September 21, 2025Sep 21 The Dying Light 2 tool works on the textures (common_textures_0_pc.rpack) just fine, but not the models (common_meshes_pc.rpack) it fails and closes immediately on the first mesh. I don't know if ID-D has interest in an updated version for The Beast, but I'm posting to make it known >_>
September 21, 2025Sep 21 Localization The format is not very different. So i expect the tool to be finished today.
September 21, 2025Sep 21 2 hours ago, id-daemon said: The format is not very different. So i expect the tool to be finished today. I've been trying to reverse engineer the msh format myself, but I haven't gotten anywhere. I've gotten a pretty good texture extractor, but not much other then that currently. Do you have a bt for the msh parts or anything that could help? Attached is a copy of my projects source code, could be useful to someone, I'll upload it on github at some point. ChromEd_RP6.zip Edited September 21, 2025Sep 21 by 12brendon34 words no go good
September 21, 2025Sep 21 Localization Solution 4 hours ago, 12brendon34 said: I've been trying to reverse engineer the msh format myself, but I haven't gotten anywhere. Do you have a bt for the msh parts or anything that could help? No, i dont use bt Tool posted:
September 21, 2025Sep 21 1 hour ago, id-daemon said: No, i dont use bt Tool posted: Thank you daemon. The tool works fine. After extracting the files using your tool, ascii and smd files were created. the problem is, could you tell us how to import these formats like you with blender? I have tried various plug-ins, but the bone and mesh of the model are not imported into a blender like you. can't you tell us the add-on or plug-in you use?
September 21, 2025Sep 21 Localization 1 hour ago, natsuki said: could you tell us how to import these formats like you with blender? I have tried various plug-ins, but the bone and mesh of the model are not imported into a blender like you. can't you tell us the add-on or plug-in you use? john zero plugin, but it only works for blender 3.6 or below. There is some version for new blender, but i dont remember who forked it
September 21, 2025Sep 21 Localization There is a fork here up to version 4.5! https://github.com/Valerie-Bosco/XNALara-io-Tools
September 22, 2025Sep 22 I've still been working on my own implementation. I don't necessarily want to dump the MSH into a usable model, I'm more focused on reversing the compilation process of the MSH. The compiled compact mesh format is split into roughly five parts, indexed 0–4, and I've been looking at them a bit. Fairly sure of the following: Part 0 is the main mesh descriptor. Part 1 is the skin. Part 2 is mesh fix-ups, for which I did manage to figure out the struct. Not sure if this is useful, but the more accurate the better in my opinion RawMSH_2.bt And a random engine mesh from The Beast I've been using for testing 0003_bsphere_part0-4.zip
September 25, 2025Sep 25 Localization This BMS script works to extract the audio/.aesp files into .wem files (works on the big ones example SFX.aesp and Streams.aesp. Not on ones like meta_en.aesp and init.asep as these are secondary files like localisation etc) Use tools like foobar or any .wem audio converter! # Dying Light: The Beast (.aesp) extractor # QuickBMS script # Forces .wem extension on all extracted files endian little goto 0x90 get FILES long goto 0xA0 get TABLE_OFFSET long goto TABLE_OFFSET for i = 0 < FILES getdstring NAME 0x80 get CRC long get DUMMY long get OFFSET longlong get SIZE longlong if NAME == "" string NAME p= "%08d" i endif string NAME += ".wem" log NAME OFFSET SIZE next i Edited September 25, 2025Sep 25 by Hazza12555
September 29, 2025Sep 29 Some of the models weights are all messed up when importing into Blender, is there a fix for this without having to manually repaint the whole model?
September 29, 2025Sep 29 Localization 43 minutes ago, Velcro said: Some of the models weights are all messed up when importing into Blender, is there a fix for this without having to manually repaint the whole model? Never heard of any issues. Do you have names of such models?
September 30, 2025Sep 30 On 9/30/2025 at 12:57 AM, id-daemon said: Never heard of any issues. Do you have names of such models? For example dlc_ft_zmb_spitter_body has the issue I am talking about when rotating the neck bone it only moves some of the mesh, but there are other models that also have this issue. Edited September 30, 2025Sep 30 by Velcro
September 30, 2025Sep 30 Localization 1 hour ago, Velcro said: For example dlc_ft_zmb_spitter_body has the issue I am talking about when rotating the neck bone it only moves some of the mesh, but there are other models that also have this issue. must be you are using some broken plugin or your files are corrupted. dlc_ft_zmb_spitter_body works fine with neck:
October 1, 2025Oct 1 11 hours ago, id-daemon said: must be you are using some broken plugin or your files are corrupted. dlc_ft_zmb_spitter_body works fine with neck: Hm interesting thanks for having a look for me, what plugin do you recommend for importing the files into Blender? Edited October 1, 2025Oct 1 by Velcro
October 1, 2025Oct 1 Unless there's something in the process that I'm missing, the program seems to be having some trouble exporting normal maps. The files don't throw any errors when exporting, but when opened or used, there are a noticeable amount of artifacts around sharper/smaller details. For example, with this axe (wpn_1hs_axe_02_fpp), you can see the larger pixels around the scratches on the bottom curve. I have issues with all the non-sRGB textures (nrm, rgh, spc, ocl, etc) and can only use them by manually converting them with gimp (compared to the sRGB ones which can be converted with ImageMagick), but the nrm textures are the only ones with noticeable artifacts like this. Is that expected, or is there something that needs fixed in the texture exporting code for this? wpn_1hs_axe_02_fpp_nrm.dds
October 1, 2025Oct 1 Localization 1 hour ago, DeveloperChipmunk said: Unless there's something in the process that I'm missing, the program seems to be having some trouble exporting normal maps. The files don't throw any errors when exporting, but when opened or used, there are a noticeable amount of artifacts around sharper/smaller details. For example, with this axe (wpn_1hs_axe_02_fpp), you can see the larger pixels around the scratches on the bottom curve. I have issues with all the non-sRGB textures (nrm, rgh, spc, ocl, etc) and can only use them by manually converting them with gimp (compared to the sRGB ones which can be converted with ImageMagick), but the nrm textures are the only ones with noticeable artifacts like this. Is that expected, or is there something that needs fixed in the texture exporting code for this? No, nothing needs to be fixed in code. I dont know how did you get that distorted image above, but this texture is fine: 11 hours ago, Velcro said: Hm interesting thanks for having a look for me, what plugin do you recommend for importing the files into Blender? I'm using John Zero plugin.
October 1, 2025Oct 1 1 hour ago, id-daemon said: I dont know how did you get that distorted image above, but this texture is fine Found the issue, GIMP's built in .dds importer doesn't support the compression type (BC5?) that these textures use so it was trying to open them with the wrong format. Sorry about that!
October 23, 2025Oct 23 Everytime i merge armatures bones will dissapear. Im also wondering were i can find light maps/AO, Roughness, and specular maps cause i can only find diffuse and normal.
November 2, 2025Nov 2 On 9/21/2025 at 10:22 AM, id-daemon said: No, i dont use bt Tool posted: How do I find the textures for zombies and stuff, I put the common textures thing in the .exe but I can't find them. Also I can't find full models of stuff like Kyle Crane or Aiden Caldwell. Why is this? Edited November 14, 2025Nov 14 by gefx u xsghjxderfyfgh
December 7, 2025Dec 7 On 9/21/2025 at 4:22 PM, id-daemon said: No, i dont use bt Tool posted: Hey, I would like to ask, if the source code for the tool is available, because I would like to do convert to gltf and to try to make convertor back to .msh. The code would help reverse engineering the msh format and make the job at least partialy easier, since that tool doesn't really exist. Thank you for answer in advance
December 23, 2025Dec 23 Does anyone know whether I can repack my edited mesh and texture files back into an rpack so I can load them into the game? For context, I’m hoping to change the appearance of some player outfits and armour pieces and use them in-game
Create an account or sign in to comment