Re: Dishonored 2 models and textures
Posted: Mon Jan 30, 2017 1:45 am
yeah photoshop doesn't have the best lighting setup. You'd have to set up materials in some other engine to get better results.
I've seen a few, was there a specific one you were looking for? I'd suggest looking at generated/model/models/environment/props if you haven't found them yet.rawfish38 wrote:I'm trying to find furniture files specifically, like chairs and tables, Any idea where those may be located?
volfin wrote:Ok, the model importer is functional, so I'll release. but there's a lot of caveats:
A) No skeleton or bone weight support at this time. (I am having trouble working out the weighting part).
B) Solved
C) models are broken up into a lot of parts, and positions aren't stored in the model files (uncertain, more research needed) So you'll have to move all the parts around to fit them together.
The good news is, Multiple models per file and multiple materials per model is supported, as is the two UV maps each model has (some duplicate the UV on both channels, but some, especially the main characters do have different UVs on each channel. I expect this is for effects like texturing and dirt/normal to be on separately laid out maps. But I have not looked into this in depth)
Also, this importer supports two model formats the game uses Bmd6model, and bmodel. should load either with no problem.
Example:
Multiple Material zones as defined in-game
All the parts with textures (I frankly don't know where all the gears go LOL)
The parts were found in these various directories:
Base Model: Pack 1\generated\basemodel\models\characters\mech\clockwork
Wooden Armor parts: Pack 1\generated\model\models\characters\mech\clockwork\breakables
Gears and Guts: Pack 1\generated\model\models\characters\mech\clockwork\wheels
Textures were all in: Pack 1\generated\image\models\characters\mech\clockwork\textures
Edit: Head parts are in the root of the extraction directory, Named like this: "nocloth_f_str_alexi_head_6381dc2474fd3c558dde926c5129fcad.bmd6model" for Alexi model.
Additionally, it seems like a lot of small parts to models are in the 'voidresourcecache' folder.
So that's the basic arrangement for assets.
If you come across any model files that produce an error, let me know the model name and location and I'll see what I can do about fixing.
Oh yeah I should add, importer is for Blender 2.70 and above, and if you need to know how to install, see my previous tutorial here:
viewtopic.php?p=103131#p103131
Enjoy.
Edit: new version below.
the models would overlap each other. You'd to separate them manually. Is that what you really want?Stut29 wrote:Also, is there a simple way I'm missing to batch import the models into Blender? Will that require additional scripting?
Which game version you had?HooptyHaupt wrote:It still works perfectly for me, I get both textures and models when extracting each package.
I don't have this game, but I'll go out on a limb and say they probably changed the model format a bit, since it's a completely standalone game and not a DLC. With any model format even one byte difference is enough to throw an importer off.windswept wrote:To resurrect this thread a bit, I was able to extract Death of The Outsider's contents... but for all of the BMD6models that aren't static (character files, animals), Volfin's blender import plugin isn't working. No error, no objects listed, hit import and nothing happens for those files. Any ideas? I'm completely clueless at this part.