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Deus Ex Mankind Divided

Posted: Thu Aug 02, 2018 9:16 am
by daemon1
Deus Ex Mankind Divided tools (models+cloth+hairs)

Both tools are made to work with files made by Sir Kane's extractor (renamed or not).

1. Model/cloth tool - DXMDmodel.exe

- for models, select 2 corresponding files (PRIM & BORG) and drop them onto the tool - it will make ASCII & SMD model. Both will have skeleton, but as usual, ASCII will hold all UV pairs.

- for cloth, drop APEX file onto the tool - it will make ASCII cloth with skeleton. This skeleton will be compatible with main model, but no proper bone rotations, so load main model first, and then append cloth to it.

2. PureHair tool - PureHair.exe (will also work with Tomb Raider)

Drop PHHA hair file (the biggest of 3) onto the tool - it will make ASCII & OBJ files with hair. OBJ will have edges (lines). You can build mesh of desired thickness from it. ASCII will have simple triangles built on same vertices. Its very thin, and can be improved later (if i will have time). The real game builds 2 triangles for each vertex, so it works as intended.

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Hair will have submeshes:

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Both main model & cloth are weighted to the skeketon:

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Re: Deus Ex Mankind Divided

Posted: Fri Aug 03, 2018 8:33 pm
by volfin
Sir Kane's unpacker makes a text file with the names of all the files, NameMap.txt. However none of the names in this file even contain the word "Borg". So i'm a bit confused where we find the 'borg' files.

Edit: I figured out the answer.

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This is by the internal file tag, which is stored backward. So you'll have to hexedit each file to figure out which are the right ones to use.

Re: Deus Ex Mankind Divided

Posted: Fri Aug 03, 2018 9:01 pm
by daemon1
unfortunately i've never seen files made with that unpacker ;)

but after renaming there are 2 files with the word "weightedprim" for each skeletal model
these 2 files (inside of the engine) have types BORG (bone/rig) & PRIM (primitive)

p.s. you dont have to hexedit them, because it doesn't matter in which order you use them with the tool

Re: Deus Ex Mankind Divided

Posted: Fri Aug 03, 2018 9:52 pm
by volfin
I found an issue with the model unpacker. On the character "Ivan Berk" (\characters\resources\secondary_characters\ivan\ivan.wl2_) The BORG/PRIM model.

It's not decoding right, you can see many vaules in the Ascii file and SMD file are unusually large:
ASCII:
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SMD:
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The APEX and hair work fine, and everything has worked fine for other characters so far, so must be something special about this one character.

Re: Deus Ex Mankind Divided

Posted: Fri Aug 03, 2018 10:23 pm
by volfin
Oh also seems APEX UVs are flipped from what the textures are:

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not hard to fix in blender but FYI

Re: Deus Ex Mankind Divided

Posted: Sat Aug 04, 2018 4:24 pm
by Raban
I really can't thank you enough for the PureHair tool - it's so great to finally have the beautiful hair from RotTR!
:dance:

Re: Deus Ex Mankind Divided

Posted: Sat Aug 04, 2018 9:17 pm
by daemon1
..

Re: Deus Ex Mankind Divided

Posted: Sun Aug 05, 2018 12:10 am
by volfin
daemon1 wrote:new test version to support Ivan and maybe more models of that type
Yep that worked for Ivan. many thanks.

Re: Deus Ex Mankind Divided

Posted: Sun Aug 05, 2018 8:45 am
by daemon1
ok main post updated with this version

Re: Deus Ex Mankind Divided

Posted: Mon Aug 06, 2018 7:46 pm
by volfin
It seems I've found one more problem with the exporter.

there are some accessories that won't export anything, it just produces a 0 byte file. for example:

characters\resources\kit_systems\male\prague_police\prag_police_accessories\prag_police_helmet_a.wl2_
characters\resources\kit_systems\male\prague_police\prag_police_accessories\prag_police_helmet_a_opened.wl2_


Also here are some views of finished models from the tool, thanks for all your efforts. :)


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Re: Deus Ex Mankind Divided

Posted: Mon Aug 06, 2018 8:04 pm
by daemon1
volfin wrote:there are some accessories that won't export anything, it just produces a 0 byte file.
these are probably static models, and this tool is only made for skeletals, which have BORG file.

Re: Deus Ex Mankind Divided

Posted: Mon Aug 06, 2018 9:14 pm
by volfin
daemon1 wrote:
volfin wrote:there are some accessories that won't export anything, it just produces a 0 byte file.
these are probably static models, and this tool is only made for skeletals, which have BORG file.
yeah it seems they don't have BORG. I guess i'll see if i can hack my old importer to do them, I need the helmet to complete the police character :D

Edit: actually it worked with no modification. yay!

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Re: Deus Ex Mankind Divided

Posted: Tue Aug 07, 2018 5:58 pm
by ajax1313
anyone having trouble importing ? when importing from .bin in blender, models appear incomplete ?

Re: Deus Ex Mankind Divided

Posted: Wed Aug 08, 2018 9:30 am
by daemon1
ajax1313 wrote:anyone having trouble importing ? when importing from .bin in blender, models appear incomplete ?
don't import .bin in blender, why do you need that?

Re: Deus Ex Mankind Divided

Posted: Wed Aug 15, 2018 5:37 pm
by ajax1313
after some time, i figured it out. but now i'm having trouble locating model files for shadow child and other DLC characters.