Conyaboi28 Posted 23 hours ago Author Posted 23 hours ago 1 hour ago, 2wrwrw3rw3r said: The Textures and heads are compressed and can be decompressed using this bms script RX3Decompressor.zip that worked for every texture apart from head_conor_mcgregor_normal.gnf, working in terms of noesis can read .gnf but yeah i get this error from quick bms when trying to do the normal.gnf " offset filesize filename -------------------------------------- + 0000000000000030 179319 Decompressed\\head_conor_mcgregor_normal.gnf + 000000000002bcb0 251617 Decompressed\\head_conor_mcgregor_normal.gnf + 00000000000693a0 260080 Decompressed\\head_conor_mcgregor_normal.gnf + 00000000000a8ba0 262144 Decompressed\\head_conor_mcgregor_normal.gnf Info: algorithm 478 offset 00000000000a8ba0 input size 0x0000000000040000 262144 output size 0x0000000000040000 262144 result 0xfffffffffffffff6 -10 Error: uncompressed data (-10) bigger than allocated buffer (262144) It usually means that data is not compressed or uses another algorithm Last script line before the error or that produced the error: 20 clog Name Offset ZSize ZSize - OFFSET 0x00000000000a8ba0 - ZSIZE 0x0000000000040000 - SIZE 0x0000000000040000 coverage file 0 36% 953204 2584893 . offset 00000000000e8ba0 "
Engineers Rabatini Posted 23 hours ago Engineers Posted 23 hours ago It´s because, maybe this files have some extra header. send me one compressed.
Engineers shak-otay Posted 23 hours ago Engineers Posted 23 hours ago (edited) The error of the RX3Decompressor is due to wrong size of block (because of wrong addr) an uncompressed block. Not sure about the addr problem: 0xa8ba0 edit: very interesting! I compared the output of Aluigi's script (see some posts below) with my manual extraction, it looks like the block starts with 20E0197E (instead of 28B52FFD). So it's uncompressed data! ------------------------------------------------------------------------------ So I missed that block. (I used: ) 0. 0x30 179319 1. 0x2bcb0 251617 2. 0x693a0 260080 <missing block> 3. 0xe8bb0 261271 4. 0x168860 259409 5. 0x1a7dc0 192787 6. 0x1d6ee0 240488 7. 0x211a50 249631 8. 0x24e980 165821 for decompressing/concatenating but the resulting gnf is not readable by Noesis. @Rabatini: fyi head_conor_mcgregor_normal.zip Edited 21 hours ago by shak-otay
Conyaboi28 Posted 22 hours ago Author Posted 22 hours ago (edited) 21 minutes ago, Rabatini said: It´s because, maybe this files have some extra header. send me one compressed. did send but notice ahead was already sent, removed upload Edited 22 hours ago by Conyaboi28
2wrwrw3rw3r Posted 22 hours ago Posted 22 hours ago 1 hour ago, Conyaboi28 said: So with that bms script, decompressing the textures will make noesis read the .gnf files or will it make the zstdmagicextractor work for the normals also not just the diffuse maps it will make noesis read the .gnf files
2wrwrw3rw3r Posted 22 hours ago Posted 22 hours ago 20 minutes ago, shak-otay said: The error of the RX3Decompressor is due to wrong size of block. Not sure about the problem: 0xa8ba0 correct 0xe8bb0 Could be a signed error, but bb0 and ba0 are not to explain 0xa 0101 0xe 1101 I used 0. 0x30 179319 1. 0x2bcb0 251617 2. 0x693a0 260080 3. 0xe8bb0 261271 <<< 4. 0x168860 259409 5. 0x1a7dc0 192787 6. 0x1d6ee0 240488 7. 0x211a50 249631 8. 0x24e980 165821 for decompressing/concatenating but the resulting is not readable by Noesis: test1-9-normal.zip 1.97 MB · 0 downloads @Rabatini: fyi head_conor_mcgregor_normal.zip 2.46 MB · 2 downloads for the mcgregors normal you can use this bms Decompressor.zip 1
Engineers shak-otay Posted 22 hours ago Engineers Posted 22 hours ago (edited) 19 minutes ago, 2wrwrw3rw3r said: for the mcgregors normal you can use this bms Decompressor.zip Hi and thanks! Edited 22 hours ago by shak-otay
Conyaboi28 Posted 22 hours ago Author Posted 22 hours ago (edited) 21 minutes ago, 2wrwrw3rw3r said: it will make noesis read the .gnf files yeah i got that, good script but yeah like i said above, i cant get the normals to decompress with that edit - just noticed you posted other script, thanks man, i need to start reading before i comment more lol Edited 22 hours ago by Conyaboi28
Conyaboi28 Posted 22 hours ago Author Posted 22 hours ago (edited) 48 minutes ago, 2wrwrw3rw3r said: Decompressor.zip 1 hour ago, Conyaboi28 said: RX3Decompressor.zip funny enough rx3decompressor worked for the body normal but for the head normal had to use decompressor update - the rx3decompressor worked for brock lesnar head normal, so i think it varies from different fighter, if a normal doesnt work from that then switch to decompressor, easy does it. well i think thats the texture problem solved for now unless someone makes a noesis script to read the compressed .gnf files, its just now getting the objects with the correct uv maps and cleaning up the submeshes if used by hextoobj. noesis py script for ufc 4 .mcd next step Edited 21 hours ago by Conyaboi28
Engineers shak-otay Posted 22 hours ago Engineers Posted 22 hours ago (edited) 31 minutes ago, Conyaboi28 said: funny enough rx3decompressor worked for the body normal but for the head normal had to use decompressor It's just a different signature of one block (at 0xA8BA0) in the head normal, afaics. So the trick is, it's uncompressed! And needs to be concatenated uncompressed. Hell, wtf... edit: Quote if a normal doesnt work from that then switch to decompressor, easy does it Why not always use Aluigi's Decompressor.bms? To avoid any hassle. Edited 21 hours ago by shak-otay
Conyaboi28 Posted 21 hours ago Author Posted 21 hours ago (edited) 18 hours ago, shak-otay said: Atm I need to check the format, because 26 MRTS and 10 xdni blocks need a formal approach other than my usual hacking. edit: ConnorMcGregor, UFC4: edit: uvs done: obj file attached, without normals, though there's two blocks of them hCMG1-12decomp_ConnorMcG.zip 167.45 kB · 2 downloads going back to this, how do i correct it all to make uvs correct and submeshes cleaned into just meshes so the model can have the textures applied to it properly because at the moment i get this, eyes broken and blocks all over 39 minutes ago, shak-otay said: Why not always use Aluigi's Decompressor.bms? To avoid any hassle. does that work with all then cus if so then yeah makes sense ill just use that only Edited 21 hours ago by Conyaboi28
Engineers Rabatini Posted 21 hours ago Engineers Posted 21 hours ago (edited) Try this v2 tool. @shak-otay Can you test if it works? ZstdMagicExtractor.zip Edited 21 hours ago by Rabatini
Engineers shak-otay Posted 20 hours ago Engineers Posted 20 hours ago Seems head normals is missing the uncompressed block.
Engineers shak-otay Posted 20 hours ago Engineers Posted 20 hours ago 47 minutes ago, Conyaboi28 said: because at the moment i get this, eyes broken and blocks all over Which obj did you use? The one from here works like a charm:
Conyaboi28 Posted 19 hours ago Author Posted 19 hours ago 51 minutes ago, shak-otay said: Which obj did you use? The one from here works like a charm: I’m pretty sure I’m using that obj, but again there’s no eye models included in the head model and its giving me errors, what program is that
Engineers shak-otay Posted 19 hours ago Engineers Posted 19 hours ago It's pre 2.9 blender. Quote as the one I sent was a basic tester, full models have separate head, hair, body, gloves, shorts, mouthguard I checked for the head only (from basic tester). If you send the separate body I'll check that to give instructions how you can get the rest.
2wrwrw3rw3r Posted 18 hours ago Posted 18 hours ago 3 hours ago, shak-otay said: It's just a different signature of one block (at 0xA8BA0) in the head normal, afaics. So the trick is, it's uncompressed! And needs to be concatenated uncompressed. Hell, wtf... edit: Why not always use Aluigi's Decompressor.bms? To avoid any hassle. Yes, you can just always run the decompressor ones. 2 hours ago, Conyaboi28 said: going back to this, how do i correct it all to make uvs correct and submeshes cleaned into just meshes so the model can have the textures applied to it properly because at the moment i get this, eyes broken and blocks all over does that work with all then cus if so then yeah makes sense ill just use that only The UV's are upside down, you have to go inside blender uv editor and you have to rotate the uvs 180 degrees for the textures to show up all lined up , alternatively you can flip the texture image itself
Conyaboi Posted 18 hours ago Posted 18 hours ago 26 minutes ago, 2wrwrw3rw3r said: The UV's are upside down, you have to go inside blender uv editor and you have to rotate the uvs 180 degrees for the textures to show up all lined up , alternatively you can flip the texture image itself Okay thanks man I’ll give that a go, see what I get in my results
Conyaboi Posted 18 hours ago Posted 18 hours ago 1 hour ago, shak-otay said: If you send the separate body I'll check that to give instructions how you can get the rest. heres hair model, cant send body yet as dont know which one it is until i connect model to head model, bodies arent named by fighter, as some fighters use the same bodies conor hair mcd.rar
Conyaboi Posted 17 hours ago Posted 17 hours ago 52 minutes ago, 2wrwrw3rw3r said: The UV's are upside down, you have to go inside blender uv editor and you have to rotate the uvs 180 degrees for the textures to show up all lined up , alternatively you can flip the texture image itself lovely stuff, again sorry im a rookie so i had no idea. if shak-otay manages to do this for all mcd in conor mcgregor files, could have a complete ufc 4 model ripped. problem is though with the bodies being unnamed and just different types of bodies not neccessarily unique to that fighter i cant find which is the right body unless shak-otay did this for all male bodies .mcd which i can assure he wont. if theres a hex value or file that tells us what body he uses then thatll make it easier. once i know the body i know the shorts and gloves. when he gives me step by step on how to do ill be doing it myself.
2wrwrw3rw3r Posted 16 hours ago Posted 16 hours ago 1 hour ago, Conyaboi said: lovely stuff, again sorry im a rookie so i had no idea. if shak-otay manages to do this for all mcd in conor mcgregor files, could have a complete ufc 4 model ripped. problem is though with the bodies being unnamed and just different types of bodies not neccessarily unique to that fighter i cant find which is the right body unless shak-otay did this for all male bodies .mcd which i can assure he wont. if theres a hex value or file that tells us what body he uses then thatll make it easier. once i know the body i know the shorts and gloves. when he gives me step by step on how to do ill be doing it myself. i think ea uses generic body types for the everyone, you can probably just use the ufc 3 bodies and you'll probably find one which will line up with McGregor, for the eyes and eyelashes you can probably line them up to his model in blender
Conyaboi Posted 15 hours ago Posted 15 hours ago 1 hour ago, 2wrwrw3rw3r said: i think ea uses generic body types for the everyone, you can probably just use the ufc 3 bodies and you'll probably find one which will line up with McGregor, for the eyes and eyelashes you can probably line them up to his model in blender That’s how I got the Mike Tyson model prepped, I just added each .mcd that I converted to fbx till they lined up and looked accurate. Then I knew the body, then because the body is numbered you just use the same number on gloves and shorts, may use different textures though. UFC 3 bodies may work and connect to his head model but I don’t think they’re the same as ufc 4 bodies
Engineers shak-otay Posted 14 hours ago Engineers Posted 14 hours ago (edited) @Conyaboi: well, I put much too much effort into this so the instructions are kept very condensed, just to say so. edit: @all: for all those who just step in here: UFC 4 .mcd (and .gnf, texture) are zstd compressed. Use Aluigi's Decompressor.bms to be found in this thread to decompress them. hex2obj needs an uncompressed file. (Decompressed .gnf textures can be read by Noesis from Rich Whitehouse.) ----------------------------------------------------------------------------- Checking the .mcd file, Conor's hair: the FVFsize is 16 for the hair here (but was 12 for the head, as you may remember). If you run intro troubles getting the parameters for the body feel free to ask. But you'll need to learn some basics of 3D formats. (Maybe someone will create a script for UFC 4 .mcd files. I, for one, am finished here). a) Conor's hair in hex2obj (checked one sub mesh only) : b) Getting face index start address (search for xndi) : c) Getting start of vertex blocks (search for MRTS) : d) Last, not least, the uvs (skipping 2 MRTS blocks of normals, usually) : HTH Edited 14 hours ago by shak-otay
Conyaboi Posted 12 hours ago Posted 12 hours ago 1 hour ago, shak-otay said: @Conyaboi: well, I put much too much effort into this so the instructions are kept very condensed, just to say so. The FVFsize, which is 16 for the hair here was 12 for the head, as you may remember. If you run intro troubles getting the parameters for the body feel free to ask. But you'll need to learn some basics of 3D formats. (Maybe someone will create a script for UFC 4 .mcd files. I, for one, am finished here). a) Conor's hair in hex2obj (checked one sub mesh only) Okay thanks I will try my best to follow this and if i struggle getting parameters I’ll be sure to @ you. You’ve been a big help so I appreciate that.
Conyaboi Posted 12 hours ago Posted 12 hours ago (edited) @2wrwrw3rw3r did you ever try getting in contact with the person who made the py for the ufc 1-3 models, might be worth seeing if they would add ufc 4 or make one edit- do you know the .gnf for mcgregors shorts in ufc 3, the shorts with his name on Edited 10 hours ago by Conyaboi
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