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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Tue Jul 25, 2017 2:34 pm 
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With your help, my obj converter starts getting into shape :wink:

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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Sun Jul 30, 2017 9:42 pm 
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[quote="volfin"]I suspect either the Trenchoat is in another file (since you can change trenchcoats from settings), or because it's flexible cloth, is generated on the GPU.
[/quote]

You are right
Jensen's Trenchoat:[quote]17230170369043947 003D36BFA8442DEB [assembly:/characters/resources/main_characters/jensen/jensen_trench.apx].pc_apex[/quote]

Jensen's hairs:[quote]59216673450565904 00D2614031CD2110 [assembly:/characters/resources/main_characters/jensen/jensen.hair].pc_hair[/quote]


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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Sun Aug 06, 2017 6:28 pm 
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volfin wrote:
as far as I know, there's no need to update the texture tool. it works with all valid textures. If that's not true, I need more information.

As for the number stuff, I have no idea what all that is.

"New" format (.bin/.tex) have a 24 bytes header; first 4 bytes - ascii TXET (54 58 45 54), so you can simple add checking and trimming bytes - all other data is unchanged

UPD: here full example dataset of tex files: there are 11 subformats (2 bytes with offset 42 or short Format in volfin script). Link: https://yadi.sk/d/9zcdSJR53M6KKi

UPD 2: looks like DEMD .dat importer can't read UV coordinates from .linkedprim files; and there are some files, that obviously 3d models (collisions, COLA signature), but can't be opened + examples of .apx (clothes) and .hair files. Link: https://yadi.sk/d/n11L2IQk3M6K5e

UPD 3: small teaser for non-console peoples :) (I must do some enchantments before upload program)
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Last edited by aspadm on Thu Aug 17, 2017 12:06 pm, edited 1 time in total.

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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Tue Aug 08, 2017 10:21 pm 
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thank you so much for your sharing this nice article,
I really like to reading your blog !

ดูหนังออนไลน์


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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Fri Aug 25, 2017 8:46 pm 
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I dont know why, but blender's importer is not working... I used Sir kane tool, and quickbms for extract, but blender still give me messege: "doesent seem to be a model"


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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Sun Aug 27, 2017 7:23 pm 
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aspadm wrote:
volfin wrote:
as far as I know, there's no need to update the texture tool. it works with all valid textures. If that's not true, I need more information.

As for the number stuff, I have no idea what all that is.

"New" format (.bin/.tex) have a 24 bytes header; first 4 bytes - ascii TXET (54 58 45 54), so you can simple add checking and trimming bytes - all other data is unchanged

UPD: here full example dataset of tex files: there are 11 subformats (2 bytes with offset 42 or short Format in volfin script). Link: https://yadi.sk/d/9zcdSJR53M6KKi

UPD 2: looks like DEMD .dat importer can't read UV coordinates from .linkedprim files; and there are some files, that obviously 3d models (collisions, COLA signature), but can't be opened + examples of .apx (clothes) and .hair files. Link: https://yadi.sk/d/n11L2IQk3M6K5e

UPD 3: small teaser for non-console peoples :) (I must do some enchantments before upload program)
Image

Hi may i have this tool???


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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Thu Aug 31, 2017 11:56 pm 
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Hey guys! I did it!
This is the DEMD database - GUI tool for extracting, view and exporting game database.
Big thanks Volfin, Sir Kane for their tools :) And thanks for all peoples from this topic

New version below

If you find a bug or need sources, please, PM-me.

P.S. I rewrited tex2dds/vap_converter from scratch, but four formats from 11 supports uncorrectly.
P.P.S. This tool contains portable Blender 3d, Volfin's model converter, Sir Kane's archives extractor, TXET2DDS tools (textures) and other components
P.P.P.S. You can convert audio files (without listening in app)


Last edited by aspadm on Sun Sep 17, 2017 11:52 am, edited 1 time in total.

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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Fri Sep 01, 2017 10:53 am 
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aspadm wrote:
Hey guys! I did it!
This is the DEMD database - GUI tool for extracting, view and exporting game database.
Big thanks Volfin, Sir Kane for their tools :) And thanks for all peoples from this topic

Here the link - https://yadi.sk/d/di_bL7573MW5hg

If you find a bug or need sources, please, PM-me.

P.S. I rewrited tex2dds/vap_converter from scratch, but four formats from 11 supports uncorrectly.
P.P.S. This tool contains portable Blender 3d, Volfin's model converter, Sir Kane's archives extractor, TXET2DDS tools (textures) and other components
P.P.P.S. You can convert audio files (without listening in app)

Thanks very much! Love it!!!!


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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Sun Sep 17, 2017 11:51 am 
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And there are new version of DEMD database: https://yadi.sk/d/qUxdTmJa3MxHEs
I strongly reccomend to delete old program folder and unzip this new one - some libs were changed.

What's new?
1. Fix problems with OpenGL shader
2. Add .apx file support (only clothes) - including UV coords
3. Other fixes

If you have some issues or you need sources - contact me.

P.S. Clothes can be exported to STL/OBJ and APB format (Nvidia APEX 1.3.x)


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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Mon Sep 18, 2017 4:50 pm 
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Thanks so much for the tool! It works amazing :)
Is there any chance to support the hair curves too?


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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Mon Sep 18, 2017 5:01 pm 
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o0Crofty0o wrote:
Thanks so much for the tool! It works amazing :)
Is there any chance to support the hair curves too?

Yeah, I'm trying to disassemble the format of hair files. But it can take a long time, as I am very busy now.
If somebody know anything about structure of this files, please, tell me. My thought that is nvidia hairworks, but I still don't read specifications.


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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Mon Sep 18, 2017 5:52 pm 
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aspadm wrote:
o0Crofty0o wrote:
Thanks so much for the tool! It works amazing :)
Is there any chance to support the hair curves too?

Yeah, I'm trying to disassemble the format of hair files. But it can take a long time, as I am very busy now.
If somebody know anything about structure of this files, please, tell me. My thought that is nvidia hairworks, but I still don't read specifications.


Take your time, it's just nice to know someone has interest doing it at all. :)

Deus Ex uses PureHair from AMD, it is also known as TressFX 3.0. There's a dev presentation on its useage in Deus Ex but not much info on the file structure: http://cdn.wccftech.com/wp-content/uplo ... FX-3-0.pdf

The Tomb Raider reboot from 2013 used TressFX version 1 and the format was a lot simpler. I don't know if it is of any help for comparison to the newer version but here is the TressFX file for TR: https://yadi.sk/d/Yu0dBevj3MzdwQ
There's also this presentation on it: https://de.slideshare.net/WolfgangEngel ... ider-final but the specifications changed (16 vertices lenght for all strands doesn't apply to newer versions anymore i think)
A friend of mine managed to get bezier curves imported into Blender from that file. It's possible to generate meshes from those:
Image

Additionally AMD released this: https://github.com/GPUOpen-Effects/TressFX but it is version 4 already and possibly different to Deus Ex aswell.


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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Mon Sep 18, 2017 5:59 pm 
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The way those curves were imported was by manually copying and pasting the vertices point locations into a script like below (this script has around 1500 of these, and here I'm only showing two, there is a lot of strands/curves to import and I'm sure Deus Ex will have more). This might be able to give you an idea on how the curves work.

Code:
import bpy 
from mathutils import Vector
 
w = 1 # weight 
listOfVectors = [Vector((-6.635117,1.653948,-3.323807)),Vector((-6.626816,2.027992,-3.724991)),Vector((-6.613327,2.308923,-4.204987)),Vector((-6.594235,2.576662,-4.681885)),
        Vector((-6.558660,2.786073,-5.189697)),Vector((-6.508052,2.973230,-5.703522)),Vector((-6.424452,3.114432,-6.228149)),Vector((-6.320928,3.202100,-6.760651)),
        Vector((-6.203422,3.178222,-7.299698)),Vector((-6.103159,3.000197,-7.811737)),Vector((-6.021204,2.710953,-8.272842)),Vector((-5.938305,2.379366,-8.702637)),
        Vector((-5.836701,2.048806,-9.129242)),Vector((-5.742608,1.708384,-9.550400)),Vector((-5.702582,1.324819,-9.941681)),Vector((-5.683345,0.926187,-10.320999))]
 
def MakePolyLine(objname, curvename, cList): 
    curvedata = bpy.data.curves.new(name=curvename, type='CURVE') 
    curvedata.dimensions = '3D' 
 
    objectdata = bpy.data.objects.new(objname, curvedata) 
    objectdata.location = (0,0,0) #object origin 
    bpy.context.scene.objects.link(objectdata) 
 
    polyline = curvedata.splines.new('NURBS') 
    polyline.points.add(len(cList)-1) 
    for num in range(len(cList)): 
        x, y, z = cList[num] 
        polyline.points[num].co = (x, y, z, w) 
 
    polyline.order_u = len(polyline.points)-1
    polyline.use_endpoint_u = True
   
 
MakePolyLine("NameOfMyCurveObject", "NameOfMyCurve", listOfVectors)

w = 1 # weight 
listOfVectors = [Vector((-6.033971,2.917804,-4.779190)),Vector((-6.371659,3.087809,-4.774216)),Vector((-6.026512,3.690067,-5.414322)),Vector((-5.878336,3.830332,-5.717117)),
        Vector((-5.661849,4.022390,-6.160217)),Vector((-5.475732,4.103107,-6.612518)),Vector((-5.301621,4.134255,-7.082443)),Vector((-5.154976,4.085114,-7.561050)),
        Vector((-5.069383,3.928407,-8.029999)),Vector((-5.054573,3.703187,-8.477707)),Vector((-5.080958,3.469792,-8.920242)),Vector((-5.107432,3.226686,-9.357407)),
        Vector((-5.114311,2.957879,-9.780441)),Vector((-5.103921,2.670656,-10.190857)),Vector((-5.081414,2.371468,-10.592010)),Vector((-5.053456,2.066906,-10.989090))]
 
def MakePolyLine(objname, curvename, cList): 
    curvedata = bpy.data.curves.new(name=curvename, type='CURVE') 
    curvedata.dimensions = '3D' 
 
    objectdata = bpy.data.objects.new(objname, curvedata) 
    objectdata.location = (0,0,0) #object origin 
    bpy.context.scene.objects.link(objectdata) 
 
    polyline = curvedata.splines.new('NURBS') 
    polyline.points.add(len(cList)-1) 
    for num in range(len(cList)): 
        x, y, z = cList[num] 
        polyline.points[num].co = (x, y, z, w) 
 
    polyline.order_u = len(polyline.points)-1
    polyline.use_endpoint_u = True
   
 
MakePolyLine("NameOfMyCurveObject", "NameOfMyCurve", listOfVectors)


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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Mon Sep 18, 2017 8:30 pm 
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Hmm, this looks very useful ;) Big thanks
Looks like python script has a doubled piece of code - might it be an error? Few days later, I'll try to do something with it.
Anyway, I have plans to make Adam's cosplay, so I'll try hard to write hair converter :)

UPD: in sources of TressFX-3.1.1 I found description of .sdkmesh file format. And examples of this files very similar to .hair files from DEMD


Last edited by aspadm on Mon Sep 18, 2017 11:01 pm, edited 1 time in total.

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 Post subject: Re: Deus EX: Mankind Divided .archive
PostPosted: Mon Sep 18, 2017 8:32 pm 
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Yeah the code is copied and pasted multiple times, with the point locations added in differently each time, I believe it was the only way to make the script work since I haven't worked with scripts like that before.



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