Search found 452 matches

by volfin
Sat Dec 17, 2016 7:21 pm
Forum: Graphic file formats
Topic: Hitman 2016 textures
Replies: 68
Views: 24752

Re: Hitman 2016 textures

Don't know how I missed that UV format, but in any case, I added it. :keke: Also while poking around, I realized that the Destructible models were packaged together with all their debris in one mesh. I figured out how to designate all the parts with materials: Awesome! There's still the matter of m...
by volfin
Sat Dec 17, 2016 6:57 pm
Forum: Graphic file formats
Topic: Hitman 2016 textures
Replies: 68
Views: 24752

Re: Hitman 2016 textures

Huge thanks for the tool, Volfin. In my testing heads, bodies and clothing use correct uvs. There are some examples where I encountered problems though (all from chunk0) Buildings (0000000000006979.dat) - https://i.imgur.com/zLLoKkD.jpg Hair (000000000001e6f6,dat) - https://i.imgur.com/G2Z2IAW.jpg ...
by volfin
Sat Dec 17, 2016 2:45 am
Forum: Graphic file formats
Topic: Hitman 2016 textures
Replies: 68
Views: 24752

Re: Hitman 2016 textures

I was able to find the filename from the picture, and locate the file in chunk0. Don't know how I missed that UV format, but in any case, I added it. :keke: Also while poking around, I realized that the Destructible models were packaged together with all their debris in one mesh. I figured out how t...
by volfin
Fri Dec 16, 2016 6:44 pm
Forum: Graphic file formats
Topic: Hitman 2016 textures
Replies: 68
Views: 24752

Re: Hitman 2016 textures

Sorry for the late reply, I don't really use blender so I had to figure out how to view UV's in it. UV Issues. Model: https://i.imgur.com/7xSzx75.png UV's: https://i.imgur.com/AXXJdoQ.png I was wondering, if you could port this to executable so that it converts to FBX/OBJ Or write a version for Max...
by volfin
Fri Dec 16, 2016 8:11 am
Forum: Graphic file formats
Topic: Hitman 2016 textures
Replies: 68
Views: 24752

Re: Hitman 2016 textures

Models are loading fine. Few problems/issues I've come across. - UV's are broken sometimes (that's usually a given with RE'd models) - LOD model issues. (Nobody will probably use the LOD meshes, so i'm not sure if there is a way to ignore this upon import) - Sub object scaling issues. Other than th...
by volfin
Thu Dec 15, 2016 8:26 pm
Forum: Graphic file formats
Topic: Hitman 2016 textures
Replies: 68
Views: 24752

Re: Hitman 2016 textures

And finally I finished the model importer for Blender (2.63 or above). Same as pretty much all my importers. if you need to know how to install, see my previous tutorial here: http://forum.xentax.com/viewtopic.php?p=103131#p103131 Model files are generally in the "PRIM" folder, and have th...
by volfin
Thu Dec 15, 2016 6:33 pm
Forum: Game Archive
Topic: Dishonored2 (.bimage7)
Replies: 86
Views: 34738

Re: Dishonored2 (.bimage7)

I'm not sure what that means. I can't help if you don't give me the name and location of the file you are having problems with. Edit: after more thought, I think I know what the problem is. let me guess, by "big pixels", you mean the textures look something like this? http://i.imgur.com/qw...
by volfin
Wed Dec 14, 2016 7:30 pm
Forum: 3D/2D models
Topic: Watch Dogs XBG models
Replies: 158
Views: 68323

Re: Watch Dogs XBG models

Wobble wrote:Yep, it changed. :)
Bah then I don't know why those idiots are trying to do model swaps. It's like trying to do a heart transplant and you don't have the right heart yet. I will add this to my ever growing list of importers to do. Hopefully someone will beat me to it.
by volfin
Wed Dec 14, 2016 7:20 pm
Forum: Game Archive
Topic: Dishonored2 (.bimage7)
Replies: 86
Views: 34738

Re: Dishonored2 (.bimage7)

you can't just drag and drop a file on it. It's a command line tool. Also you shouldn't be dropping Mip0 files on it even if it was. only bimage7 files. it detects and uses Mip0 automatically if applicable. if you run it on the command line, you'd see the usage information: http://i.imgur.com/BWYQnv...
by volfin
Wed Dec 14, 2016 1:37 am
Forum: 3D/2D models
Topic: Watch Dogs XBG models
Replies: 158
Views: 68323

Re: Watch Dogs XBG models

dude, just read the other thread, then you would get the answers you seek. obviously they wouldn't be replacing models if the format wasn't the same.
by volfin
Tue Dec 13, 2016 5:46 pm
Forum: 3D/2D models
Topic: Watch Dogs XBG models
Replies: 158
Views: 68323

Re: Watch Dogs XBG models

Lord Vaako wrote:is Watch Dogs 2 XBG format the same? does blender script work? I can't check it myself yet.
I guess you missed this thread, they are way past worrying about model format, and working on replacing models.
viewtopic.php?f=10&t=15567
by volfin
Mon Dec 12, 2016 8:36 pm
Forum: Graphic file formats
Topic: Dishonored 2 models and textures
Replies: 82
Views: 45452

Re: Dishonored 2 models and textures

I was wrong about the high poly heads, they were just in an odd location. I updated the above post to explain how to find them.
by volfin
Mon Dec 12, 2016 6:23 pm
Forum: Game Archive
Topic: Dishonored2 (.bimage7)
Replies: 86
Views: 34738

Re: Dishonored2 (.bimage7)

p.s. for those interested I released first revision of my Dishonored model importer for blender here: viewtopic.php?p=124978#p124978
by volfin
Mon Dec 12, 2016 4:10 am
Forum: Graphic file formats
Topic: Dishonored 2 models and textures
Replies: 82
Views: 45452

Re: Dishonored 2 models and textures

Ok, the model importer is functional, so I'll release. but there's a lot of caveats: A) No skeleton or bone weight support at this time. (I am having trouble working out the weighting part). B) Solved C) models are broken up into a lot of parts, and positions aren't stored in the model files (uncert...
by volfin
Sun Dec 11, 2016 12:06 am
Forum: Graphic file formats
Topic: Dishonored 2 models and textures
Replies: 82
Views: 45452

Re: Dishonored 2 models and textures

I've made good progress figuring out the model format.

Image

There's still some sections I haven't figured out, I believe they are normals and bone weights, but they are being mysterious. Also haven't looked at the skeleton yet, it's in a separate file. I'll keep at it.