I believe this is it:- base\entities\cameras\3dmap\3dmap_* (found in gamedata archive)
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- Mon Jan 11, 2021 9:26 pm
- Forum: 3D/2D models
- Topic: Cyberpunk 2077 Noesis script
- Replies: 54
- Views: 41238
Re: Cyberpunk 2077 Noesis script
- Mon Jan 11, 2021 10:55 am
- Forum: 3D/2D models
- Topic: Cyberpunk 2077 Noesis script
- Replies: 54
- Views: 41238
Re: Cyberpunk 2077 Noesis script
Here is WIP script as mentioned above, check class CR2WFile, info is output to cr2w_list, cr2w_textures, cr2w_external_data variables. Make sure to edit your cp77_path to your own extracted archives location
https://pastebin.com/kGUQL1gG
https://pastebin.com/kGUQL1gG
- Mon Jan 11, 2021 10:49 am
- Forum: 3D/2D models
- Topic: Cyberpunk 2077 Noesis script
- Replies: 54
- Views: 41238
Re: Cyberpunk 2077 Noesis script
Ive have modified the script to recursively parse all material instances (.mi) & textures info from main .mesh & .buffer, & referenced external files (*.mi, *.mt, *.ml*, etc) End up with a list of all linked texture files, and material info. Not sure how to link specific material to whic...
- Mon Jan 04, 2021 9:54 am
- Forum: 3D/2D models
- Topic: Cyberpunk 2077 Noesis script
- Replies: 54
- Views: 41238
Re: Cyberpunk 2077 Noesis script
Big thanks for all your amazing work to bring us this script, Noticed that quite a few of the meshes once extracted with cp77tools have their textures sharing same name, not all though, but added few lines to script to load up texture for these cases.. (wont work for all) def LoadModel(data, mdlList...
- Mon Jan 08, 2018 10:53 am
- Forum: Game specific tools
- Topic: Heavy Rain Tool
- Replies: 41
- Views: 35696
Re: Heavy Rain Tool
AnimData blocks are truly confusing. For example the animblocks tied to MoKits above have similar index sizes, but the data itself is majority FFFFFFFF and 7F7FFFFF sprawled with few floats inbetween, always starting with 0x1500 or 0x15 BE. if i had to split block by index it come to around 30 bytes...
- Thu Jan 04, 2018 5:20 pm
- Forum: Game specific tools
- Topic: Heavy Rain Tool
- Replies: 41
- Views: 35696
Re: Heavy Rain Tool
small progress (if u can call it that) on anim research, Im focusing on Motion Kits (Graph animation, default motions -> idle, walk, turn, etc. controller based motions - a bit different to actual movie or sequence based animation, & streamable keyframe anim blocks - however these gmk motions / ...
- Thu Dec 28, 2017 4:39 am
- Forum: Game specific tools
- Topic: Heavy Rain Tool
- Replies: 41
- Views: 35696
Re: Heavy Rain Tool
all with properly linked & referenced textures -> unlike dumperTool on facepunch. I always knew that it will be easy to read storyboards and then link everything from it. Actually my goal was to find out, was it possible to dump models and textures without that. Also I've been asked to get char...
- Wed Dec 27, 2017 5:32 pm
- Forum: Game specific tools
- Topic: Heavy Rain Tool
- Replies: 41
- Views: 35696
Re: Heavy Rain Tool
Making Progress ! Can now pick any Scene from Storyboard, and get the initial initialization lua scripts & vars for that Scene as well as the AREA (init + geom) Catalog, so in theory can effectively load a level and its mesh collection (all with properly linked & referenced textures -> unlik...
- Mon Dec 25, 2017 6:35 pm
- Forum: Game specific tools
- Topic: Heavy Rain Tool
- Replies: 41
- Views: 35696
Re: Heavy Rain Tool - Storyboard Structure
Regarding Storyboard Structure:- Storyboard = Play Order of Scenes / Levels, from start to finish.. or at least suppose to be. I am having issues here, as there is meant to be 2x storyboards: Development + Production, the latter being the actual. But there are multiple storyboards in multiple files,...
- Mon Dec 25, 2017 4:31 pm
- Forum: Game specific tools
- Topic: Heavy Rain Tool
- Replies: 41
- Views: 35696
Re: Heavy Rain Tool - Data File Linking
Regarding file linking :- Sorry bit much to look at, but see notes below : https://i.imgur.com/w6hgOrL.png -------------------------- 1. (Bottom) *BigFile.sdat Container List - Lists all individual Data Containers or segments. They give offset + BigFile location + a unique FileID (ID). (some of the...
- Mon Dec 25, 2017 4:10 pm
- Forum: Game specific tools
- Topic: Heavy Rain Tool
- Replies: 41
- Views: 35696
Re: Heavy Rain Tool
In an attempt to get things moving, and take advantage of holidays and time off from real work :P One of main challenges is linking everything together, after that,everything else falls into place and makes further research a little easier. here are some of my findings, if it helps. My main issue is...
- Sun Dec 24, 2017 8:44 am
- Forum: Holy Cow!
- Topic: how to find out what kind of encryption is this?
- Replies: 15
- Views: 11107
Re: how to find out what kind of encryption is this?
Can u maybe rather post the Hex dump or ideally zip up or post somewhere the binary file
- Thu Dec 21, 2017 7:55 pm
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37250
Re: Havok binary files
In meanwhile, i came across this hkx2xml converter. https://github.com/Dexesttp/hkxpack . it looks promising. Iiirc its easier and there are couple of tools to convert raw HKxmlTagFile to a couple of formats. Still trying to fix up volfins awesome project. (its just a matter of few extra trash/paddi...
- Sat Dec 16, 2017 8:37 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37250
Re: Havok binary files
After all this time I'm also trying to get some newer formats of HKX working. Right now, Volfin's hkt2smd is crashing because newer formats report that for a variable used in the code, there is over 1.5 billion elements in an array (AKA way too much to work with), and I'm not sure how to go about p...
- Sat Dec 16, 2017 6:53 am
- Forum: Game specific tools
- Topic: Heavy Rain Tool
- Replies: 41
- Views: 35696
Re: Heavy Rain Tool
@ MushroomLT How far are u planning to go with this, and if i contribute code can it be in either c#, python or php which is preferred, while i can read java, its not my first language. Can i stick to my animation research, ive already mapped out most of system and the MotionGraph rigging + default ...
