Image
Hey! May I ask how did you manage to flip the model? Is there such an option upon importing .ascii into Blender?
Last edited by kotn3l on Thu Mar 24, 2022 1:25 pm, edited 1 time in total.
mono24
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Re: Bloodborne

Post by mono24 »

kotn3l wrote: Thu Mar 24, 2022 1:57 am...Hey! May I ask how did you manage to flip the model? Is there such an option upon importing .ascii into Blender?
See how i quoted the message with out making a mess as you did while quoting the whole thing? it takes space and its just bad, can you edit it?
Everyone needs to learn to do that appropriately.

For your question though, select your entire model click A, assuming that's the ONLY thing in your scene, just do Ctrl+M for mirroring, then you select your axis, in this case for character i assume its Y, then hit enter.
But i think, if the model does not require mirroring, the texture needs to be flipped only. If model too then the mirror of whole model is fine.
kotn3l
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Re: Bloodborne

Post by kotn3l »

mono24 wrote: Thu Mar 24, 2022 2:24 am
kotn3l wrote: Thu Mar 24, 2022 1:57 am...Hey! May I ask how did you manage to flip the model? Is there such an option upon importing .ascii into Blender?
See how i quoted the message with out making a mess as you did while quoting the whole thing? it takes space and its just bad, can you edit it?
Everyone needs to learn to do that appropriately.

For your question though, select your entire model click A, assuming that's the ONLY thing in your scene, just do Ctrl+M for mirroring, then you select your axis, in this case for character i assume its Y, then hit enter.
But i think, if the model does not require mirroring, the texture needs to be flipped only. If model too then the mirror of whole model is fine.
Thank you! And sorry for the quote mess, I posted that from mobile. Edited now.
unbecomingname
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Re: Bloodborne

Post by unbecomingname »

I need a little help with Malekith's model. All of the fur/hair meshes seem to have weird UVs (not broken, I don't think) and none of the textures inside his respective .tpf nor in the common_body.tpf files work properly. One texture vaguely seems to work with the main hair, but there's nothing with any kind of alpha map so there's not much of a point for it. Anyone know if I could find these textures somewhere?
Screenshot_7.jpg
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uroborostestsubject
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Re: Bloodborne

Post by uroborostestsubject »

unbecomingname wrote: Thu Mar 24, 2022 8:38 pm I need a little help with Malekith's model. All of the fur/hair meshes seem to have weird UVs (not broken, I don't think) and none of the textures inside his respective .tpf nor in the common_body.tpf files work properly. One texture vaguely seems to work with the main hair, but there's nothing with any kind of alpha map so there's not much of a point for it. Anyone know if I could find these textures somewhere?
Screenshot_7.jpg
This is what I often said in other topics. Particle mesh was often used in these ER models. It's not wrong, it's a way to create hair or fur. The problem is that except for those particle meshes, there is a meshes (Especially fur and hair) with a bad UV. In the case of these meshes, you have to rearrange and modify each UV one by one... It's a very inefficient way, but that's the only way to fix it. Therefore, I think daemon tool needs to be newly patched. The UV of some meshes needs to be clearly modified.
unbecomingname
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Re: Bloodborne

Post by unbecomingname »

uroborostestsubject wrote: Fri Mar 25, 2022 6:00 pm
This is what I often said in other topics. Particle mesh was often used in these ER models. It's not wrong, it's a way to create hair or fur. The problem is that except for those particle meshes, there is a meshes (Especially fur and hair) with a bad UV. In the case of these meshes, you have to rearrange and modify each UV one by one... It's a very inefficient way, but that's the only way to fix it. Therefore, I think daemon tool needs to be newly patched. The UV of some meshes needs to be clearly modified.
That's quite unfortunate. Well, I'll wait as long as I need, just the thought of using these models properly in the future sounds so cool. Thank you for the info
BLVDES
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Re: Bloodborne

Post by BLVDES »

hope this works .-.
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Re: Bloodborne

Post by BLVDES »

epic, 2000th download
daemon1
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Re: Bloodborne

Post by daemon1 »

uroborostestsubject wrote: Fri Mar 25, 2022 6:00 pm I think daemon tool needs to be newly patched. The UV of some meshes needs to be clearly modified.
No, the tool doesnt need to be modified, it works fine, and all UVs are correct.
uroborostestsubject
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Re: Bloodborne

Post by uroborostestsubject »

daemon1 wrote: Thu Mar 31, 2022 6:23 am
uroborostestsubject wrote: Fri Mar 25, 2022 6:00 pm I think daemon tool needs to be newly patched. The UV of some meshes needs to be clearly modified.
No, the tool doesnt need to be modified, it works fine, and all UVs are correct.
Yes. I also confirmed it. When I use your tool, ascii and smd formats are created. However, in the smd format, only one UV is applied. That's why we need a tool to convert ascii with all UV channels so that they can be used on a blender or 3d max. With noesis, we could extract up to two UV channels. I think what we need now is a noesis py script that can extract all the UV channels along with the mesh.
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