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by MaZTeR
Sun Feb 09, 2020 7:27 pm
Forum: 3D/2D models
Topic: Havok 3ds max/Noesis importer/exporter plugins
Replies: 68
Views: 6722

Re: Havok 3ds max/Noesis importer/exporter plugins

Please tell me this works with Dead Space 1-3

Edit: Damnit, I knew it wouldn't work.
I forgot that hkx format in Dead Space series only stores collision data so even if this worked, it'd be useless for me.
by MaZTeR
Sun Feb 09, 2020 7:22 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 96
Views: 10155

Re: Rainbow Six: Siege Models Thread

Tushkan wrote:
Sat Feb 08, 2020 3:35 am
As I said previously, I am planning to share my tools. Only problem is they are going to require some skills from a person using it. It's python based and it's tailored towards scripted execution i.e. there is no gui.
Alright, well, have to see how complicated they are to use once they're public.
by MaZTeR
Sat Feb 08, 2020 2:03 am
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 96
Views: 10155

Re: Rainbow Six: Siege Models Thread

It seems you people are getting results, but is there a chance the tools can be made public at some point? Also, is that Noesis texture script ready?
by MaZTeR
Sun Feb 02, 2020 12:41 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 96
Views: 10155

Re: Rainbow Six: Siege Models Thread

Fml... All this time I was wondering where do they keep strings to identify models. Turns out they where stored in metadata header which I was mindlessly skipping in meshes. And same goes for texture data. Yes, Ronininja, I do plan on releasing it. However, it's not going to be a tidy and easy to u...
by MaZTeR
Sat Jan 25, 2020 9:11 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 96
Views: 10155

Re: Rainbow Six: Siege Models Thread

Oh, yeah, about your question. At this stage I can export all meshes, all textures, but there are literally tons of them. I can also sort them into folders containing the stuff that is linked into one asset. I still can't get the skeletons linked to those assets though. Wait, so you can get everyth...
by MaZTeR
Wed Jan 08, 2020 9:00 pm
Forum: 3D/2D models
Topic: I need help when extracting a Call Of Duty: Modern Warfare 2019 modeling
Replies: 6
Views: 1164

Re: I need help when extracting a Call Of Duty: Modern Warfare 2019 modeling

Can confirm that Greyhound succesfully works with Modern Warfare 2019 as of 8.1.2019

However, I can't get facial animations because some character models like Mara use blend shapesa and I don't know where they are stored.
by MaZTeR
Wed Dec 25, 2019 11:28 pm
Forum: 3D/2D models
Topic: [Tutorial/3D Max only] How to extract models from Dead Space 1-3
Replies: 1
Views: 133

[Tutorial/3D Max only] How to extract models from Dead Space 1-3

To save your time, this tutorial works ONLY on 3D Max . Not Blender, not anything else. So if you came looking for something else, then sorry but this won't help you. Yeah so, I got tired of people asking me every now and then how I got access to the models from the main Dead Space games, so I figu...
by MaZTeR
Thu Sep 26, 2019 8:41 pm
Forum: Game Archive
Topic: ARchive_neXt
Replies: 829
Views: 183766

Re: ARchive_neXt

Impossible? It supports Wildlands and Breakpoint's engine is pretty much a port of the former
by MaZTeR
Sun Sep 15, 2019 2:28 pm
Forum: Game Archive
Topic: ARchive_neXt
Replies: 829
Views: 183766

Re: ARchive_neXt

Will this get Ghost Recon: Breakpoint support?
by MaZTeR
Sat Sep 07, 2019 7:38 pm
Forum: 3D/2D models
Topic: Ghost Recon: Breakpoint Models
Replies: 0
Views: 297

Ghost Recon: Breakpoint Models

The closed beta is now live and open beta coming in a couple of weeks so I was wondering if Anvil or that tool daemon1 made for Wildlands would support Breakpoint at any point. Interested in getting Nomad and John Bernthal's Cole Walker out of the game.
by MaZTeR
Thu Dec 06, 2018 5:50 pm
Forum: 3D/2D models
Topic: Ghost Recon Wildlands
Replies: 84
Views: 6844

Re: Ghost Recon Wildlands

Any idea what skeleton the object "CP_Head_ShortBeard" is supposed to use? I've tried the head skeleton of the model I'm trying to get, as well as the combinations of that and Main Skeleton, the head skeleton + skeleton "CP_Male_Beard" and finally the head skeleton + skeleton "CP_Male_Beard" and sk...
by MaZTeR
Wed Dec 05, 2018 1:35 pm
Forum: 3D/2D models
Topic: Ghost Recon Wildlands
Replies: 84
Views: 6844

Re: Ghost Recon Wildlands

Any idea what skeleton the object "CP_Head_ShortBeard" is supposed to use? I've tried the head skeleton of the model I'm trying to get, as well as the combinations of that and Main Skeleton, the head skeleton + skeleton "CP_Male_Beard" and finally the head skeleton + skeleton "CP_Male_Beard" and ske...
by MaZTeR
Fri Nov 02, 2018 11:36 am
Forum: Game Archive
Topic: ARchive_neXt
Replies: 829
Views: 183766

Re: ARchive_neXt

By the way, how did you get export Antonio's wife's skeleton with her mesh's skin information intact? I don't know what you're talking about. I have not encountered any problems. What kind of error are you getting? Error? I've not received any errors, just that the models exported do not have skins...
by MaZTeR
Fri Nov 02, 2018 12:43 am
Forum: Game Archive
Topic: ARchive_neXt
Replies: 829
Views: 183766

Re: ARchive_neXt

Would it be possible if the mipmap textures would be extractable for GR: Wildlands? I would be very greatful for that. I understand there's not much of a difference. Normal FCP_Head_Cau_NinaP_DiffuseMap (43.846 bayt) https://i.imgur.com/VmjlrcO.png FCP_Head_Cau_NinaP_DiffuseMap_Mip0 (524.318 bayt) ...
by MaZTeR
Mon Oct 29, 2018 2:00 pm
Forum: 3D/2D models
Topic: Ghost Recon Wildlands
Replies: 84
Views: 6844

Re: Ghost Recon Wildlands

I found out something about the weapons: It seems that the weapons labeled with the beginning "W_" inside DataPC archive are the LOD models found in the game, which use lower detail versions of the standard models. Some attachments also are "sliced", so they dont even have the full models. The ones ...