Page 6 of 9

Re: Doom alpha models

Posted: Wed May 18, 2016 2:52 am
by Matsilagi
iOrange wrote:
HellGate wrote:hmm the tool fails to open most of the models and the ones it can open and export are not working (blender and maya cant open the fbx, with or without skeleton)
I've fixed the tool - some models are different from the Beta version.
Version 0.4 will have full support of the release version.
Will be uploaded to the MODDB this night.

BTW - the tool exports rigged models to FBX 2016.0, so please update your import plugins or use more recent versions of your 3D Tools.
Any progress on VTEX stuff?
I know that texmod/Ninjaripper using DX wrappers can work but, i didn't test since i don't own the game

Re: Doom alpha models

Posted: Wed May 18, 2016 3:49 am
by iOrange
I have some progress on virtual textures as well, but it's not as easy as you might think.

BTW - DoomResEx v0.4 just came out - http://www.moddb.com/games/doom-4/downl ... plorer-v04

Re: Doom alpha models

Posted: Wed May 18, 2016 4:52 pm
by SporeAltair
This version is at least the has already opens are more files than the previous one, but .fbx files are still open only 3D Builder.

I propose to add the following supplement program:
1. ability to open formats: tga, dmodel, decl
2. Open a separate model, not bmd6model with skl, separately bmd6model, separately bmd6skl, separately bmd6anim, etc.

Re: Doom alpha models

Posted: Thu May 19, 2016 12:48 am
by iOrange
SporeAltair wrote:1. ability to open formats: tga, dmodel, decl
TGA files - just Extract them and use, no need to convert.
Decl files - just Extract them, the're simply a text files.
DModel files - what's that? Did you mean bmodel? It's fully supported.

Re: Doom alpha models

Posted: Thu May 19, 2016 2:10 am
by volfin
iOrange wrote:I have some progress on virtual textures as well, but it's not as easy as you might think.
I know it's not easy. I spent nearly a month on figuring that out and was finally stumped at figuring out the variant of JPEG-XR image compression they use. I really look forward to seeing someone break this open.

Re: Doom alpha models

Posted: Thu May 19, 2016 9:09 pm
by noam2000
Man, I have to give you a huge, huge thanks, iOrange. Your dedication and progress is legendary. I am very eagerly awaiting for you to figure out how to extract the textures!

Small question - it seems that I can't open up the FBX I exported from DoomResEx with 3DS Max 2013. Do I ABSOLUTELY need newer version of 3DS max, or can I somehow make it work with 2013?

Re: Doom alpha models

Posted: Thu May 19, 2016 9:42 pm
by SporeAltair
I assume that texture is encrypted, so that their will be difficult to find.

But for FBX you probably need a program until 2016 of the year.

Re: Doom alpha models

Posted: Fri May 20, 2016 4:38 pm
by iOrange
noam2000 wrote:Man, I have to give you a huge, huge thanks, iOrange. Your dedication and progress is legendary. I am very eagerly awaiting for you to figure out how to extract the textures!

Small question - it seems that I can't open up the FBX I exported from DoomResEx with 3DS Max 2013. Do I ABSOLUTELY need newer version of 3DS max, or can I somehow make it work with 2013?
Unfortunately - Autodesk does not provide standalone FBX plugins for 3DS Max anymore :(
I'm trying to find a way to export FBX 2009 version, but it seems that older FBX SDKs are not compatible with Visual Studio 2015 :(

So, sorry bro - you need to get newer version of 3DS Max (2016/2017).

If anyone have an idea of the output format for the rigged models - give me a shout and I'll implement it in the tool.

Re: Doom alpha models

Posted: Fri May 20, 2016 10:59 pm
by noam2000
Welp, I have upgraded to 2016, and it works! But.. no UVMaps.

Re: Doom alpha models

Posted: Sat May 21, 2016 2:55 am
by abcdefgh
--redacted--

Re: Doom alpha models

Posted: Sat May 21, 2016 8:22 am
by SporeAltair
I myself want SMD for the creation GMod addon, but it needs to manually convert from FBX to SMD, but if you do SFM animation, it can be directly saved in SMD.

Re: Doom alpha models

Posted: Sat May 21, 2016 8:35 am
by thunderysteak
Is there any ETA on getting the textures extracted?

I also attempted to use OpenGL rippers as to attempt to obtain the textures the other way. I can confirm that I couldn't get RenderDoc, GLIntercept, INTEL GPA nor APITrace to work. GLIntercept was just causing DOOM to crash on loading screen, APITrace is extremely buggy and is not able to extract a single texture that is not from the main menu and everything else just doesn't recognize Doom no matter what I tried. Seems like the only option here is to just get the textures the old fashion way.

[img.]http://i.heykidwannayiff.com/f4cf4b.jpg[/img]
This is the furthest I managed to get with APITrace


SporeAltair wrote:I myself want SMD for the creation GMod addon, but it needs to manually convert from FBX to SMD, but if you do SFM animation, it can be directly saved in SMD.
SMD is deprecated. DMX (Data Model eXchange) is way more up to date file format.

Re: Doom alpha models

Posted: Sat May 21, 2016 8:51 pm
by thunderysteak
So I was messing more with APITrace and guess what I managed to RIP and tear from Doom 4

The Doom 4 cubemap!

[im.g]http://i.heykidwannayiff.com/62cec0.png[/img]

Only reason why I managed to extract this is because it seems like iD did some custom job on Virtual/Super textures 2 so no OpenGL custom DLL can work with the textures due of some custom OpenGL API for the textures BUT GL_TEXTURE_CUBE_MAP is still part of the default OpenGL API with OpenGL rippers can work with

Re: Doom alpha models

Posted: Sat May 21, 2016 10:35 pm
by SporeAltair
I have a problem with the program Cinema 4D R17, it concerns FBX DOOM a file that I open.
Worm Glitch.jpg

Re: Doom alpha models

Posted: Wed May 25, 2016 2:04 am
by Justice
Hey guys. About the DoomResExport, i just want to comment that the error 0xc00007b was occurring for me and i fixed when download the 32 bits version dll that the program need (vcruntime140 and msvcp140) hope it helps someone. PD: Great program