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Exracting mesh and textures


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#51
DannyGamer

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kurokikaze wrote...

Anyone else having a problem actually applying the materials to the model? I can apply colors, but not the materials.

When I select the model, and choose to apply the material to the selected object it "looks" like it's applying but the model remains primer grey.


May I ask you what happens if you actually render the picture? Does the model stay grey? Or is is then textured? If so, it should be enough to click on the "Show Material in View" Button right next to the "Parent" Button in the material editor.

#52
Norda92

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Hey great tutorial but here is one part I dont understand. Im using 3ds max 2013 and I cant find out how I should remove the bones because I end up deleting the whole model. And I cant find where I add the bitmaps, can you make a youtube video?

#53
joseS95

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Can I do the same with Dragon Age?

#54
JoJohnson117

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joseS95 wrote...

Can I do the same with Dragon Age?


I am afraid that it does not run on the Unreal Engine so you would have to look for a tut on how to extract it from the engine that Dragon Age runs on. :ph34r:

#55
Rus_Dmitry

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Any idea on where are the VFX files and animation (e.g. for its landing booster or collision with ground)  for Maco that would apply to the model? I found the model itself and added textures to it but as for VFX I found only BIOG_V_Veh_VehicleBooster_Z.upk which wasn't very helpful.
http://savepic.su/2238214.png

Modifié par Rus_Dmitry, 06 août 2012 - 03:03 .


#56
Eudaimonium

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Sorry for bumping months old thread,

Just wanted to let you all know that this was a fantastic tutorial and I've learned how to export everything from ME2 and ME3 and manipulate it in 3D Max.

I would like to ask if anybody knows a script of some soft which will compile all the psk, tga and animation files back into PCC for use in the game? If something like that exists, I'll have endless fun modding everything in the games.

#57
Generalfil

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Could anyone help me with the soverign reaper model ? if i put on the body textures the legs dosent have the right texture, but if i apply the legs texture the body has wrong texture, could any1 help me how to select each part so i can texture the right things

#58
outroelison

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@Verus Amicus
Hey my "True Friend", that mask has a single diffuse color (that purple one) wrapped by a reflection map. "Reflection map" is on the list of maps for the standard material in 3dsmax. If you don't find the default image file for the reflection map (I don't know what file this image is) simply create an image with those white glows and add it as reflection map into the purple-diffuse-colored material and apply it to the mask submesh.

#59
el3ndil

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Everybody knows where in CookedPCConsole is cerberus turret? I want to change its design, but i cant find it.
Thank You.

#60
ForTuchanka

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Out of curiosity, do these techniques work only for the pc versions of the game or for console ones also? (specifically xbox) The file folder described in the OP likely has the main characters but does it also have more minor ones like the Krogans Jorgal Thurak (ME3) or Garm (ME2)? I only have the console game and would like to make a custom pose/pic for myself.   Jorgal mainly appears in cutscenes but I don't know off hand if they are done in the ingame engine or prerendered.  Garm definitely should have a model and animations as he is an opponent during the Archangel mission on Omega in ME2.  Any help would be appreciated as rebuying these games on PC would  be somewhat stupid for a character model when I have the whole series already.

Modifié par ForTuchanka, 07 septembre 2012 - 05:21 .


#61
AkodoRyu

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@ForTuchanka : I don't know about the xbox installation, but about those guys: They don't have their own models per se, but if you have the default krogan/vorcha models extracted, you can "reconstruct" them. Most of NPCs use one default head mesh (ie one default for human male/female, one for asari which base is actually Liara's head, one for batarian, one for vorcha, one for krogan, one for salarian, one for turian), that game loads morph data on when needed, applies proper body meshes, textures and colors through masks. That is, hair/eye/skin colors, types, tattoos, skin bumps, clothes colors and so on.

As far as I know, we don't have access to that morph data and only custom Shepards headmorph is possible to extract and apply in Max. Some characters as for example default ManShep, Miranda, Jacob, Jeff, have already their own morphed head meshes and just some of them need texture work.

Since vorcha and krogan NPCs don't have varied head shapes ((?) I never see differences between vorcha other than their armor colors anyways), you should be able to rebuild them, of course a screenshot of Garm will be helpful in reproducing his colors.

Rebuilding facial shapes for characters like Aria requires some "sculpting" 3DMax knowledge (moving vertices and bones around) or ripping static head meshes with appropriate 3p programs and rigging them (so PC only) - unless someone finds a way to get and apply their data.

Modifié par AkodoRyu, 07 septembre 2012 - 07:23 .


#62
ForTuchanka

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AkodoRyu wrote...

@ForTuchanka : I don't know about the xbox installation, but about those guys: They don't have their own models per se, but if you have the default krogan/vorcha models extracted, you can "reconstruct" them. Most of NPCs use one default head mesh (ie one default for human male/female, one for asari which base is actually Liara's head, one for batarian, one for vorcha, one for krogan, one for salarian, one for turian), that game loads morph data on when needed, applies proper body meshes, textures and colors through masks. That is, hair/eye/skin colors, types, tattoos, skin bumps, clothes colors and so on.


If anyone could check the ME2 files and see if Garm has a model, it'd be much appreciated.  The reason I ask is that he is a bit of a unique krogan in that he's got the giant pipes sticking out of the armor instead of just the same model other krogans use with just a different reskin.   I'm a complete noob to 3d modelling (my last effort was tweaking a quake 2 model back when the game was new!); can those pipes be added through meshes/masks/textures?  It was that element specifically that made me think he was a different model. 

#63
Sharilin

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I can't find the model of the omni-tool in the CookedPc folder of ME3, and either the sexy dress of Kasumi's loyalty in the CookedPc folder of ME2 (I have all the DLC installed).
Can someone tell me the name of the files where I can find them? >___<

#64
AkodoRyu

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The dress will be in the BioGame\\DLC\\DLC_HEN_MT\\CookedPC\\ folder, in the BIOG_HMF_SHP_CTH_R.pcc file.

Omni tool should be contained in about any package with SFXCharacter prefix. It consists of 3 or 4 parts iirc, and you have to apply proper materials to it.

Modifié par AkodoRyu, 17 septembre 2012 - 09:36 .


#65
Sharilin

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Thank you! :)

#66
BenLambert

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I've got hold of the Reaper Model and textures but I can't get the lights on the Reaper to show up, can anyone help?

#67
Eudaimonium

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BenLambert wrote...

I've got hold of the Reaper Model and textures but I can't get the lights on the Reaper to show up, can anyone help?


Nope, lights on guns and models are created at render-time, much like skin and eye colors on people.

You need to create lights yourself in your favorite 3D Modelling software. If you're using 3DS Max, you have "Self illumination" and "Glow" properties in materials, try playing around with those.

I created custom materials for Avenger model and Garrus's visor extracted for this render:

http://eudaimonium.d...t.com/#/d5ce87y

#68
ECLIPSE_MERC7

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Ok, so I moved the whole CookedPC folder to umodel, still low res textures. I'm trying to do Kolyat but everything is so low res and I can't fix it. I've seriously looked everywhere and no tutorial is helping. Suggestions?

#69
Eudaimonium

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ECLIPSE_MERC7 wrote...

Ok, so I moved the whole CookedPC folder to umodel, still low res textures. I'm trying to do Kolyat but everything is so low res and I can't fix it. I've seriously looked everywhere and no tutorial is helping. Suggestions?


Hold on hold on, what are you trying to do, exactly?

Extracting highest quality textures out of the model is automatic.

If you mean that everything is low-res when you import into 3DS Max, well, it's supposed to be low res in viewports, try rendering:

http://i690.photobuc...s/Blasphemy.jpg

#70
fileark

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This is awesome. I was looking for something like this for a while now as I want to use a 3d printer and print the new ME3 reaper and modify the legs to make a real walking quadruped robot. I followed your instructions and am currently looking at the reaper of my dreams in Autodesk 3ds. I am sure that I have a lot of work cut out for me but I am so excited that I thought I would post. Thanks so much for the help.

#71
Eudaimonium

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Printing out and automating Reapers in real world, yeah that'll never bite us in the a** :P

Seriously though, VERY nice, post some pictures! :D

#72
AkodoRyu

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@BenLambert and lights: There are emissive texture masks usually hidden in alpha channel of specular maps. You can use them. Also as I don't know much about applying materials, I recommend to look for Max tutorials.

@ECLIPSE_MERC7: if you're sure you unpacked proper textures, then it's as Eudaimonium says. If not, there are several .tfc files in CookedPC folder that must be present in one folder along with pcc files while unpacking, in other case you're getting 32x32pix mipmaps only. Reason: .tfc files contain proper textures.
It's better to move Umodel to the CookedPC, not the other way. Even better if you get Umodel with GUI.

Modifié par AkodoRyu, 27 octobre 2012 - 02:00 .


#73
Eudaimonium

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In my experience, uModel alawys extracted proper textures for me, I never used one with GUI though, only CL.

Just to be clear, it's ME1 meshes and textures, right?

Modifié par Eudaimonium, 28 octobre 2012 - 12:03 .


#74
aryazos

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i get stuck at step 6 part 1 sort of area. when i type C: and enter nothing hpens it just shows the C:\\Users\\myname    again with nothing after it. and when i type C:\\uModel it sais
'C:\\Umodel' is not recognised as an internal or external command,operable porgm ar bath file. what should i do to fix this think?? help would be extreamly appretiated.

#75
AkodoRyu

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@aryazos : umodel.exe has to be in the c:\\ trajectory, if not, you have to navigate to it (DOS commands, remember something like this?) ;]

I have another solution for those, who have problems with that.

1. Copy umodel files to your CookedPC folder.
2. Download and install Total Commander, run it.
3. Navigate to your CookedPC folder.
4. Below, in the command line input "cmd" to bring up the console.
5. In the console, prompt "umodel -export [your .pcc/.udk name here]". As on the pic above, I'm unpacking ProgChaos_09.pcc file, extension and uppercase are not needed. Of course, if your .pcc/.udk is another subfolder, you have to navigate.
6. Press enter and wait.
7. Unpacked file appears as a folder of the same name, in your CookedPC.

Another method:
Get Fritz's GUI module. Google for it, I guess I should not link.

And that's it. Combine that with other umodel commands if needed.

Modifié par AkodoRyu, 29 octobre 2012 - 04:58 .