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 Post subject: Deus Ex Mankind Divided
PostPosted: Thu Aug 02, 2018 9:16 am 
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Deus Ex Mankind Divided tools (models+cloth+hairs)

Both tools are made to work with files made by Sir Kane's extractor (renamed or not).

1. Model/cloth tool - DXMDmodel.exe

- for models, select 2 corresponding files (PRIM & BORG) and drop them onto the tool - it will make ASCII & SMD model. Both will have skeleton, but as usual, ASCII will hold all UV pairs.

- for cloth, drop APEX file onto the tool - it will make ASCII cloth with skeleton. This skeleton will be compatible with main model, but no proper bone rotations, so load main model first, and then append cloth to it.

2. PureHair tool - PureHair.exe (will also work with Tomb Raider)

Drop PHHA hair file (the biggest of 3) onto the tool - it will make ASCII & OBJ files with hair. OBJ will have edges (lines). You can build mesh of desired thickness from it. ASCII will have simple triangles built on same vertices. Its very thin, and can be improved later (if i will have time). The real game builds 2 triangles for each vertex, so it works as intended.

Image

Hair will have submeshes:

Image

Both main model & cloth are weighted to the skeketon:

Image


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Last edited by daemon1 on Sun Aug 05, 2018 8:44 am, edited 1 time in total.

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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Fri Aug 03, 2018 8:33 pm 
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Sir Kane's unpacker makes a text file with the names of all the files, NameMap.txt. However none of the names in this file even contain the word "Borg". So i'm a bit confused where we find the 'borg' files.

Edit: I figured out the answer.

Image

This is by the internal file tag, which is stored backward. So you'll have to hexedit each file to figure out which are the right ones to use.


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Fri Aug 03, 2018 9:01 pm 
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unfortunately i've never seen files made with that unpacker ;)

but after renaming there are 2 files with the word "weightedprim" for each skeletal model
these 2 files (inside of the engine) have types BORG (bone/rig) & PRIM (primitive)

p.s. you dont have to hexedit them, because it doesn't matter in which order you use them with the tool


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Fri Aug 03, 2018 9:52 pm 
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I found an issue with the model unpacker. On the character "Ivan Berk" (\characters\resources\secondary_characters\ivan\ivan.wl2_) The BORG/PRIM model.

It's not decoding right, you can see many vaules in the Ascii file and SMD file are unusually large:
ASCII:
Image

SMD:
Image

The APEX and hair work fine, and everything has worked fine for other characters so far, so must be something special about this one character.


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Fri Aug 03, 2018 10:23 pm 
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Oh also seems APEX UVs are flipped from what the textures are:

Image

not hard to fix in blender but FYI


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Sat Aug 04, 2018 4:24 pm 
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I really can't thank you enough for the PureHair tool - it's so great to finally have the beautiful hair from RotTR!
:dance:


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Sat Aug 04, 2018 9:17 pm 
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..


Last edited by daemon1 on Mon Aug 06, 2018 7:35 am, edited 2 times in total.

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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Sun Aug 05, 2018 12:10 am 
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daemon1 wrote:
new test version to support Ivan and maybe more models of that type


Yep that worked for Ivan. many thanks.


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Sun Aug 05, 2018 8:45 am 
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ok main post updated with this version


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Mon Aug 06, 2018 7:46 pm 
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It seems I've found one more problem with the exporter.

there are some accessories that won't export anything, it just produces a 0 byte file. for example:

characters\resources\kit_systems\male\prague_police\prag_police_accessories\prag_police_helmet_a.wl2_
characters\resources\kit_systems\male\prague_police\prag_police_accessories\prag_police_helmet_a_opened.wl2_


Also here are some views of finished models from the tool, thanks for all your efforts. :)


Image

Image

Image

Image

Image

Image

Image


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Mon Aug 06, 2018 8:04 pm 
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volfin wrote:
there are some accessories that won't export anything, it just produces a 0 byte file.

these are probably static models, and this tool is only made for skeletals, which have BORG file.


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Mon Aug 06, 2018 9:14 pm 
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daemon1 wrote:
volfin wrote:
there are some accessories that won't export anything, it just produces a 0 byte file.

these are probably static models, and this tool is only made for skeletals, which have BORG file.


yeah it seems they don't have BORG. I guess i'll see if i can hack my old importer to do them, I need the helmet to complete the police character :D

Edit: actually it worked with no modification. yay!

Image


Image


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Tue Aug 07, 2018 5:58 pm 
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anyone having trouble importing ? when importing from .bin in blender, models appear incomplete ?


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Wed Aug 08, 2018 9:30 am 
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ajax1313 wrote:
anyone having trouble importing ? when importing from .bin in blender, models appear incomplete ?

don't import .bin in blender, why do you need that?


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 Post subject: Re: Deus Ex Mankind Divided
PostPosted: Wed Aug 15, 2018 5:37 pm 
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after some time, i figured it out. but now i'm having trouble locating model files for shadow child and other DLC characters.


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