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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Tue Sep 15, 2015 2:28 pm 
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cra0 wrote:
Heres the paktool
http://rel.cra0kalo.com/depot/AlienIsol ... ol_2.0.zip

Quote:
Created by Cra0kalo & Volfin

Alien Isolation PakTool

What it supports??
*Unpack of Model PAKS
*Unpack of UI PAKS
*Unpack of Animation PAKS

What is required?
*.NET Frameworks 4.5


Help support questions?
twitter: @cra0kalo
Xentax thread:
(this)


Coming later (im busy for now)
Image


How is the work going on it? I don't use blender and having this tool would really help me? Also does it fix uvw problems or do we have to manually do it ourselves?


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Sat Jan 07, 2017 10:36 pm 
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New version of Blender Importer is here.

Only one minor addition of a second "Alternate Load 2" flag to work around missing-faces type of load error. Enjoy

Edit: newer version below.


Last edited by volfin on Fri Jan 27, 2017 3:32 am, edited 1 time in total.

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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Thu Jan 19, 2017 6:52 pm 
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volfin wrote:
New version of Blender Importer is here.

Only one minor addition of a second "Alternate Load 2" flag to work around missing-faces type of load error. Enjoy



thanks volfin. can you upload unpacker to get the files converted for the blender importer.

all the download links are dead that crack0 had


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Thu Jan 19, 2017 7:44 pm 
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nintendstroid wrote:
volfin wrote:
New version of Blender Importer is here.

Only one minor addition of a second "Alternate Load 2" flag to work around missing-faces type of load error. Enjoy



thanks volfin. can you upload unpacker to get the files converted for the blender importer.

all the download links are dead that crack0 had


Sure. Here it is:


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Fri Jan 27, 2017 3:32 am 
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Minor update:
- Ensure Object mode is active before attempting import
- Validated functionality back to Blender version 2.70 (oldest supported)


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Sun Jan 29, 2017 10:57 am 
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Having problems converting all the textures needed when using ctex_all.bat.

example: eyebrow[d].tga.dds (exception Connor eyebrows)

Decals folders, generally seems to be the smaller files?

Thanks


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Sun Jan 29, 2017 7:15 pm 
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it's files with transparency (decals, eyebrows, etc).

I made a tool to convert those that won't load right. Unzip this somewhere, and drop the problem DDS files on the "go.bat" and it will convert them to PNG.


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Sun Jan 29, 2017 7:59 pm 
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Thanks Volfin, much appreciated, works perfectly.


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Tue Jan 31, 2017 12:19 pm 
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Just wondered if anyone has assembled an NPC character e.g ENG_REACTORCORE: NPC Adriana.

After importing all the mesh required and then both armatures FEMALENPC & ADRIANA (Mirror X on both)
1. Adriana Armature: delete body bones to leave the necessary facial bones down to the neck bone
2. FemaleNPC Armature: delete head bones leaving neck bone
3. Shift select adriana then femalenpc and CTRL-J (join armatures)
4. Parent adriana neck to femalenpc and connect

Once all mesh is attached to the armature all functions correctly apart from the right arm drags part of the head mesh.
I'm a Blender novice so it may be something obvious that I'm missing :)

Thanks


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Tue Jan 31, 2017 6:34 pm 
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X3D wrote:
Just wondered if anyone has assembled an NPC character e.g ENG_REACTORCORE: NPC Adriana.

After importing all the mesh required and then both armatures FEMALENPC & ADRIANA (Mirror X on both)
1. Adriana Armature: delete body bones to leave the necessary facial bones down to the neck bone
2. FemaleNPC Armature: delete head bones leaving neck bone
3. Shift select adriana then femalenpc and CTRL-J (join armatures)
4. Parent adriana neck to femalenpc and connect

Once all mesh is attached to the armature all functions correctly apart from the right arm drags part of the head mesh.
I'm a Blender novice so it may be something obvious that I'm missing :)

Thanks


Since this is the second post about 'arm dragging the head", I guess I need to make something clearer.

There's two copies of every character model. lets say "Adriana", and the second copy is "Adriana_FP". The meshes for these two copies is identical. The Skeleton, is *not* identical. You can't use Adriana_FP meshes with Adriana skeleton. Nor can you use Adriana meshes with Adriana_FP skeleton.
If you try you get bone mismatch.

So the fact you're seeing this isn't a problem with the extractor or the plugin. It means you're using the wrong skeleton or wrong meshes together.
you can't mix as you please. The fact you're having to delete bones is probably a clue it's the wrong skeleton.

And why you would join two skeletons together is beyond me. You should only be using Adriana skeleton with Adriana meshes. Doing anything else, the bone ID's are simply not going to match. If a particular shirt/pants doesn't work with the Adriana skeleton, that means it's not meant for that skeleton, try another. The parts are not interchangeable, they didn't design it that way.


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Tue Jan 31, 2017 8:04 pm 
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The FemaleNPC skeleton works with the female NPC - TORSO, LEGS & SHOES whilst the ADRIANA skeleton doesn't, that only functions for the HEAD.
The FemaleNPC skeleton does not contain bones for the facial movement, whilst the ADRIANA skeleton does.

Joining two skeletons together is not uncommon with certain game assets within Blender e.g DOA5

Options for Female NPC characters:
1. Boiler Suit
2. Shirt
3. T-Shirt
4. T-Shirt Long Sleeves

None of the above work with Adriana skeleton. Yet all function with FemaleNPC.

If they didn't design it that way how do you shed light on the fact that the FemaleNPC skeleton has no facial bone movement yet the NPC character skeletons do?

Maybe there is a hidden skeleton (key) that fits all :D

So, anyone who has compiled these characters I would be grateful to know how it was done, Thanks for your time.


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Wed Feb 01, 2017 1:29 am 
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There are a ton of skeletons we didn't bother to identify. so yes there probably is one. We only spent time on the main characters.


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Tue Jun 20, 2017 1:07 pm 
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Tca11a wrote:
cra0 wrote:
Heres the paktool
http://rel.cra0kalo.com/depot/AlienIsol ... ol_2.0.zip

Quote:
Created by Cra0kalo & Volfin

Alien Isolation PakTool

What it supports??
*Unpack of Model PAKS
*Unpack of UI PAKS
*Unpack of Animation PAKS

What is required?
*.NET Frameworks 4.5


Help support questions?
twitter: @cra0kalo
Xentax thread:
(this)


Coming later (im busy for now)
Image


How is the work going on it? I don't use blender and having this tool would really help me? Also does it fix uvw problems or do we have to manually do it ourselves?


Hi did you ever finish tne AI Mesh Assembler, would love to get hold of it.


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Tue Jun 20, 2017 4:15 pm 
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JohnRWMarchant wrote:
Hi did you ever finish tne AI Mesh Assembler, would love to get hold of it.


That was mostly Cra0's project, as far as I know it was never finished.


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 Post subject: Re: Alien Isolation (.PAK .BIN)
PostPosted: Wed Jun 21, 2017 4:48 am 
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Yeah sorry never finished that, you can use volfin's blender script to import the models then export them out as obj,fbx etc

Or write a maxscript that will read the omodels

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