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Detroit Become Human tools (PC, PS4)
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Re: Detroit Become Human tools (PC, PS4)
Hii, is this tools can unpack all assets from the game?
i'm try to make Translation into my language
i'm try to make Translation into my language
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- ultra-n00b
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Re: Detroit Become Human tools (PC, PS4)
Hello everyone. I don't want to create a new topic, but I just wrote another one unpacker (PC only).
It can extract audio, video, text, gfx, script files
Just launch app, choose game and output folders and press Extract
These folders will create in output folder after extraction:
audio_banks - .bnk - unpack it with https://github.com/Vextil/Wwise-Unpacker
localization - .ini - all text in all languages
midi - .mid - found this just for fun
scaleform - .gfx, .swf, .dds - Scaleform GFX files, view code and contents with https://github.com/jindrapetrik/jpexs-d ... r/releases
script_bank - .lua - some unnecessary files
scripts - .luac - compiled lua scripts, decompile it with https://sourceforge.net/projects/unluac/files/
video - .bk2 - all playable video, no green screen, play with http://www.radgametools.com/bnkdown.htm
voices - .wem - speech lines in all languages, convert it with ww2ogg
Download: https://drive.google.com/file/d/1uHVYZd ... sp=sharing
It can extract audio, video, text, gfx, script files
Just launch app, choose game and output folders and press Extract
These folders will create in output folder after extraction:
audio_banks - .bnk - unpack it with https://github.com/Vextil/Wwise-Unpacker
localization - .ini - all text in all languages
midi - .mid - found this just for fun
scaleform - .gfx, .swf, .dds - Scaleform GFX files, view code and contents with https://github.com/jindrapetrik/jpexs-d ... r/releases
script_bank - .lua - some unnecessary files
scripts - .luac - compiled lua scripts, decompile it with https://sourceforge.net/projects/unluac/files/
video - .bk2 - all playable video, no green screen, play with http://www.radgametools.com/bnkdown.htm
voices - .wem - speech lines in all languages, convert it with ww2ogg
Download: https://drive.google.com/file/d/1uHVYZd ... sp=sharing
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- ultra-n00b
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Re: Detroit Become Human tools (PC, PS4)
heya! it works but i get errors like xxx.dds cannot be extracted because its being used by another processAndrewMulti wrote: ↑Mon Nov 14, 2022 9:28 pm Hello everyone. I don't want to create a new topic, but I just wrote another one unpacker (PC only).
It can extract audio, video, text, gfx, script files
Just launch app, choose game and output folders and press Extract
These folders will create in output folder after extraction:
audio_banks - .bnk - unpack it with https://github.com/Vextil/Wwise-Unpacker
localization - .ini - all text in all languages
midi - .mid - found this just for fun
scaleform - .gfx, .swf, .dds - Scaleform GFX files, view code and contents with https://github.com/jindrapetrik/jpexs-d ... r/releases
script_bank - .lua - some unnecessary files
scripts - .luac - compiled lua scripts, decompile it with https://sourceforge.net/projects/unluac/files/
video - .bk2 - all playable video, no green screen, play with http://www.radgametools.com/bnkdown.htm
voices - .wem - speech lines in all languages, convert it with ww2ogg
Download: https://drive.google.com/file/d/1uHVYZd ... sp=sharing
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- ultra-n00b
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Re: Detroit Become Human tools (PC, PS4)
Hey, sorry disturb but is anyone know the code for the Models Gallery Environment? Thanks a lot
Re: Detroit Become Human tools (PC, PS4)
Hello. The Python plugin for Noesis doesn't seem to be working. When i try to open a model in it I receive a traceback error. Is there any other way to convert the files from ASCII to a 3d model file such as .FBX or .OBJ?
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- ultra-n00b
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Re: Detroit Become Human tools (PC, PS4)
You should read the whole thread from the start. This issue got explained a few times already despite the empty line gimmick didn't get explained very well till later on.
You need to append the skeleton/armature data to the model file.
1) Open the _skel.ascii file with a text editor (preferably notepad++)
2) Once opened, select all and copy the whole content.
3) Open with notepad++ your model file which contain the meshes (usually the first one in the list and the biggest in size). It's .ascii aswell.
Ex: 83B_241.ascii
4) Locate the first line in the file where it say '0'.
5) Delete the 0.
6) Now paste the armature info that you copied before.
7) Before saving, be sure to check that between the end of your armature data and the start of the mesh data there're no empty lines.
In short, between the stuff you just pasted and the starting of the mesh data there should be not any empty line.
If u don't append the armature/skeleton data to the mesh & If u skip this last passage, noesis won't read sht nor blender.
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- n00b
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Re: Detroit Become Human tools (PC, PS4)
Everything's working except that the texture filenames do not appear to correspond to what the model is looking for.
Using Connor's model from the OP as an example.
I'm using the XNALara Blender plugin and "file missing files" to locate the textures. It expects filenames such as "m_13414", however the extractor did not name them like this. All my texture files are named like "21C0F", for example.
I used a batchfile to rename all textures to append "m_" in front, but they still do not match anything the model is looking for. I do not have any texture corresponding to "13414".
Pretty sure I followed the instructions, but if anyone knows what I've skipped/missed, it would be appreciated. The only thing I can do for now is to manually add every single texture by hand, but I'm sure nobody else is doing that... right...?
Using Connor's model from the OP as an example.
I'm using the XNALara Blender plugin and "file missing files" to locate the textures. It expects filenames such as "m_13414", however the extractor did not name them like this. All my texture files are named like "21C0F", for example.
I used a batchfile to rename all textures to append "m_" in front, but they still do not match anything the model is looking for. I do not have any texture corresponding to "13414".
Pretty sure I followed the instructions, but if anyone knows what I've skipped/missed, it would be appreciated. The only thing I can do for now is to manually add every single texture by hand, but I'm sure nobody else is doing that... right...?
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- MEGAVETERAN
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Re: Detroit Become Human tools (PC, PS4)
this is not texture name, its material name. Thats why its called "M_..."
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- n00b
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Re: Detroit Become Human tools (PC, PS4)
I see, thank you. I must need to assign every texture manually then.
Really appreciate these tools you create, daemon1, thank you for all your hard work!
(Edit: I am extremely impressed by everyone who is able to figure out which textures go where. I'm only plugging in the diffuses right now, but I cannot find which are the correct files for the eyebrows or hair, the triangles and armband UVs don't fit, and the jacket doesn't appear to have a straight diffuse at all. I can't imagine trying to do this with hundreds of textures for an entire environment...)
Really appreciate these tools you create, daemon1, thank you for all your hard work!
(Edit: I am extremely impressed by everyone who is able to figure out which textures go where. I'm only plugging in the diffuses right now, but I cannot find which are the correct files for the eyebrows or hair, the triangles and armband UVs don't fit, and the jacket doesn't appear to have a straight diffuse at all. I can't imagine trying to do this with hundreds of textures for an entire environment...)
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Re: Detroit Become Human tools (PC, PS4)
After a day of messing around I have made some progress applying textures, but it's a lot of guesswork. I still don't think I have the skin texture correct, and the LED is custom (couldn't find correct textures for it at all).
Is there a document anywhere that tells how Quantic packs their texture channels, so I can tell which channels to use for roughness/metal/etc? I've tried many combinations but it never looks quite right.
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Re: Detroit Become Human tools (PC, PS4)
You should know just by looking, a roughness(or glossiness) looks different than a metal (or specular) or AO or SSS.Hereintheblack wrote: ↑Wed Jul 05, 2023 5:09 am
After a day of messing around I have made some progress applying textures, but it's a lot of guesswork. I still don't think I have the skin texture correct, and the LED is custom (couldn't find correct textures for it at all).
Is there a document anywhere that tells how Quantic packs their texture channels, so I can tell which channels to use for roughness/metal/etc? I've tried many combinations but it never looks quite right.
When I tested on a few random objects, I know they used multiple UV channels but I never tried the characters to see what was happening
I could try to help if you upload a few different samples as I don't have the game anymore
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Re: Detroit Become Human tools (PC, PS4)
Yep, no doubt seasoned vets and industry professionals can tell at a glance, but Google's not been too helpful when I've looked for examples.
Anyway, I have figured some things out in the meantime, which may be useful for other noobs like me:
- chachachat's posts on page 7 are invaluable. Go read them.
- All those muddy yellow textures are normal maps, you need to invert all channels (especially the blue) to use them.
- For the skin texture, R = AO (in Blender, either ignore it or multiply it with the Diffuse into the Base colour), G = Roughness (invert channel), B = Metallic.
- For hair, use the pink-looking texture for Metal/Spec/Rough. Not sure which channels are which, but I've got mine as R = Metal, G = Spec, B = Rough. Could look better.
- Again for hair, get the alpha from the yellow texture with the black background. If the hair near the scalp gets black boxes around them, even though transparency is working, then you need to up your max transparent bounces value in the render settings.
- The eyes aren't included in the main model file. This tripped up xactgd on page 36, who thought they were editing the eye UVs, when in fact that's some weird flat thing masquerading as eyes. Delete that object and instead import the eyes from the smaller file that contains a bunch of scrunched-up mess at the origin point. For reference, the correct eye objects are two spheres buried underneath all that mess.
- For the eyes, you kinda need to edit the UVs to look something like this, otherwise the iris is way too big.
It's pretty decent now
All this is probably specific to Blender workflow, btw.