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Dead Space Legacy (2008-2013) 3D Model Tools


_MaZ_TeR_

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I made couple of threads about these tools on Xentax, but they disappeared along with all of the other threads with the scattered download links. However, I'm pretty sure I have all of the tools on my HDD from Zenhax and Xentax, including ones about the 3D models and audio.

This thread is about the 3D models from the original 2008 Dead Space, Dead Space 2 and Dead Space 3. I'm not sure if Dead Space: Extraction has any tools, but I recall I tried ripping some things out with NinjaRipper years ago but it couldn't even get the models in T-pose.

Dead Space 2023 remake's tools will have another thread made, but I'm not sure if I want to bother with it. I reckon the whole trilogy will be remade so a single megathread for that would be nice.

RickVisceral BigFile extractor.

https://www.mediafire.com/file/vmgh564ita25wqz/RickVisceral110423.zip/file

Noesis texture scripts (I'm not sure if this was for DS2-3 or DS1 or all)

https://www.mediafire.com/file/4xb3s1ffy28pqbw/dead_space_noesis_textures_script.zip/file

3D Max 3D Model tools (yes these require 3D Max, I don't have it anymore so I can't confirm how well they work on the latest version but they did work back in 2016 when I became interested in game asset extraction. Would be nice if these tools were somehow converted to Blender since that's what I use these days)

The tools include multiple versions for extracting only models and also models from ds1 console version and also models with original weight painting and skeletons.

https://www.mediafire.com/file/1m1i9j6d3qjy8oj/3D_Max_Dead_Space_.geo_.RCB_scripts.zip/file

 

Edit: Here are the audio format tools:

 

Edited by _MaZ_TeR_
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Thanks for creating a new thread for this here!

I've finally made a few more breakthroughs with Dead Space 1's animation format, to the point where I'm able to parse to the end of most animation files without getting any exceptions. Unfortunately, the animations still look completely broken because I haven't figured out how tangents/interpolation are meant to work, but I'm fairly close.

ezgif-1-8bda3e7c84.gif.a39dc9dd4df6ef10eb93c02e98a047b2.gifezgif-1-806e711acc.gif.4bff83f1bbe6e4f00da544b018499c9c.gif

Based on what I've seen with other model formats, even though these look completely janky now, they're probably only a few steps away from working actually. Only problem is that there's many potential options, but I need to find the exact right ones. 🙃

 

Here's where the Dead Space logic lives within my model ripper project:

https://github.com/MeltyPlayer/FinModelUtility/tree/main/FinModelUtility/Formats/Visceral

And here's the animation parser specifically:

https://github.com/MeltyPlayer/FinModelUtility/blob/main/FinModelUtility/Formats/Visceral/Visceral/src/api/BnkReader.cs

 

I'll post an update to this thread when I've figured the rest of the animation logic out, thanks for all of the work you've done gathering up these resources!

Edited by MeltyPlayer
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Yes, it supports exporting them to FBX and GLTF without needing to go through Max.

For context, this is my general-purpose model ripping tool that also supports a bunch of different games such as Pikmin 1/2, Mario Kart: Double Dash, Super Smash Bros. Melee, Battalion Wars 1/2, and Ocarina of Time 3D:

https://github.com/MeltyPlayer/FinModelUtility

For Dead Space, it detects if you have the game installed on your machine, and then automatically extracts the game archives. It then gathers up a list of models from what was extracted, automatically associating the mesh/rig/animation files together. There's still quite a bit of work left—I haven't figured out how materials are associated—but the intention is for it to be a totally automated process for the end user.

Right now it only supports DS1, but I'm planning to eventually support 2 and 3 as well. I'm hoping the file formats are mostly similar, but I haven't really investigated the scripts you have for those other games yet.

Edited by MeltyPlayer
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1 hour ago, MeltyPlayer said:

Yes, it supports exporting them to FBX and GLTF without needing to go through Max.

For context, this is my general-purpose model ripping tool that also supports a bunch of different games such as Pikmin 1/2, Mario Kart: Double Dash, Super Smash Bros. Melee, Battalion Wars 1/2, and Ocarina of Time 3D:

https://github.com/MeltyPlayer/FinModelUtility

For Dead Space, it detects if you have the game installed on your machine, and then automatically extracts the game archives. It then gathers up a list of models from what was extracted, automatically associating the mesh/rig/animation files together. There's still quite a bit of work left—I haven't figured out how materials are associated—but the intention is for it to be a totally automated process for the end user.

Right now it only supports DS1, but I'm planning to eventually support 2 and 3 as well. I'm hoping the file formats are mostly similar, but I haven't really investigated the scripts you have for those other games yet.

Nice, does it also support level geometry? I remember there were a number of issues with the DS1 files. As for DS2 and 3, the Max scripts managed to open most map models, but the UVs always arrived as exploded in them. Only NPCs, Isaac, props and weapons came out okay.

The file formats are at least the same in all of the games, but they updated the Godfather game engine they used in the 2008 game quite a bit for Dead Space 2 and 3. If you need some samples, I can provide them, though you should be able to get them with the tools I reposted if you own the games.

Edited by _MaZ_TeR_
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