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 Post subject: Re: Rage (idTech5) model format md6
PostPosted: Sun Jul 17, 2016 11:21 am 
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Portugalotaku wrote:
Or is it just impossible?
I wouldn't know why it should.
Maybe it's just the large number of face bones which scares scripters away from dealing with the skeleton (ignore number after bonename string):
Code:
josef skl
1 "origin" 115
2 "hips" 105
3 "spine" 104
4 "spine1" 112
5 "spine2" 105
6 "neck" 105
7 "head" 110
8 "leftshoulder" 104
9 "leftarm" 108
10 "leftforearm" 116
11 "lefthand" 101
12 "lefthandthumb1" 104
13 "lefthandthumb2" 117
14 "lefthandthumb3" 117
15 "lefthandindex1" 117
16 "lefthandindex2" 100
17 "lefthandindex3" 100
18 "lefthandmiddle1" 100
19 "lefthandmiddle2" 100
20 "lefthandmiddle3" 100
21 "lefthandring1" 100
22 "lefthandring2" 105
23 "lefthandring3" 105
24 "lefthandpinky1" 105
25 "lefthandpinky2" 110
26 "lefthandpinky3" 110
27 "leftweapon" 110
28 "leftforearmroll" 97
29 "leftarmroll" 114
30 "rightshoulder" 114
31 "rightarm" 108
32 "rightforearm" 116
33 "righthand" 101
34 "righthandthumb1" 104
35 "righthandthumb2" 117
36 "righthandthumb3" 117
37 "righthandindex1" 117
38 "righthandindex2" 100
39 "righthandindex3" 100
40 "righthandmiddle1" 100
41 "righthandmiddle2" 100
42 "righthandmiddle3" 100
43 "righthandring1" 100
44 "righthandring2" 105
45 "righthandring3" 105
46 "righthandpinky1" 105
47 "righthandpinky2" 110
48 "righthandpinky3" 110
49 "rightweapon" 110
50 "rightforearmroll" 97
51 "rightarmroll" 114
52 "leftupleg" 114
53 "leftleg" 112
54 "leftfoot" 116
55 "lefttoebase" 102
56 "rightupleg" 98
57 "rightleg" 112
58 "rightfoot" 116
59 "righttoebase" 102

60 "cheekmid_rt" 98
61 "cheekmid_lt" 100
62 "ear_rt" 100
63 "ear_lt" 114
64 "ulip3_rt" 114
65 "ulip3_lt" 51
66 "nose_rt" 51
67 "nasolabial_rt" 101
68 "ulipmid_rt" 108
69 "ulip_rt" 100
70 "mouthcrnr_rt" 112
71 "buccinator_rt" 114
72 "cheek_rt" 114
73 "ulip2_rt" 107
74 "cheektop_rt" 50
75 "nosewrinkler_rt" 112
76 "eye_rt" 114
77 "squint_rt" 101
78 "leyelidouter_rt" 116
79 "leyelid_rt" 114
80 "ueyelidouter_rt" 100
81 "ueyelid_rt" 114
82 "eyebrowinnerfat_rt" 100
83 "eyebrowouterfat_rt" 116
84 "eyebrowouter_rt" 116
85 "eyebrowmid_rt" 114
86 "eyebrowinner_rt" 100
87 "leyelidouter_lt" 114
88 "ueyelidouter_lt" 114
89 "eyebrowinnerfat_lt" 114
90 "eyebrowouterfat_lt" 116
91 "buccinator_lt" 116
92 "jaw" 114
93 "llip_lt" 0
94 "llipmid_lt" 112
95 "llip2_lt" 100
96 "chin" 50
97 "tonguea" 99
98 "tongueb" 103
99 "llip_rt" 103
100 "llip2_rt" 112
101 "llipmid_rt" 50
102 "llip" 100
103 "chin_lt" 108
104 "chin_rt" 110
105 "cheek_lt" 110
106 "mouthcrnr_lt" 107
107 "ulipmid_lt" 114
108 "ulip_lt" 100
109 "ulip2_lt" 112
110 "nasolabial_lt" 50
111 "nosetip" 108
112 "nose_lt" 101
113 "nosewrinkler_lt" 101
114 "cheektop_lt" 114
115 "squint_lt" 112
116 "leyelid_lt" 116
117 "ueyelid_lt" 100
118 "eye_lt" 100
119 "midbrows" 101
120 "eyebrowmid_lt" 114
121 "eyebrowinner_lt" 100
122 "eyebrowouter_lt" 114
123 "squintinner_lt" 114
124 "ulip" 114
125 "squintinner_rt" 117
126 "facedata_eyeslookleft" 114
127 "facedata_eyeslookright" 108
128 "facedata_eyeslookup" 105
129 "facedata_eyeslookdown" 111
130 "facedata_eyescrossed" 100
131 "facedata_l_eyelidsclose" 115
132 "facedata_r_eyelidsclose" 108
133 "facedata_l_eyelidsopen" 108
134 "facedata_r_eyelidsopen" 111
135 "facedata_l_eyelidstighten" 111
136 "facedata_r_eyelidstighten" 104
137 "facedata_l_outerbrowraise" 104
138 "facedata_r_outerbrowraise" 97
139 "facedata_l_innerbrowraise" 97
140 "facedata_r_innerbrowraise" 97
141 "facedata_l_innerbrowlower" 97
142 "facedata_r_innerbrowlower" 111
143 "facedata_l_outerbrowlower" 111
144 "facedata_r_outerbrowlower" 111
145 "facedata_l_browsqueeze" 111
146 "facedata_r_browsqueeze" 101
147 "facedata_l_squint" 101
148 "facedata_r_squint" 117
149 "facedata_l_nosewrinkle" 117
150 "facedata_r_nosewrinkle" 110
151 "facedata_l_nasolabialfurrow" 110
152 "facedata_r_nasolabialfurrow" 114
153 "facedata_mouthopen" 114
154 "facedata_stickylips" 111
155 "facedata_c_upperlipraise" 108
156 "facedata_l_upperlipraise" 97
157 "facedata_r_upperlipraise" 97
158 "facedata_c_lowerlipdepress" 97
159 "facedata_l_lowerlipdepress" 114
160 "facedata_r_lowerlipdepress" 114
161 "facedata_upperlipdown" 114
162 "facedata_lowerlipup" 100
163 "facedata_upperlipbite" 105
164 "facedata_lowerlipbite" 98
165 "facedata_upperlipfunnel" 98
166 "facedata_lowerlipfunnel" 110
167 "facedata_l_lipcornerup" 110
168 "facedata_r_lipcornerup" 101
169 "facedata_l_lipcornerpull" 101
170 "facedata_r_lipcornerpull" 112
171 "facedata_l_lipstretch" 112
172 "facedata_r_lipstretch" 101
173 "facedata_l_lipcompress" 101
174 "facedata_r_lipcompress" 114
175 "facedata_l_lipcornerdepress" 114
176 "facedata_r_lipcornerdepress" 114
177 "facedata_l_dimpler" 114
178 "facedata_r_dimpler" 112
179 "facedata_lippucker" 112
180 "facedata_liptighten" 99
181 "facedata_chinraise" 104
182 "facedata_cheekpuff" 97
183 "facedata_cheeksuck" 112
184 "facedata_nostrildilate" 115
185 "facedata_l_jawsideways" 108
186 "facedata_r_jawsideways" 119
187 "facedata_jawforward" 119
188 "facedata_jawclench" 119
189 "facedata_jawback" 101
190 "facedata_tongueout" 98
191 "facedata_tongueup" 101
192 "facedata_tongueback" 117
193 "facedata_tongueleft" 98
194 "facedata_tongueright" 108
(where "facedata xxx" might be no bones at all)

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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Rage (idTech5) model format md6
PostPosted: Sun Jul 17, 2016 1:12 pm 
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Facedata seem to be animation presets, but even barring that the number facial bones is insane. I guess this is where most of Rage's budget went.


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 Post subject: Re: Rage (idTech5) model format md6
PostPosted: Sun Jul 17, 2016 2:27 pm 
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Isn't new DOOM using same format? There you can get models with bones and weights. So, here it's possible too. I did script for DOOM with bones, but weights were aouto-generated, since there are other guys which did awesome job with extractors/converters I actually stopped working on DOOM. As I understand you could ask in DOOM topic about supporting Evil Within and other games too, with rigged stuff xD

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 Post subject: Re: Rage (idTech5) model format md6
PostPosted: Mon Jul 18, 2016 12:56 am 
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I tried doomresex but it crashed on the resource files. I will give the proper extractor tools another go, thanks for the tip.


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 Post subject: Rage (idTech5) model format md6
PostPosted: Thu Mar 01, 2018 5:35 am 
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Hey guys! :D I would like to use the .bmd6anim with the .bmd6model files... someone know tools or informations about that ? :)
.bmd6model
https://cdn.discordapp.com/attachments/ ... .bmd6model
.bmd6anim :D
https://cdn.discordapp.com/attachments/ ... e.bmd6anim


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 Post subject: Re: Rage (idTech5) model format md6
PostPosted: Thu Mar 01, 2018 11:00 am 
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GENTEK wrote:
Hey guys! :D I would like to use the .bmd6anim with the .bmd6model files... someone know tools or informations about that ? :)
.bmd6model
https://cdn.discordapp.com/attachments/ ... .bmd6model
.bmd6anim :D
https://cdn.discordapp.com/attachments/ ... e.bmd6anim

You can try using the tool in this thread: viewtopic.php?f=16&t=17302
The second file you have there is the animation data, not the skeleton. Make sure you have the corresponding .bmd6skl file instead. Rename it to .md6skl and drop the model file on the tool. It should convert the model to .smd.
Extracting textures from .bmd6model files don't have an easy method to extract yet. I've heard that daemon1 was working on a tool that could extract textures from Wolfenstein: The New Order and other idtech5 games , but it never got released (except for The Evil Within).


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 Post subject: Re: Rage (idTech5) model format md6
PostPosted: Sun Mar 04, 2018 11:59 pm 
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SecretAgent2001 wrote:
Make sure you have the corresponding .bmd6skl file instead.
How to extract these files from RAGE! .Bmd6Skel ?


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 Post subject: Re: Rage (idTech5) model format md6
PostPosted: Sun Mar 11, 2018 1:30 am 
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is there any way to get to the scenery? They have a tow truck that isn't useable but I think is cool but it isn't an md6model format.


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 Post subject: Rage (idTech5) model format md6
PostPosted: Wed Jun 20, 2018 3:46 pm 
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Sorry to bump but how to extract .bmd6Skel files from RAGE! ? :( My extractor seem only extract .bmd6model & .bmd6anim


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 Post subject: Re: Rage (idTech5) model format md6
PostPosted: Wed Jun 20, 2018 5:01 pm 
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GENTEK wrote:
Sorry to bump but how to extract .bmd6Skel files from RAGE! ? :( My extractor seem only extract .bmd6model & .bmd6anim


you can't. those are just skeleton files.



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