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Posted
9 minutes ago, DreamingOxxy said:

I did notice with the script is the UVs were upside down

Printf("vt %f %f\n",UnitVector[0].UVPosX,UnitVector[0].UVPosY);

to

Printf("vt %f %f\n",UnitVector[0].UVPosX,-UnitVector[0].UVPosY);

should fix it.

Posted
16 minutes ago, DKDave said:

 

I notice that some models are made up of multiple parts and even multiple files, and some have different versions of the model in the same file, such as "damaged" models, etc.

 

Yeah, you can blow some body parts off, so there's gore submeshes, and for the armor pieces it looks like there's multiple meshes for each part (cloth, body, armor), the other guy did seem to figure out how to apply the materials to the models correctly, so maybe you can take a look.

13 minutes ago, h3x3r said:

Printf("vt %f %f\n",UnitVector[0].UVPosX,UnitVector[0].UVPosY);

to

Printf("vt %f %f\n",UnitVector[0].UVPosX,-UnitVector[0].UVPosY);

should fix it.

Alright thanks

Posted
54 minutes ago, DreamingOxxy said:

Yeah, you can blow some body parts off, so there's gore submeshes, and for the armor pieces it looks like there's multiple meshes for each part (cloth, body, armor), the other guy did seem to figure out how to apply the materials to the models correctly, so maybe you can take a look.

Alright thanks

The submesh info has a "material index" value, but the material files themselves seem to define more materials than there are materials used (or I'm not reading the material files correctly ...)

 

 

Posted (edited)
6 minutes ago, DKDave said:

The submesh info has a "material index" value, but the material files themselves seem to define more materials than there are materials used (or I'm not reading the material files correctly ...)

 

 

 Hm. I see, some models do have reskins, so maybe it's that? Like a skin of sorts. For example some of the armors use the same model for two armor sets, one just uses a different texture.image.png.55a06870affc93bbcd9cad85c3b514c6.pngimage.png.69905db72853ac013969bdc023845b63.png 

Edited by DreamingOxxy
Posted

Not sure if any of you are still working on this/wanting to, but I wanted to make a quick request about getting skeletons out, I'm not sure if they are actually in the .bones files, but the names of them are in there for sure, and there's some sort of data inside them. I don't understand skeleton finding whatsoever, I've only been able to figure out mesh deconstruction, but it would be helpful to just be able to get the original rigs out, even if there's no weights.

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