Dave2006 Posted May 24 Share Posted May 24 shak-otay have you already the ropes from some skins and can you see which texture belongs to them? Because no one can find these rope textures in the files 😞 Its the hero_samurai_rank2 skin Link to comment Share on other sites More sharing options...
sw-emre Posted May 24 Share Posted May 24 8 minutes ago, Dave2006 said: shak-otay have you already the ropes from some skins and can you see which texture belongs to them? Because no one can find these rope textures in the files 😞 Its the hero_samurai_rank2 skin they might be using shared textures, here is a screenshot of ps4 textures i extracted some time ago their names might be helpful. Link to comment Share on other sites More sharing options...
Dave2006 Posted May 24 Share Posted May 24 the picture isnt loading : Link to comment Share on other sites More sharing options...
sw-emre Posted May 24 Share Posted May 24 1 Link to comment Share on other sites More sharing options...
Dave2006 Posted May 24 Share Posted May 24 The problem is the file is hero_samurai_orange_rope is the texture for every rope in the game no matter what color, i found some hex color codes files: But none of this color codes is dark blue most of them are red colored or black. Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted May 24 Engineer Share Posted May 24 (edited) Got a rope as a part of shimura's amor: (didn't care for textures, so far) Edited May 24 by shak-otay 1 Link to comment Share on other sites More sharing options...
Silence Exterminator Posted May 24 Share Posted May 24 On 5/22/2024 at 1:12 PM, shak-otay said: Using hex2obj - this format is not too hard (uvs start: 0x1d0f5c, size UVB: 20), uvs half floats: i tried to use the same offsets as u provided in the pic in model researcher also the file that i open in model researcher is "hero_head.xmesh" which contain Jin head model so the model researcher gives me error idk why i used the same offsets as u showed plus i choose the same type for vertices as shorts as u said and faces as short too but still it gives error can u please guide me thanks. hero_head.rar Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted May 24 Engineer Share Posted May 24 I used shimura's head, not hero_head. Link to comment Share on other sites More sharing options...
Silence Exterminator Posted May 24 Share Posted May 24 58 minutes ago, shak-otay said: I used shimura's head, not hero_head. i dont get this i used shimura_head.xmesh this time and type the same offsets and saw something weird its giving me error plus i saw that the vertex buffer is place with in face indices section i have provided the pic you can see what i am doing wrong Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted May 24 Engineer Share Posted May 24 You need to divide the count for faces by 3 (hex2obj uses face indices' count). Link to comment Share on other sites More sharing options...
Silence Exterminator Posted May 24 Share Posted May 24 1 minute ago, shak-otay said: You need to divide the count for faces by 3 (hex2obj uses face indices' count). ok i divided the number and it generated a mesh in a very weird way u can see in the pics ok now its fine have to add the padding of 2 to vertices Link to comment Share on other sites More sharing options...
Silence Exterminator Posted May 24 Share Posted May 24 (edited) also offsets to shimura uvs? Edited May 25 by Silence Exterminator Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted May 24 Engineer Share Posted May 24 Please don't create a post for every single question, to maintain this thread readable! You can edit posts. uvs' address should be vertexAddr+ vertexCount * 16, or something like this. 1 Link to comment Share on other sites More sharing options...
Silence Exterminator Posted May 25 Share Posted May 25 1 hour ago, shak-otay said: Please don't create a post for every single question, to maintain this thread readable! You can edit posts. uvs' address should be vertexAddr+ vertexCount * 16, or something like this. i got an idea from the shimura model this time i conducted my research on hero_head.xmesh i the sections i found were having some similarity with the shimura model and i came across 2 pattrens for faces and vertices but both had no result and was error i even tried padding vertices still error so can u help me out regarding the hero_head.xmesh i have also provided the pics and model file too if someone want to look for hero_head.rar Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted May 25 Engineer Share Posted May 25 (edited) Here is a set of H2O files for Shimura's armor. The creation of obj files may not be to everyone's taste but that's what I can provide. You'll need the newest version of hex2obj for this. Read '...multiple_H2O.txt' in the zip. hex2obj, v 0.25 Use File\SaveAs Mmesh (saving of single H2O files is not supported so far for xmesh because the required code change is not a 15 minutes job). H2o files appended here. Didn't check all uvs. For some an uvbSize of 20 instead of 4 might be required.) (Tool for creation of H2O files still under development.) edit: updated the zip with H2O files shimura_samurai_armor.xmesh_H2O.zip Edited May 27 by shak-otay 4 Link to comment Share on other sites More sharing options...
Dave2006 Posted May 25 Share Posted May 25 (edited) Any news on converting .obj back to .xmesh so far? And do you know how many lods the models have? Edited May 26 by Dave2006 Link to comment Share on other sites More sharing options...
sw-emre Posted May 25 Share Posted May 25 (edited) Since writing the .xmesh format is not possible yet,i guess our best shot would be making a mesh injector for existing .xmesh files,i'm not aware of anyone that's working on a mesh injector also idk how it will work for skeletal .xmesh files since obj cant contain skin data. Edited May 25 by sw-emre Link to comment Share on other sites More sharing options...
Dave2006 Posted May 26 Share Posted May 26 I dont know but we could try to ask a former GoT developer the chances are low they will help us or are even allowed (im 99% sure they arent) to help us but if they can help would safe a lot of time. It's worth a try hahaahha 1 Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted May 26 Engineer Share Posted May 26 15 hours ago, Dave2006 said: Any news on converting .obj back to .xmesh so far? You'll need a full format description/specification for such. Quote And do you know how many lods the models have? For example Shimura's armor contains 11 vests (upper body) afaics. 1 Link to comment Share on other sites More sharing options...
ysj734 Posted May 26 Share Posted May 26 (edited) This isn't the place to ask for models, so I've removed your message. Edited May 26 by DKDave User asking for models Link to comment Share on other sites More sharing options...
Dave2006 Posted May 26 Share Posted May 26 Guys what could the string other the .xmesh files be? Could be everything right? Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted May 27 Engineer Share Posted May 27 (edited) I've updated the H2O-zip in my post of last saturday. Meshes are correct now. Please report if there's missing something. Didn't check all 543 uvs in blender, of course, If the uv map of a sub mesh appears to be empty just scroll out (scaling factor in model data?) Blender indicates that the belt's uvs have an offset which is a little bit strange, too. Here's the view in hex2obj: (keep in mind that saving of H2Os of xmesh type isn't possible so far. So you've to edit them manually if required.) Edited May 27 by shak-otay 1 Link to comment Share on other sites More sharing options...
Dave2006 Posted May 27 Share Posted May 27 Thanks works perfekt for me👍 The obj files with the lower and lower resolution are the lods right? Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted May 27 Engineer Share Posted May 27 (edited) Good to hear. And yes, should be the lods. If you'd collect all meshes of one lod "level" and told me their numbers, .._1, .._17 or the like I could try to name them accordingly, if possible. Edited May 27 by shak-otay Link to comment Share on other sites More sharing options...
Dave2006 Posted May 27 Share Posted May 27 I can do this but the lods are also very important because of the lod textures (like the problem with the texture on the ropes) so its nice you included them here in the post👍 But maybe for retexturing the model in Quixel the clean version would be better so i can collect the lods tonight Link to comment Share on other sites More sharing options...
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