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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Sun Jan 15, 2017 4:08 pm 
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It seems that the script breaks some of the models' UVs. For example, the LODs' UVs are broken, as seen here:

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https://www.dropbox.com/s/uihsjheqcumpj ... 2.rar?dl=0


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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Sun Jan 15, 2017 4:12 pm 
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Also I think the same problem is with the Dead Space 2-3 models script. All the level meshes and LODs are broken like that. Except the dismembering meshes.


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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Sun Jan 15, 2017 8:46 pm 
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okay i updated the script here :D
viewtopic.php?p=123701#p123701
again no promises, and i may have broken other models :scaredy:

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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Mon Jan 16, 2017 2:11 pm 
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AceWell wrote:
okay i updated the script here :D
viewtopic.php?p=123701#p123701
again no promises, and i may have broken other models :scaredy:

That pistol model works now, but I have yet to see if anything else is broken. Thanks anyways.

I also saw some other LOD models that wouldn't allow me to open them but I forgot where I found them and also the level meshes do work still work.


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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Mon Jan 16, 2017 2:14 pm 
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Oh and someone in my facepunch thread said that you can make the model match the scale of the bones by adding a -scale 174 parameter to the model when exporting in Noesis. Could you perhaps add that to the script so that is no longer necessary?


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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Mon Jan 16, 2017 10:13 pm 
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okay i updated the script again to scale all axis by 174 :D
viewtopic.php?p=123701#p123701
give it a try :ninja:

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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Tue Jan 17, 2017 1:00 pm 
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AceWell wrote:
okay i updated the script again to scale all axis by 174 :D
viewtopic.php?p=123701#p123701
give it a try :ninja:

thanks


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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Sat Jan 21, 2017 12:41 am 
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killercracker wrote:
Iv'e also made a script for dead space 2-3 long ago. Everything's working except the skinning. I never could figure it out but its better than starting from scratch. :]

Could you please fix how your script doesn't correctly produce working UVs for level meshes and LOD models?

So far I've required to rip anything related to those.


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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Mon Jan 30, 2017 5:10 pm 
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Hey AceWell, is it possible that you could modify your .geo script so that the files retain the names instead of using "mesh001"?

The thing is that most models have over 30 pieces and when I import them to 3D max, it asks me to rename every single piece one by one so I have to spam OK for 1 minute.

Another thing is that now the script makes it so that I have to flip the UVs twice of a model. Meaning I have to build the model from the pieces, then export it as FBX or OBJ in 3D Max, then export it in Noesis and flip the UVs and flip one more time the UVs of that exported model once again. Could you make it so that it automatically puts the UVs in their correct position when I activate batch export or export a singular model?


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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Mon Jan 30, 2017 5:50 pm 
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i updated the script here for the mesh naming thing
viewtopic.php?p=123701#p123701
the mesh name is now the filename without extension :D

i don't know why you flip the UVs so much but in the batch export
for the uv flipping you should be using this "Advanced Command"
in the "Additional Parameters" box or just export as fbx instead
-flipuv


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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Mon Jan 30, 2017 8:21 pm 
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AceWell wrote:
i updated the script here for the mesh naming thing
viewtopic.php?p=123701#p123701
the mesh name is now the filename without extension :D

i don't know why you flip the UVs so much but in the batch export
for the uv flipping you should be using this "Advanced Command"
in the "Additional Parameters" box or just export as fbx instead
-flipuv

Thanks for that.

And as for the flipping, after it is done exporting the files, when I open them on 3D Max and apply the textures, they are flipped. So, what I've done is that I've exported the whole model as FBX, then opened it on Noesis, exported that as OBJ and also flipped the UVs. However, the UVs are still flipped so I have to flip them one more time. Before I only had to flip them just once. Is there a way you could just make it so that it automatically puts the UVs in their correct positions?


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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Mon Jan 30, 2017 8:36 pm 
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MaZTeR wrote:
And as for the flipping, after it is done exporting the files, when I open them on 3D Max and apply the textures, they are flipped. So, what I've done is that I've exported the whole model as FBX, then opened it on Noesis, exported that as OBJ and also flipped the UVs. However, the UVs are still flipped so I have to flip them one more time. Before I only had to flip them just once. Is there a way you could just make it so that it automatically puts the UVs in their correct positions?

again i don't understand why you are flipping the UVs so much, this makes no sense to me. :eek:
it should be one and done. what do you mean by "Before I only had to flip them just once.",
before what? i have done nothing to the script that affects UV orientation at any point.
if you forgot to flip them during export in Noesis you could just flip them in 3dsmax, surely it
has tools to do that? :?

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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Tue Feb 21, 2017 2:52 pm 
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AceWell wrote:
MaZTeR wrote:
And as for the flipping, after it is done exporting the files, when I open them on 3D Max and apply the textures, they are flipped. So, what I've done is that I've exported the whole model as FBX, then opened it on Noesis, exported that as OBJ and also flipped the UVs. However, the UVs are still flipped so I have to flip them one more time. Before I only had to flip them just once. Is there a way you could just make it so that it automatically puts the UVs in their correct positions?

again i don't understand why you are flipping the UVs so much, this makes no sense to me. :eek:
it should be one and done. what do you mean by "Before I only had to flip them just once.",
before what? i have done nothing to the script that affects UV orientation at any point.
if you forgot to flip them during export in Noesis you could just flip them in 3dsmax, surely it
has tools to do that? :?

This is a very late reply, but wanted to explain it anyways.

Yeah so basically, in order to fix the UVs being flipped, I have to use the flip function of Noesis two times.

Meaning when I first get a model, I assemble it on 3D Max. However, because the UVs are flipped, I have to open it on Noesis (once I have assembled the parts together into a one whole model on Max). In order to get them fixed, once I have the assembled model opened on Noesis, I have to use the flip UVs function and then export it. However, if I open that exported model on 3D Max, the UVs still aren't normal, so i have to open that exported model on Noesis again, where I used the "flip UVs" function and again flip the UVs with the function and that's when they finally work. So there's something wrong with your script. It would be easier if the UVs were built correctly during the initial .geo-to-whateverformat -conversion

Hope this cleared out what I was trying to say.


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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Tue Feb 21, 2017 3:17 pm 
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MaZTeR wrote:
So there's something wrong with your script....

nothing wrong with the script, just your converting process! :eek:
export from Noesis as fbx if you don't want to mess with flipping. (:

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 Post subject: Re: Ripping Dead Space 1-3 models with animations and textur
PostPosted: Tue Feb 21, 2017 6:42 pm 
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AceWell wrote:
MaZTeR wrote:
So there's something wrong with your script....

nothing wrong with the script, just your converting process! :eek:
export from Noesis as fbx if you don't want to mess with flipping. (:

Ah okay, I'll try that next time I get more models.


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