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(Request) NeverDead Model Extract

Posted: Thu Nov 14, 2013 3:37 am
by zdsmdbh
I use PSARC extractor and asura.bms to extract files,I am sure I got some textures(TGA),but it's not readable,even though I change extension to DDS
I will uploaded those files,hope somebody will take a look
Texture http://filesmelt.com/dl/arcadia_body_colspec.tga
Mesh(maybe) http://filesmelt.com/dl/arcadia
Really want some models loaded in 3DS MAX
My skydrive have more files,If you need them https://skydrive.live.com/?cid=84A39EE4 ... B8CC%21109
If I break rule,please tell me
Sorry for my poor english and thank you

Re: (Request) NeverDead Model Extract

Posted: Thu Nov 14, 2013 5:03 am
by cra0
seems someone has done it

http://deronar.deviantart.com/art/Never ... -367246776


and yes that arcadia file is a model

-vertblock @ 0x2a4h

-facelist @ 0x68964


use Hex2OBJ

Re: (Request) NeverDead Model Extract

Posted: Thu Nov 14, 2013 11:17 am
by zdsmdbh
Deronar extracted many models,but seems like he never share those models in public

I tried to learn how to find face indices end address,but I can't understand it at all
Can you tell me what's the end address?

Re: (Request) NeverDead Model Extract

Posted: Thu Nov 14, 2013 12:06 pm
by shakotay2
You don't need to know the endaddresses. Just try a face index count of 500 then increase this value.
There's some trial 'n error required until the max index count in the lower left list box gives a useful value.

Or use this:
Image

But rename your model file to arcadia.mdl for example because hex2obj will crash without a dot in the filename. (just another ugly ptr bug :cry: )

btw: nice babe with a realistic real life face. :D

Re: (Request) NeverDead Model Extract

Posted: Thu Nov 14, 2013 1:34 pm
by zdsmdbh
Thank you,got the mesh.Any idea to convert texture readable?
Count 43710,trial 'n error,really? :eek:
btw:Hex2OBJ,what a great tool :D

Re: (Request) NeverDead Model Extract

Posted: Thu Nov 14, 2013 3:05 pm
by shakotay2
zdsmdbh wrote:Thank you,got the mesh.Any idea to convert texture readable?
Try TextureFinder.
Image
Count 43710,trial 'n error,really? :eek:
combined with some experience, maybe.
btw:Hex2OBJ,what a great tool :D
"great"? don't know.
"simple 'n easy" that it is what it was intended to be.

Re: (Request) NeverDead Model Extract

Posted: Sun Dec 08, 2013 4:55 pm
by junk angel
Out of curiosity, how would one deal with multiple UVs the mesh seems to have. The body and hair bits UVs seem to come out fine (albeit flipped) but the face one seems to be completely borked.

I've been able to get a sort of salveagable one if I set it to WordUV. Though I'm working out what all the entries on hex2obj are :P

Re: (Request) NeverDead Model Extract

Posted: Sun Dec 08, 2013 8:00 pm
by shakotay2
part of the uvs are clipped. I'll look at that asap:
Image

Re: (Request) NeverDead Model Extract

Posted: Sun Dec 08, 2013 10:23 pm
by junk angel
shakotay2 wrote:part of the uvs are clipped. I'll look at that asap:
Image

Yeah looks like face and eyebrows. But like I've said - if I set it to wordUV I do get more or less something that remotely looks like a face UV in one of the corners. Albeit quite stretched.

Re: (Request) NeverDead Model Extract

Posted: Sun Dec 08, 2013 10:40 pm
by shakotay2
junk angel wrote:But like I've said - if I set it to wordUV I do get more or less something that remotely looks like a face UV in one of the corners. Albeit quite stretched.
Clipping was no good idea - without it looks like this:
Image
There is no clipping with WordUVs (but nethertheless the uv format should be half floats).

Thank you for the feed back! :)

Re: (Request) NeverDead Model Extract

Posted: Sun Dec 08, 2013 10:59 pm
by junk angel
shakotay2 wrote:
junk angel wrote:But like I've said - if I set it to wordUV I do get more or less something that remotely looks like a face UV in one of the corners. Albeit quite stretched.
Clipping was no good idea - without it looks like this:
Image
There is no clipping with WordUVs (but nethertheless the format should be half floats).

Thank you for the feed back!:-)
Yeah this looks correct :)

In the meantime I'll go back to the tutorial to try and understand what I'm looking at :P