Alright so here is the Ubermorph with the skeleton extracted with your script.
Here's how it looks like unmodified:
Here's my modification of how the claws should look like:
And here's an image of how the weights are incorrectly placed as the upperarm bone movement affects the static torso meshes. It should affect only the arm mesh where the claw is attached:
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Ripping Dead Space 1-3 models with animations and textures.
- MaZTeR
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Re: Ripping Dead Space 1-3 models with animations and textur
Another interesting thing is that the reason why the top image happens is because in that part, only the claw bone affects the mesh in that area, when the forearm bone should also affect the joint area of the claw, not just the claw bone.
The same thing applies to other areas of the body like the knees and the thighs. In the two later images, I fixed the upper and the forearms with the same method, as before the upper arm affected only the base of the arm meanwhile the forearm controlled the rest of the arm, making movement glitchy.
The same thing applies to other areas of the body like the knees and the thighs. In the two later images, I fixed the upper and the forearms with the same method, as before the upper arm affected only the base of the arm meanwhile the forearm controlled the rest of the arm, making movement glitchy.
- MaZTeR
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Re: Ripping Dead Space 1-3 models with animations and textur
I was searching for more models from the first game and noticed new, unconvertable files.AceWell wrote:the image posted there is incorrect, even if it was blue, which it isn't no matter howMaZTeR 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.
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.
Here they are:
https://www.dropbox.com/s/ey6jqlha40bzq ... e.rar?dl=0
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Re: Ripping Dead Space 1-3 models with animations and textur
i looked at your new samples and the vertex stride could be 12 or 32 and the UV
stride could be 8 or 20 or 28 and the file could have submeshes which means i can't
read the data in a single array, the extended table in some of these is confusing to me.
if there is only a few not-working models i think it would be quicker for you
to just use Hex2obj to get these meshes than for me to try and figure out
any flags and pointers to modify the script to support these.
stride could be 8 or 20 or 28 and the file could have submeshes which means i can't
read the data in a single array, the extended table in some of these is confusing to me.
if there is only a few not-working models i think it would be quicker for you
to just use Hex2obj to get these meshes than for me to try and figure out
any flags and pointers to modify the script to support these.
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Re: Ripping Dead Space 1-3 models with animations and textur
guess he will not as long as there's people who are doing all the work for himAceWell wrote:if there is only a few not-working models i think it would be quicker for you
to just use Hex2obj to get these meshes than for me to try and figure out
any flags and pointers to modify the script to support these.
You do not have the required permissions to view the files attached to this post.
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- MaZTeR
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Re: Ripping Dead Space 1-3 models with animations and textur
These are level meshes so there are a ton of these kinds of files. Also as far as I am certain, the only files I can't open are the LODs and the level meshes themselves only so if the script is edited to open those, I think it works on all of them.AceWell wrote:i looked at your new samples and the vertex stride could be 12 or 32 and the UV
stride could be 8 or 20 or 28 and the file could have submeshes which means i can't
read the data in a single array, the extended table in some of these is confusing to me.
if there is only a few not-working models i think it would be quicker for you
to just use Hex2obj to get these meshes than for me to try and figure out
any flags and pointers to modify the script to support these.
Oh and I have really no clue how to use Hex2obj and also if I have to get all the files one by one with that tool, it will take an eternity.
And also if I wait for someone else to get the models for me, well, it will take even longer.
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Re: Ripping Dead Space 1-3 models with animations and textur
this samples link is not working, i want to compare the new samples with the originals. most ofMaZTeR wrote:None of the mesh scripts work on Dead Space models.
Can someone take a look at this model and maybe reverse-engineer a script for meshes from the first game?
https://www.dropbox.com/s/9fjf5xkopdahu ... e.zip?dl=0
your new samples will open just not export, i think i can make those work easily, but the ones
with submeshes like 0426_opt_model1.geo will be a problem for me at my experience level.
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Re: Ripping Dead Space 1-3 models with animations and textur
I think the opt models are the level meshes actually, which is what I'm looking for mainly and why I asked for help. And that model spesifally is the USG Kellion and its interior from the intro of the first game (if I remember correctly where I got those files).AceWell wrote:this samples link is not working, i want to compare the new samples with the originals. most ofMaZTeR wrote:None of the mesh scripts work on Dead Space models.
Can someone take a look at this model and maybe reverse-engineer a script for meshes from the first game?
https://www.dropbox.com/s/9fjf5xkopdahu ... e.zip?dl=0
your new samples will open just not export, i think i can make those work easily, but the ones
with submeshes like 0426_opt_model1.geo will be a problem for me at my experience level.
Oh and these are the files that need to be worked on:
https://www.dropbox.com/s/ey6jqlha40bzq ... e.rar?dl=0
I'll probably post more files so we can make all the models exportable (well, if you can make that work with your experience).
And I suggest maybe taking a look at the 3D Max scripts from here zaramot has made for ds2 and 3 for reference as they can be used to open the level meshes from the newer games:
https://www.dropbox.com/s/n4lyc37w04u3w ... -3.ms?dl=0
https://www.dropbox.com/s/rtrof1xjrraw2 ... ch.ms?dl=0
And another thing is that I found a texture that could not be opened a while back. I'll post it here
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- MaZTeR
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Re: Ripping Dead Space 1-3 models with animations and textur
Once all the models and textures and everything are openable, the only things remaining are the animations. Wish someone could take a look at the files.
Apparently they are similar to the animations from Skyrim and Battlefield.
Apparently they are similar to the animations from Skyrim and Battlefield.
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Re: Ripping Dead Space 1-3 models with animations and textur
no i need the samples from that link i quoted so i can compare working to not-working ones.
and that tg4h file you uploaded is just a header for the tg4d data, i would need that file too.
and that tg4h file you uploaded is just a header for the tg4d data, i would need that file too.
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Re: Ripping Dead Space 1-3 models with animations and textur
Oh sorry, there.
And here is a working model:
https://www.dropbox.com/s/g7c8d9yav7236 ... g.rar?dl=0
And here is a working model:
https://www.dropbox.com/s/g7c8d9yav7236 ... g.rar?dl=0
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Re: Ripping Dead Space 1-3 models with animations and textur
okay i updated the texture script here for that texture
viewtopic.php?p=122302#p122302
that texture sample looks like it should be used with a flipbook shader
if you look at it in TextureFinder with 32 width the colors will fade in
and out like it should be animated or scrolling frame to frame.
and updated the model script here best i could do
viewtopic.php?p=123701#p123701
it works with all but 2 of your samples, 0419_ishimura.geo and
0426_opt_model1.geo, those have submeshes.
give it a try, no promises though
viewtopic.php?p=122302#p122302
that texture sample looks like it should be used with a flipbook shader
if you look at it in TextureFinder with 32 width the colors will fade in
and out like it should be animated or scrolling frame to frame.
and updated the model script here best i could do
viewtopic.php?p=123701#p123701
it works with all but 2 of your samples, 0419_ishimura.geo and
0426_opt_model1.geo, those have submeshes.
give it a try, no promises though
- MaZTeR
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Re: Ripping Dead Space 1-3 models with animations and textur
I think the texture is actually the shader for the bloody screen that appears whenever you die in the game.AceWell wrote:okay i updated the texture script here for that texture
viewtopic.php?p=122302#p122302
that texture sample looks like it should be used with a flipbook shader
if you look at it in TextureFinder with 32 width the colors will fade in
and out like it should be animated or scrolling frame to frame.
and updated the model script here best i could do
viewtopic.php?p=123701#p123701
it works with all but 2 of your samples, 0419_ishimura.geo and
0426_opt_model1.geo, those have submeshes.
give it a try, no promises though
And as for the model script, it does open everything but only the models with one mesh open normally. Everything else that have sub-meshes are just big piles of different shapes.
Sadly, they are the level meshes which I really want. Is there possibly a way you could somehow take a look at the 3D Max scripts and see how they are made and maybe put the code into your script? They can be used to open submeshes like the ones I gave you.
- shakotay2
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Re: Ripping Dead Space 1-3 models with animations and textur
0426_opt_model1.geo is not too hard; had to split the first submesh because hex2obj can't handle more than 65535 tristripped FIs at once:
Seems there's 37 more submeshes; good luck.You do not have the required permissions to view the files attached to this post.
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- MaZTeR
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Re: Ripping Dead Space 1-3 models with animations and textur
Yeah the level meshes have many detailsshakotay2 wrote:0426_opt_model1.geo is not too hard; had to split the first submesh because hex2obj can't handle more than 65535 tristripped FIs at once:Seems there's 37 more submeshes; good luck.