Exracting mesh and textures
#76
Posté 31 octobre 2012 - 10:08
#77
Posté 01 novembre 2012 - 12:05
Let me know which meshes and textures are you looking for, exactly, I'll pull them out for you.
Note, texturing the models and rendering them out in Max is even bit more complicated than using command prompt.
But it's not that difficult, really. Simply use the syntal in command promt:
[path to umodel] [path to .pcc file], for example for ME3 on my computer,
D:\\uModel\\uModel.exe "D:\\Mass Effect 3\\BIOgame\\CookedPCConsole\\BioH_Garrus00.pcc"
It'll open a new window and you can use Page up and Page down keys to browse through contents of that PCC file, once you found what you are looking for, press CTRL+X on your keyboard to export that into the folder from where you ran umodel exe, in above example, D:\\uModel, new folders will be created with files you need inside.
#78
Posté 07 novembre 2012 - 08:34
AkodoRyu wrote...
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.
Please could you help a beginner and tell him which ones and where the proper materials are? I only find .tga files for the blade, not the tool. And is there a way to open all the files in the "Material3" folder? Thank you!
#79
Posté 13 novembre 2012 - 10:19
#80
Posté 14 novembre 2012 - 07:22
Eudaimonium wrote...
Note, some stuff doesn't have textures. Glowy stuff like omni-tools and some powers etc, they do not have a texture, but rather something caled HLSL code, basically a fast shader code which gets applied at render-time and tells the engine how is it supposed to be shaded.
Ah thank you! It already has been a big help in understanding how it works, but could you tell me if there's a way to extract this code from the gamefiles into 3Ds max, or if you have to do everything for yourself? Thanks a lot!
Modifié par DannyGamer, 14 novembre 2012 - 07:22 .
#81
Posté 15 novembre 2012 - 05:26

Thats why I mentioned materials. I don't know much about them myself - so I don't want to add even more confusion, but omni tool texture itself - or one of its channels (RGBA) - may be considered as a glowing material, and Max can apply this texture as glow/emissive texture, you just have to find yourself a proper material tutorial.
As for the Material3 folders, well those are materials too, the files can be opened in a notepad (it's basically a list of textures a certain mesh uses), and I believe Max can use them too (I remember when I threw all textures/materials/.psk files to one folder, some textures were already applied on the mesh at import).
Modifié par AkodoRyu, 15 novembre 2012 - 05:49 .
#82
Posté 09 décembre 2012 - 04:47
#83
Posté 09 décembre 2012 - 04:59
Maybe you give it a try and tell us how it went? Just use Umodel to extract everything to an .psk file, then load it into this program and then you should be able to export it to Maya.
Modifié par DannyGamer, 09 décembre 2012 - 05:04 .
#84
Posté 09 décembre 2012 - 11:16
#85
Posté 05 janvier 2013 - 12:59
Any idea of how to get a character with his weapon to work in the animation together? If I have a model in Max and then import his gun, the gun imports inside of him. Also, if i load a 'reloading' animation, the gun will move in sync with the models animation but will not be in his hands.
in short, how can i get the gun in his hands?
#86
Posté 08 janvier 2013 - 11:16
One question though, does anyone know what the name of the file is for the model of the collector ship might be? been looking for hours but cant for the life of me find it...
#87
Posté 08 février 2013 - 03:35
Modifié par tempuser, 16 février 2013 - 11:50 .
#88
Posté 12 mars 2013 - 03:56
I need to get the CIC of the normandy SR2. does anyone know how I can get that entire deck into 3ds Max 2012?
I have a mod that I downloaded from the Nexus forums for fallout 3, but all the files are in .nif format and I can only import them one by one and they seem to be in the wrong positions and scale... I think the scale and position is controlled by the .esm or .eps files, so It honestly doesn't help me too much.
can anyone help me out by getting the model to me or at least telling me where i can extract the model from as a full scene.
Any and all help is greatly appreciated
#89
Posté 13 mars 2013 - 07:05
any suggestions
#90
Posté 14 mars 2013 - 05:35
trying to use the ones that I got when I extracted the .pcc but it seems like some of those textures are missing.
any suggestions?
#91
Posté 14 mars 2013 - 07:04
Snake3y3s wrote...
Ok, using ME3Explorer, I managed to get a .3ds of the whole CIC scene, but without textures.
trying to use the ones that I got when I extracted the .pcc but it seems like some of those textures are missing.
any suggestions?
I can't really help you, but as mentioned above: "Glowy stuff like omni-tools and some powers etc, they do not have a texture, but rather something caled HLSL code, basically a fast shader code which gets applied at render-time and tells the engine how is it supposed to be shaded. "
But I am rather interested in this ME3Explorer you were talking about. Could you go a little bit into detail how you extracted a whole scene? It could save some time for all of us! Thank you very much.
#92
Posté 14 mars 2013 - 10:01
the base textures seem to be part of one GIANT map, that i cant seem to find/extract.
If i try capture the scene using Ninja ripper and take a look at the .dds files, you will see a texture that has ALL the peices on it, but its a small texture and all the colours/shading is wrong
Please can someone help... getting a little desperate here
extracting the level was pretty simple actually.
Get ME3Explorer...
go to developer tools -> Level Explorer
go to Tools -> level editor
to your desired .pcc scene/level (in my case BioA_Nor_210CIC.pcc)
then go Transfer -> Export scene to 3DS
import into 3Ds Max (or any software that can import .3ds)
done.
#93
Posté 15 mars 2013 - 10:23
Modifié par DannyGamer, 15 mars 2013 - 10:27 .
#94
Posté 15 mars 2013 - 03:26
but when I import the .pskx files, I have alot of textures missing, like:
Wall02_Inst03
LD_Metal_01
Rubber_Wall01_hose
do you have these textures?
Modifié par Snake3y3s, 15 mars 2013 - 03:27 .
#95
Posté 02 mai 2013 - 05:15
#96
Posté 15 septembre 2013 - 07:06
Thanks
#97
Posté 27 février 2014 - 01:47
wow this was great help
#98
Posté 19 mai 2014 - 06:45
any updated way of getting ME2 and ME3 models \ sfx with Umodel?





Retour en haut






