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Ripping Dead Space 1-3 models with animations and textures.

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MaZTeR
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by MaZTeR »

The Dead Space 2 script works now.

However, I have no clue how to make the textures properly worked. The RIG zipper textures come in blue, yellow, orange, red, pink and violet colors. As well as there is this file called "Healthbargradient", which has red, yellow and light blue colors.

In Dead Space 2 and 3, the RIG's kind of like glow and change colors constantly, but I'm pretty sure that is something the game has, not the model.
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by Acewell »

you must remember that some textures will look different when viewed outside
the game because they are used along with shaders inside the game.

anyway, i played around with the L8A8 texture data and have done my best :]
with the information i gathered from here
https://msdn.microsoft.com/en-us/librar ... er_content
i'm not a programmer so i don't know if my interpretation is 100% correct
but i updated the script again with minor changes to the L8A8 format
Last edited by Acewell on Thu Oct 27, 2016 1:11 pm, edited 1 time in total.
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by MaZTeR »

AceWell wrote:you must remember that some textures will look different when viewed outside
the game because they are used along with shaders inside the game.

anyway, i played around with the L8A8 texture data and have done my best :]
with the information i gathered from here
https://msdn.microsoft.com/en-us/librar ... s.85).aspx
i'm not a programmer so i don't know if my interpretation is 100% correct
but i updated the script again with minor changes to the L8A8 format
Now some of the DS1 RIG textures appear either as red or just completely transparent :/
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by Acewell »

MaZTeR wrote:Now some of the DS1 RIG textures appear either as red or just completely transparent :/
show me what you think they are supposed to look like :)
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by MaZTeR »

AceWell wrote:
MaZTeR wrote:Now some of the DS1 RIG textures appear either as red or just completely transparent :/
show me what you think they are supposed to look like :)
Okay here's how it is supposed to look like:

https://facepunch.com/showthread.php?t= ... st51250212

except it is supposed to be blue.

In-game, the health bar and the stasis are supposed to look like this:

Image
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by Acewell »

MaZTeR wrote:Okay here's how it is supposed to look like:
https://facepunch.com/showthread.php?t= ... st51250212
except it is supposed to be blue.
the image posted there is incorrect, even if it was blue, which it isn't no matter how
you arrange the channels, it still has a gradient. and the header states rgba8 so that's
how the script is set to read it.
MaZTeR wrote:In-game, the health bar and the stasis are supposed to look like this:
Image
i don't know what i'm supposed to be looking at here, but if you mean
that light greenish color, you could make that yourself in image editor in 2 seconds.
and i'm pretty sure game shaders work with the texture there to make an effect work.
nothing more i can do here, enjoy! :]
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by MaZTeR »

AceWell wrote:
MaZTeR wrote:Okay here's how it is supposed to look like:
https://facepunch.com/showthread.php?t= ... st51250212
except it is supposed to be blue.
the image posted there is incorrect, even if it was blue, which it isn't no matter how
you arrange the channels, it still has a gradient. and the header states rgba8 so that's
how the script is set to read it.
MaZTeR wrote:In-game, the health bar and the stasis are supposed to look like this:
Image
i don't know what i'm supposed to be looking at here, but if you mean
that light greenish color, you could make that yourself in image editor in 2 seconds.
and i'm pretty sure game shaders work with the texture there to make an effect work.
nothing more i can do here, enjoy! :]
Alright, well, thanks
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by MaZTeR »

Can anyone help me with this script?

http://www.scriptspot.com/3ds-max/scrip ... portimport

Whenever I try to run the import option, I get a syntax error called:

"Syntax error: at end of script, expected end of string
In line #C:\BlaBlaBla\CharacterModelName\BlaBla\0120_mesh_shadereyer_dism_files\\0120_mesh_shadereyer.obj"

It started doing this about week ago after I was importing some characters from the first Dead Space. And I have no clue how to fix this. It gives me this error every time I open that import script.

I have redownloaded the script maybe 10 times with the same result. I need that script as 3D max for some reason does not support importing multiple files by default.
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by shakotay2 »

here's a simple solution for processing multiple files in maxscript:
viewtopic.php?f=13&t=10744&p=110490&hil ... le#p110490
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by MaZTeR »

shakotay2 wrote:here's a simple solution for processing multiple files in maxscript:
viewtopic.php?f=13&t=10744&p=110490&hil ... le#p110490
I'm kinda newby, how do I set that up? Creating just a 3D max script doesn't work with that.
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by shakotay2 »

As you can see from the "resulting listener output" it worked.

You've to change the path (K:\\...) so that it points to your model files' folder, of course and set the model_type.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by MaZTeR »

shakotay2 wrote:As you can see from the "resulting listener output" it worked.

You've to change the path (K:\\...) so that it points to your model files' folder, of course and set the model_type.
Just that? Okay I'll try it later.
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by MaZTeR »

killercracker wrote:Iv'e also made a script for dead space 2-3 long ago. Everything's working except the skinning. I never could figure it out but its better than starting from scratch. :]
I don't know if you'll respond but from what i have messed around with different skeletons, it seems that the script is only using the red weights and is missing the other colored weights. If that gets fixed by just adding the other colors, you don't have to further mess around with the skeleton. Everything that is read in the envelope editor is fine as they are, the parts that have no color but should have need to be fixed
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by zaramot »

If all weights are red it's couldn't be correct, as far as I remember dead space games using 4 bones and 4 weights per vertex, maybe all 4 are rarely used but not one bone+weight for sure xD
Making model-import scripts, PM
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Re: Ripping Dead Space 1-3 models with animations and textur

Post by MaZTeR »

zaramot wrote:If all weights are red it's couldn't be correct, as far as I remember dead space games using 4 bones and 4 weights per vertex, maybe all 4 are rarely used but not one bone+weight for sure xD
No it's not all red, I'll send picturse of how it looks like and how it should look like with some tweakings.
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