Contro Posted December 27, 2023 Share Posted December 27, 2023 Has anyone found a tool that can rip the prop/environment models from the game with UVs? The 3DSMax script is cool and all but it can only rip a set amount of models (and all of them are characters). NinjaRipper has yet to add support for UV ripping for AL2 as well. Link to comment Share on other sites More sharing options...
Kanbara Posted December 28, 2023 Share Posted December 28, 2023 11 hours ago, Contro said: Has anyone found a tool that can rip the prop/environment models from the game with UVs? The 3DSMax script is cool and all but it can only rip a set amount of models (and all of them are characters). NinjaRipper has yet to add support for UV ripping for AL2 as well. Ya, I second that! By looking into the 3dsMax script, erik has set different offset parameters for each chars and no object is listed. That's why we can't get the objects loaded. I really want to get Alan's lamp😔 Link to comment Share on other sites More sharing options...
DKDave Posted December 28, 2023 Share Posted December 28, 2023 The binfbx format is very complicated, so a proper script may never be written. I've manager to get a few meshes by trial and error, but that's probably the best for now until the format is fully analysed: 1 1 Link to comment Share on other sites More sharing options...
Kanbara Posted December 28, 2023 Share Posted December 28, 2023 (edited) 1 hour ago, DKDave said: The binfbx format is very complicated, so a proper script may never be written. I've manager to get a few meshes by trial and error, but that's probably the best for now until the format is fully analysed Pretty awesome enough! I guess the .binfbx from Alan Wake 2 is far more different and complicated than the one from Control, right?😂 And also I can't find the corresponding textures nor the material for Casey's earpiece, which has been confusing me for a time. Edited December 28, 2023 by Kanbara Link to comment Share on other sites More sharing options...
DKDave Posted December 28, 2023 Share Posted December 28, 2023 8 hours ago, Kanbara said: Pretty awesome enough! I guess the .binfbx from Alan Wake 2 is far more different and complicated than the one from Control, right?😂 And also I can't find the corresponding textures nor the material for Casey's earpiece, which has been confusing me for a time. Yeah, there's a lot more to it than Control, and a lot of it doesn't make sense, but I'll keep looking at it and it might make sense eventually. I can't find the earpiece texture either ... 2 Link to comment Share on other sites More sharing options...
Contro Posted December 28, 2023 Share Posted December 28, 2023 (edited) I'm impressed with what people have gotten so far, that's for sure. I just want stuff like the typewriter and some of the weapons (...and possibly all of the writer's room props so I can recreate the scene in blender...but I digress.) I remember seeing the earpiece texture in the files, didn't extract it though. I vividly remember the high fidelity Bluetooth logo on the side. Edited December 28, 2023 by Contro Link to comment Share on other sites More sharing options...
Mike2023 Posted January 2 Share Posted January 2 (edited) On 12/2/2023 at 11:52 PM, riverence said: I know that it's been asked here before, but any possibility for a Blender script alongside the 3DS Max script? Blender's scripting language is just Python, it's completely free, and the workflow there is magnitudes easier to manage than 3DS' is. Plus, I'm poor. @riverence A Blender script? Had a few days off and this is what came out of it! The script is designed in such a way that it can be easily modified for future projects...😉 Big thanks to erik945 for the 3ds Max scripts and DKDave for important information about the structure of the files. Happy New Year everyone! Edit: File deleted. Please look for the last post of the search file. Edited May 18 by Mike2023 4 Link to comment Share on other sites More sharing options...
Crazy31139 Posted January 2 Share Posted January 2 (edited) Hi, if someone be have problem finding character textures see on fandom name portrayed Edited January 2 by Crazy31139 Link to comment Share on other sites More sharing options...
riverence Posted January 3 Share Posted January 3 On 1/2/2024 at 4:32 AM, Mike2023 said: @riverence A Blender script? Had a few days off and this is what came out of it! The script is designed in such a way that it can be easily modified for future projects...😉 Big thanks to erik945 for the 3ds Max scripts and DKDave for important information about the structure of the files. Happy New Year everyone! blender_binfbx_loader_us.rar 2.91 kB · 11 downloads hey hey! do you have a discord, or some regular method of communication? i modified the script to work as an import-export addon, as well as adding all the offsets for the files referenced in the maxscript but i'm getting some strange errors (i'm not super experienced with BPY :c) Link to comment Share on other sites More sharing options...
ldvd Posted January 3 Share Posted January 3 23 minutes ago, riverence said: do you have a discord Genius idea, move the conversation and all the information away from the forum into your little walled garden to groom Mike in. Just check the forums and use DMs if you need to, it's not that hard. Besides, if you want to ask him about Blender scripting you could do it right here. No such thing as a stupid question in a game research forum. I could use some crash course on Blender scripting myself, for instance. Link to comment Share on other sites More sharing options...
riverence Posted January 3 Share Posted January 3 3 minutes ago, ldvd said: Genius idea, move the conversation and all the information away from the forum into your little walled garden to groom Mike in. Just check the forums and use DMs if you need to, it's not that hard. Besides, if you want to ask him about Blender scripting you could do it right here. No such thing as a stupid question in a game research forum. I could use some crash course on Blender scripting myself, for instance. if that's the case, i've got a binfbx addon working relatively well enough that builds upon Mike's work, but in the process of trying to convert it to an import-export addon it's giving me an error of Traceback (most recent call last): File "C:\Users\infur\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\io_scene_binfbx\__init__.py", line 50, in execute result=aw2_binfbx.main() File "C:\Users\infur\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\io_scene_binfbx\aw2_binfbx.py", line 429, in main mesh_infos = read_mesh_data(file, table_offset) File "C:\Users\infur\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\io_scene_binfbx\aw2_binfbx.py", line 290, in read_mesh_data lodId = read_long(file) File "C:\Users\infur\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\io_scene_binfbx\aw2_binfbx.py", line 264, in read_long return struct.unpack('<I', file.read(4))[0] struct.error: unpack requires a buffer of 4 bytes not sure where to go from here or what i might have done wrong :< io_scene_binfbx.zip Link to comment Share on other sites More sharing options...
Kanbara Posted January 4 Share Posted January 4 On 1/3/2024 at 2:22 AM, Crazy31139 said: Hi, if someone be have problem finding character textures see on fandom name portrayed Oh, great! But can't see the picture you attached here. 1 Link to comment Share on other sites More sharing options...
Crazy31139 Posted January 4 Share Posted January 4 5 hours ago, Kanbara said: Oh, great! But can't see the picture you attached here. https://alanwake.fandom.com/wiki/Ahti Portrayed By: Martti Suosalo See for Ahti in characters\humans\modules\heads\martti_suosalo_default_body and martti_suosalo_default_head 1 Link to comment Share on other sites More sharing options...
riverence Posted January 4 Share Posted January 4 On 1/3/2024 at 11:43 AM, riverence said: if that's the case, i've got a binfbx addon working relatively well enough that builds upon Mike's work, but in the process of trying to convert it to an import-export addon it's giving me an error of Traceback (most recent call last): File "C:\Users\infur\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\io_scene_binfbx\__init__.py", line 50, in execute result=aw2_binfbx.main() File "C:\Users\infur\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\io_scene_binfbx\aw2_binfbx.py", line 429, in main mesh_infos = read_mesh_data(file, table_offset) File "C:\Users\infur\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\io_scene_binfbx\aw2_binfbx.py", line 290, in read_mesh_data lodId = read_long(file) File "C:\Users\infur\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\io_scene_binfbx\aw2_binfbx.py", line 264, in read_long return struct.unpack('<I', file.read(4))[0] struct.error: unpack requires a buffer of 4 bytes not sure where to go from here or what i might have done wrong :< io_scene_binfbx.zip 5.43 kB · 4 downloads Got it! You'll find the option to import supported .binFBX files under File > Import > Alan Wake 2 Mesh (.binFBX). All due credit has been given under the Authors section in the addons menu of Blender. This script generally does the same thing as Mike's except: 1. you can install it as an addon and select meshes from a file explorer 2. imported meshes have smoothed faces, are rotated upright and placed on the "floor" of the viewport 3. support for every model the 3dsmax script supports Some things it doesn't include (but hopefully will at some point if I can learn more about bpy and the file structure): 1. rigs/vertex groups 2. materials Happy importing! io_scene_binfbx.zip 5 Link to comment Share on other sites More sharing options...
PumpkinHook Posted January 5 Share Posted January 5 14 hours ago, riverence said: Got it! You'll find the option to import supported .binFBX files under File > Import > Alan Wake 2 Mesh (.binFBX). All due credit has been given under the Authors section in the addons menu of Blender. This script generally does the same thing as Mike's except: 1. you can install it as an addon and select meshes from a file explorer 2. imported meshes have smoothed faces, are rotated upright and placed on the "floor" of the viewport 3. support for every model the 3dsmax script supports Some things it doesn't include (but hopefully will at some point if I can learn more about bpy and the file structure): 1. rigs/vertex groups 2. materials Happy importing! io_scene_binfbx.zip 5.61 kB · 11 downloads Amazing how fast it works to just get them loaded in like this! All really needing now is just getting the rigs to work then it's perfect. Really want to learn how to port other meshes (such as weapons, props, ect)using the script Mike2023 made further up but can't for the life of me figure out how people got the offsets, any help with that would be appreciated! Link to comment Share on other sites More sharing options...
Drluke Posted January 5 Share Posted January 5 So I can only import characters now?I understand well? Link to comment Share on other sites More sharing options...
riverence Posted January 5 Share Posted January 5 1 hour ago, Drluke said: So I can only import characters now?I understand well? so far, yes. i'm personally working on a universal solution to import all of the meshes without having to individually go through them but that's proving to be quite difficult 2 Link to comment Share on other sites More sharing options...
Contro Posted January 5 Share Posted January 5 On 12/28/2023 at 6:11 PM, Contro said: I'm impressed with what people have gotten so far, that's for sure. I just want stuff like the typewriter and some of the weapons (...and possibly all of the writer's room props so I can recreate the scene in blender...but I digress.) I remember seeing the earpiece texture in the files, didn't extract it though. I vividly remember the high fidelity Bluetooth logo on the side. found the earpiece texture lol. "base-generic-000/data_pc/textures/generic/body_objects/earpiece" 1 Link to comment Share on other sites More sharing options...
riverence Posted January 6 Share Posted January 6 On 1/5/2024 at 3:12 AM, PumpkinHook said: Amazing how fast it works to just get them loaded in like this! All really needing now is just getting the rigs to work then it's perfect. Really want to learn how to port other meshes (such as weapons, props, ect)using the script Mike2023 made further up but can't for the life of me figure out how people got the offsets, any help with that would be appreciated! yeah, I've had some trouble with getting offsets manually as well. although it should be noted i'm a complete noob with reverse engineering, more experienced with just code but is there any pointers or things i should look for when it comes to the required offsets specifically? Link to comment Share on other sites More sharing options...
riverence Posted January 8 Share Posted January 8 (edited) This may be nothing, but back in June 2023, Remedy published a blogpost about migrating to an OpenUSD workflow when it comes to meshes specifically. With it, they open sourced the plugin code they used to convert Autodesk FBX to a new format, usdFBX. I don't have the time nor skill to analyze it and actually see if it's the same format as the binFBX in game. However, Alan Wake 2's FAQ does state that it's using the new OpenUSD content workflow. If this really is the format being used in game, this could possibly allow for much easier, more supported, and a highly polished import AS WELL AS exporting. https://github.com/Remedy-Entertainment/usdFBX edit; it's nothing lol no correlation to binfbx Edited January 9 by riverence fuck Link to comment Share on other sites More sharing options...
iXBebopXi Posted January 14 Share Posted January 14 On 1/4/2024 at 9:08 PM, riverence said: Got it! You'll find the option to import supported .binFBX files under File > Import > Alan Wake 2 Mesh (.binFBX). All due credit has been given under the Authors section in the addons menu of Blender. This script generally does the same thing as Mike's except: 1. you can install it as an addon and select meshes from a file explorer 2. imported meshes have smoothed faces, are rotated upright and placed on the "floor" of the viewport 3. support for every model the 3dsmax script supports Some things it doesn't include (but hopefully will at some point if I can learn more about bpy and the file structure): 1. rigs/vertex groups 2. materials Happy importing! io_scene_binfbx.zip 5.61 kB · 36 downloads some model not load: https://www.mediafire.com/file/y07khdsdof4gwcu/humans.rar/file Link to comment Share on other sites More sharing options...
DKDave Posted January 14 Share Posted January 14 3 hours ago, iXBebopXi said: some model not load: https://www.mediafire.com/file/y07khdsdof4gwcu/humans.rar/file Only the model filenames specifically mentioned in the script will load as the offsets have been found manually. Any others can be added using that method, although it's very time-consuming. Link to comment Share on other sites More sharing options...
riverence Posted January 15 Share Posted January 15 4 hours ago, DKDave said: Only the model filenames specifically mentioned in the script will load as the offsets have been found manually. Any others can be added using that method, although it's very time-consuming. do you know how people got the offset for lod0? i can get the table offset reasonably reliably but for the life of me i absolutely cannot find any sort of patterns or similarities that could have been used for lod0 or even just any of the following lods Link to comment Share on other sites More sharing options...
DKDave Posted January 15 Share Posted January 15 14 hours ago, riverence said: do you know how people got the offset for lod0? i can get the table offset reasonably reliably but for the life of me i absolutely cannot find any sort of patterns or similarities that could have been used for lod0 or even just any of the following lods The vertex data for LOD0 is near the end of the file. If you look at the offsets for the ones in the script you should be able to find something similar for other files. I've been trying to crack the format for a while but there's just so much stuff in there to work out, so nobody's done a proper script yet that can read all of the data properly. Link to comment Share on other sites More sharing options...
riverence Posted January 16 Share Posted January 16 11 hours ago, DKDave said: The vertex data for LOD0 is near the end of the file. If you look at the offsets for the ones in the script you should be able to find something similar for other files. I've been trying to crack the format for a while but there's just so much stuff in there to work out, so nobody's done a proper script yet that can read all of the data properly. figured it out 🙂 it also seems as if the vertex size is inconsistent between meshes, which is why i was having trouble importing them. was able to get alan's revolver and his lamp as well 1 Link to comment Share on other sites More sharing options...
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