*after getting permission*
Alright then, here's how it works.
Disclaimer: If anyone at Bioware prefers that this information is not displayed, I will gladly take it down.You're going to need four, maybe five different things to get this to work:
1. A copy of 3dsmax (You can get a trial of 3dsmax 2011 for 30 days).
2. A legal copy of Mass Effect 1 or 2
3. The Unreal Model Viewer:
Download Here4. The ActorX Importer MaxScript:
Download Here5.
OPTIONAL: An image editing program that can open .tga files.
I'll explain this process the best I can, but there is a video tutorial that I'll link at the end.
1) If you have 3dsmax installed, make sure to put the ActorX Importer into the "scripts" folder. You can find this in the root 3dsmax folder.

2) Next, create a folder called uModel, and place all of the files you downloaded from "Unreal Model Viewer" inside it. Creating this folder on the C: drive will prove easiest.
3) To find content files for the game, you need to navigate to (as an example), C:\\\\Program Files\\\\Mass Effect 2\\\\BioGame\\\\Cooked PC
4) In the CookedPC folder, you will find thousands of files. Ignore any file that has an .afc file type; those are sound files. What you're looking for are the .pcc files. It'll take some searching but there is a section devoted purely to characters near the bottom. For example, BioH_Geth_00 will contain Legion's character model, textures, and a basic animation file.
5) Once you find a .pcc file that interests you,
COPY, don't cut, the file and paste it into your uModel folder.
6) Now, here's where it gets a little more tricky. You're going to have to open up Command Prompt. For Windows XP, that's Run-> CMD; for Windows 7 just type CMD into the search bar. Open Command Prompt.
7) Now that command prompt is open, you should see this line (or something like it): C:\\\\Users\\\\YourUserName>_
What we need to do is get command prompt to navigate to your uModel folder. To do so, simply type in the letter of the hard drive you have your uModel folder on. If it's on the C: drive, just type C: and hit Enter. If it's on your D: drive, just type D: and hit Enter, and so on and so forth.
8) Next, type in cd C:\\\\umodel and hit Enter. (C, D, E etc depending on your hard drive letter).
9) Now, you've successfully navigated to your uModel folder. To extract the data from the .pcc file, open Explorer and click on the .pcc file you put in the uModel folder
(KEEP COMMAND PROMPT OPEN!). Right-Click, and go to "Rename." Then, highlight the ENTIRE file name (including the extension .pcc). Right-click again, and hit
"Copy."10) Now that the file name is safed to the Clipboard, all you need to do is go back to Command Prompt, and type:
umodel -export "nameofthefile.pcc"
Swap out "nameofthefile.pcc" for your file simply by hitting Spacebar after "export," right-clicking, and hit
Paste.
11) Hit Enter and uModel will extract any compatible files and put them in a separate subfolder. Congratulations! You just extracted a model!
These next steps detail how to get the model (in this case, a character) into 3dsmax and ready for posing. I'll be using an extracted Garrus model which can be found in BioH_Garrus_00.pcc.
1) Now that I have Garrus extracted and in his proper folder, it's time to open up 3dsmax. Once 3dsmax is open, go up to the bar that says MAXScript, click on it, and hit "Run Script..." in the drop-down menu.
Your ActorX Importer should be in here (if you put it in the proper folder at the start of this tutorial), so just click on ActorXImporter.ms and hit Open.
2) The importer will start, and you'll see quite a few options. Don't worry though, you'll only need two for our purposes. The first thing you'll need to do is import Garrus's model. To do this, hit "Import PSK..." A window for Explorer will pop up, and you need to navigate to the folder where you extracted Garrus.
In his folder, you'll see several subfolders:
AnimSet
Material3
MaterialInstanceConstant
SkeletalMesh
StaticMesh
Texture2D
The PSK files are located in SkeletalMesh, so open that folder. Ignore the file that's only 1kb in size, and import the files
(SEPARATELY):
- TUR_ARM_HVYb_MDL.psk Garrus's Armor
- TUR_HED_PROGarrus_Damage_MDL.psk Garrus's head
- TUR_HGR_HVYb_MDL.psk Garrus's Helmet.
Once all of those are imported, open up your Perspective viewport and take a look. Model looks nice doesn't it? All the bones are there so he can be posed, and you can hide the helmet if you like simply by right-clicking on it and hitting "Hide Selection."
3) Now then, one thing you'll quickly notice is that Garrus is impossible to pose properly from that default, arms-outstretched pose. Fixing this problem is a little tricky. What we need to do is to import an animation for Garrus so he's in a more natural starting pose.
To do this, go back to your ActorXImporter, and click on "Import PSA..." Remember the AnimSet folder I mentioned earlier? That's where his animations are. Navigate to that folder, and open up the "PTY_EX_Turian.psa" file.
4) Now that you have the animation file loaded, you'll see several different animation files in the "AnimationImport" window. The one we'll be working with is "AM_PistolTwitch02" so highlight that one and click "Load Track."
Do NOT click "Load All!" 5) Now then, the animation should automatically apply to Garrus's model, and you'll be left with a much more natural pose. If you drag the keyframe bar (right below the viewports) left and right, you can see the animation.
6) Now then, the problem with having an animation on the skeleton is that any pose you make will be immediately over-riden by the animation itself. To fix this, click on the "Select by Name" button on the main toolbar. You'll be presented with all of your scene objects.
You need to select ALL of the bones in the scene (which, in this case, means selecting every single file except for TUR_ARM_HVYb_MDL
TUR_HED_PROGarrus_Damage_MDL
7) Once you select all the bones, you should notice that the keyframe bar suddenly has lots of black "markers." These are the animation keyframes. With all of the bones selected, select ALL of the keyframes (simply hold the left click and drag over all of the keyframes). Once the keyframes are highlighted, hit "Delete" on your keyboard.
Voila! Garrus is now at a natural starting pose, and there is no longer an animation. Now you can pose him any way you want by rotating (not moving!) the bones.
But wait! We don't want to be looking at a grey mesh come render-time do we? Garrus needs his textures. Applying them is pretty simple.
1) Open up the material editor in 3dsmax. You'll see 24 grey spheres which represent blank materials. Now, Garrus needs a single "Standard" material for his armor, and a "Multi Sub-Object" material for his face.
2) Leave the first sphere alone, and click on the second one. To change this to Multi Sub-Object, hit the button labelled "Standard," and you'll be presented with a list of material types. Double click on Multi Sub-Object, and the material will change. You'll notice that instead of one material now, you have a menu of ten separate materials.
3) We're going to apply the textures to his armor first. Go back to the first material sphere, and hit the little button next to the "diffuse" color.

You'll be presented with a list. Select "Bitmap" and once again Explorer will open. Going back again, I mentioned a Texture2D folder; that's where all the textures you need will be. Navigate to that folder.
4) You'll see a lot of texture files, but we only need a few. Change the view to list-mode if it's easier for you. For his armor, we need to start with a Diffuse (color) map. In this case, the file is
TUR_ARM_HVYb_Diff_Base.tgaDiff_base will always be diffuse files. Open that one up, and you'll notice the sphere now has a color map on it.
IMPORTANT: With any diffuse file, make sure to check "None/Opaque" on the Alpha Source channel.

5) To return to the main material, hit the "Go to Parent" button.

6) Next, Garrus needs a specular map for his armor. Click the little box next to "Specular Level," and once again go to Bitmap. His specular map is the
TUR_ARM_HVYb_Spec_Base.tga file. Once you open that, hit "Go to Parent" again.
7) Finally, he needs a Normal Map, which is a means of using a texture to simulate the shape of a much higher resolution model. In the material editor, there is a drop-down menu called "Maps" Open this up, and you'll see a long list of maps. The diffuse and specular slots will be filled from what we did earlier, but you'll see an empty one called "
Bump" Click on that, and DO NOT USE BITMAP THIS TIME. Instead, scroll down the list and use a "Normal Bump" material.
8) Once you have Normal Bump open, you'll have two slots, Normal and Additional Bump. Click on "Normal" and click "Bitmap." We want TUR_ARM_HVYb_Norm_Base.tga. Open that, then once again "Go to Parent."
9) To apply the material, select Garrus's armor in the viewport. Once selected, hit "Assign Material to Selection" in the material editor.

Yay! Now Garrus's armor has a material. You'll need to repeat this same process for his head, with a slight difference due to it being MultiSubObject.
With MultiSubObject materials, each slot represents a different part of the model. In Garrus's case:
Slot1: Head
Slot2: Eyes
Slot3: Visor
Some characters are more complex, but the actual material settings are the same as what I told you about for his armor. I'll leave you to fill up those three slots, and apply the material to his head. When you're done, you should be able to see something like this when you hit F9 and Render.

Congratulations! You've sucessfully imported a character's model, given him an animation, and applied his textures. You can do this same process for any character in the game, and some of the animations are really fun to play with.
With Photoshop, you can edit some of the textures and with some practice and knowledge in 3dsmax, you can really get some beautiful results. After working with Miranda's loyalty outfit for a few hours, I was able to come up with this:

Now, I have prior experience in 3dsmax already so don't get discouraged if your model doesn't immediately look beautiful. It takes a lot of time and practice to start achieving desirable results, and the journey can be a lot of fun!
Thank you for sticking with me through this huge tutorial, and I hope you enjoyed it. If you need any clarification with more pictures or just information, please let me know.
Oh, and here's the video tutorial I promise. It ONLY explains extracting the meshes however.
Download here
Modifié par JeanLuc761, 28 juillet 2010 - 02:53 .