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Exracting mesh and textures


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97 réponses à ce sujet

#76
aryazos

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still having trouble in freaking command console thing. cant some on just save like a compressed zip file withe all the mesh/texture data in it ready to use in 3ds max, rather than everyone that ever ants to use the files has to go through this process. i cant believe i am like the only person stuck this early on in the tutorial.

#77
Eudaimonium

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Zipping up all the meshes and textures that make up the game would go well over several dozen gigabytes in size. I doubt anybody would leave their computer on over the weekend to upload that.

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
DannyGamer

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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
Eudaimonium

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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.

#80
DannyGamer

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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
AkodoRyu

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Actually omni tools have UVs and textures. Or masks rather. Not sure which category it fits. Here's how it looks, but I don't remember if it had this yellowish color by default, or did I edited this texture somehow:

Posted Image

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
CIWS01

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So I guess if your using Maya your out of luck?

#83
DannyGamer

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I never used Maya myself, but a quick google search led me to this: http://chumbalum.swi...ms3d/index.html
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
CIWS01

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Ok thanks I'll give that a try and drop an update when I know.

#85
turnDamage

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Great stuff, great work!
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
Orgon

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This has extremely helped me a lot, thank you!
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
tempuser

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Thank you for the guide, is perfect ;)

Modifié par tempuser, 16 février 2013 - 11:50 .


#88
Snake3y3s

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Heya guys
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
Snake3y3s

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ok, managed to re-install my mass effect 3 and extract the CIC files, but it still doesn't help me as the objects still arent in the right place.
any suggestions

#90
Snake3y3s

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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?

#91
DannyGamer

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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
Snake3y3s

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I understand and know how that is handled... not too bothered about the glowy stuff at the moment.
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
DannyGamer

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Wow, ME3 Explorer works really fine. But some elements seem to work not correctly. If I try to put on the textures in 3DS Max, they apply completely wrong. Only if I import the pskx file myself, all textures work fine. Have you experienced something like this as well?

Modifié par DannyGamer, 15 mars 2013 - 10:27 .


#94
Snake3y3s

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yup, the .3ds seems to have different UVmapping. somehow it seems to put all the mapping one one texture (i could be wrong)
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
elmjuniper

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I think those texture are part of the mat-files that I can't seem to get to work in 3ds max at all. :/ whenever I open the "library" the name pops up, but then nothing.

#96
LeeoGO

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Hi. Can anyone help me with localization of the (.pcc) files of DLC Citadel. Specifically i need Shepard's apartment. If you can find these files, it would be great.
Thanks

#97
BenLambert

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wow this was great help



#98
Dark_Ansem

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any updated way of getting ME2 and ME3 models \ sfx with Umodel?