I've ported only DriverCloth shader yesterday, as it's a bit comprehensive task to adopt as much original data into available material information as possible. Since my shaders use different code and blending methods on multytexture layers, the result does not match perfectly, but overal look is very alike.
There could be multiple layers on DriverCloth shader, where Diffuse texture is premultiplied with DiffuseColor1 given as rgb in a material file. Additionally (as in most of shaders I've explored to the moment), the specular map is usually a per-channel mask texture, where .R is usually specular glossiness, and .G is often a colorization mask. Thus, for example, a DiffuseColor2 could be masked by SpecularMap green channel, so you could have multiple color clothes dress. The second diffuse texture is (usually grayscale) a premultiply or overlay details for fabric texture simulation (that's where my shader gives dark effect on pants - if I disable fabric detalization, pants are drawn with correct blue color; same on hat). Additionally, a normal map #2 can be used as displacement map to simulate small bumps or fabric texture.
So, in general, the correct color is usually "Diffuse1Color" premultiplied by DiffuseTexture1 and mixed with Diffuse2Color masked by Specmap.Green;
I'll port DriverHair and DriverEye today to see whether these works the same way.
To say, most of info is generally in "materialdescriptor" folder as you've mentioned earlier. Some shaders specify a per-vertex color masking info, so per-vertex color component is NOT the color of mesh, it's a per-vertex effects masking. E.g. wetness areas are masked via vertices color channel (R on some shaders, G on another). Quite comprehensive to deal with as I see...
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Watch Dogs XBG models
- Chipicao
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Re: Watch Dogs XBG models
Vertex position and UV scaling (yes, vertices are also scaled per model):
@offset 36 VPscale = [float, float]
@offset 48 UVscale = [float, float]
These values are used with a HLSL mad function inside the shaders, which basically means Vp = int16*VPscale.y + VPscale.x. The same for UV coordinates.
There is only one set per file/model. Further UV scaling is handled with material tiling properties, as Oleg mentioned.
@offset 36 VPscale = [float, float]
@offset 48 UVscale = [float, float]
These values are used with a HLSL mad function inside the shaders, which basically means Vp = int16*VPscale.y + VPscale.x. The same for UV coordinates.
There is only one set per file/model. Further UV scaling is handled with material tiling properties, as Oleg mentioned.
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
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Re: Watch Dogs XBG models
Szkaradek123 wrote:Hello
my importer for Blender 249:
Update 2014-07-01:
-fix weighting for some meshes
http://www.mediafire.com/download/hd1m3 ... -01%5D.zip
support: uv,weighting,bones,autotexturing
autotexturing work when use original location xbg file and needed material.bin file exists
problem:translation and scale uvmapping
how fix: go to line 7 and 8 and change UVTrans and UVScale
script is not perfect but maybe will be helpfull for you for full reversing format
When i attempt to run script for the file Blender249-WatchDogsImporter-2014-07-01.blend ...
it gives me a error on line 24 (the print command).
I'm perplexed. I would love to check out some of the car, buildings and prop models in watch dogs and do intensive research.
Anyone care to lend a hand on how to get the script to work?
This is my first time using blender by the way. I'm a 3d max user.
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Re: Watch Dogs XBG models
You have to open it with Blender 2.49, it doesn't work with newer versions.
Re: Watch Dogs XBG models
I tried to install you blender importer but I cant figure out where the files have to go. I use modo for modeling and have no clue about any blender versions.
A pointer would be nice
A pointer would be nice
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Re: Watch Dogs XBG models
I know Cra0's rig is more or less messed up and is in need of repairs atm, but has there been some progress made with the .xbg models? I mean, will we be getting support for exporting custom meshes and importing them back into the game?
Re: Watch Dogs XBG models
hopefully we shall get something out. No dates estimated at the moment, but I work from time to time on this subject.
https://www.facebook.com/ZModeler3/post ... 5343892159
https://www.facebook.com/ZModeler3/post ... 5343892159
- cra0
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Re: Watch Dogs XBG models
Got my pc sorted i'll resume work soon hopefullyhuckleberrypie wrote:I know Cra0's rig is more or less messed up and is in need of repairs atm, but has there been some progress made with the .xbg models? I mean, will we be getting support for exporting custom meshes and importing them back into the game?
Re: Watch Dogs XBG models
Hey Cra0
do you think its possible to make Aiden coat moves like in this trailer ? start 1:00 : http://www.youtube.com/watch?v=bmwyW-Q960M
in the final game his coat is literally attached to the very low end of his back, in the trailer its attached higher to the middle of his back, wich let it move freely when walking/running, maybe removing some bones attachments from the xbg model ? because the physics seems to be already working properly in the game for it, its the same for his coat belt, they look more attached , sorry if am saying stupid stuff about bones, i have no experience with that
do you think its possible to make Aiden coat moves like in this trailer ? start 1:00 : http://www.youtube.com/watch?v=bmwyW-Q960M
in the final game his coat is literally attached to the very low end of his back, in the trailer its attached higher to the middle of his back, wich let it move freely when walking/running, maybe removing some bones attachments from the xbg model ? because the physics seems to be already working properly in the game for it, its the same for his coat belt, they look more attached , sorry if am saying stupid stuff about bones, i have no experience with that
Re: Watch Dogs XBG models
her's a more direct comparison http://www.youtube.com/watch?v=L_A6Z3gkXlkWobble wrote:There are over 100 bones controlling Aiden's coat and coat-tails. It's highly animated. See bones named PL_Coat_SMUNode.essenthy wrote:Hey Cra0
do you think its possible to make Aiden coat moves like in this trailer ? start 1:00 : http://www.youtube.com/watch?v=bmwyW-Q960M
in the final game his coat is literally attached to the very low end of his back, in the trailer its attached higher to the middle of his back, wich let it move freely when walking/running, maybe removing some bones attachments from the xbg model ? because the physics seems to be already working properly in the game for it, its the same for his coat belt, they look more attached , sorry if am saying stupid stuff about bones, i have no experience with that
you can notice aiden coat in the final game is like glued to the low end of his back wich prevent it from moving despit the physics for it seems to be there , do you think it would requiere some animation editing to make like that ? or working on the model withe bones could do the trick ?
Re: Watch Dogs XBG models
i see, thanks Wobble, so its more a matter of animation then the model itself, btw i found most of aiden animations files if anyone is interested in that
Re: Watch Dogs XBG models
testing the exported model in game. utilizes new geometry file, new material files and new _reference.skeleton file.
Edit: resized image.
Edit: resized image.
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