CharlieV Posted September 21 Posted September 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 >_>
Engineers id-daemon Posted September 21 Engineers Posted September 21 The format is not very different. So i expect the tool to be finished today.
12brendon34 Posted September 21 Posted September 21 (edited) 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 by 12brendon34 words no go good
Engineers Solution id-daemon Posted September 21 Engineers Solution Posted September 21 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: 1 1
natsuki Posted September 21 Posted September 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?
Engineers id-daemon Posted September 21 Engineers Posted September 21 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 1
Members Hazza12555 Posted September 21 Members Posted September 21 There is a fork here up to version 4.5! https://github.com/Valerie-Bosco/XNALara-io-Tools 1
12brendon34 Posted September 22 Posted September 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
Members Hazza12555 Posted September 25 Members Posted September 25 (edited) 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 by Hazza12555
Velcro Posted September 29 Posted September 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?
Engineers id-daemon Posted September 29 Engineers Posted September 29 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?
Velcro Posted Tuesday at 05:01 PM Posted Tuesday at 05:01 PM (edited) 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 Tuesday at 05:06 PM by Velcro
Engineers id-daemon Posted Tuesday at 06:44 PM Engineers Posted Tuesday at 06:44 PM 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:
Velcro Posted Wednesday at 06:17 AM Posted Wednesday at 06:17 AM (edited) 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 Wednesday at 06:18 AM by Velcro
DeveloperChipmunk Posted Wednesday at 04:36 PM Posted Wednesday at 04:36 PM 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
Engineers id-daemon Posted Wednesday at 05:50 PM Engineers Posted Wednesday at 05:50 PM 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.
DeveloperChipmunk Posted Wednesday at 07:15 PM Posted Wednesday at 07:15 PM 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!
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