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- Wed Oct 06, 2021 2:06 pm
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
Hi Tushkan, do you remember asset packaging differences between files in this event and files in newer versions? Yes. They changed meta header. Everything else is identical AFAIR. Metadata header needs to be parsed the old way for current parser to be able to parse Chimera files. I do have old code...
- Tue Aug 03, 2021 6:06 pm
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
- Wed Jul 28, 2021 8:51 pm
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
sorry random quote so you (hopefully) get a notif a few UV maps seem to be incorrect in places, noticed it on a submesh of Thunderbird and Thermite so far Script has a vertices reordering routine plus there is a verification step in blender that removes stray vertices (there are strange verts in so...
- Thu Jul 08, 2021 6:44 pm
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
Which preview? Windows preview? If sow than it's most likely because of black alpha channel (it is used for things other than transparency in game because heads are not transparent). RGB channels still contain data you expect.
- Thu Jul 08, 2021 10:35 am
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
I know its been months (sorry), lemme know If there is aldready one, but I made a github repository. If anyone has found any bugs or wants to improve the code that was originally on dropbox please Pull Requst https://github.com/darthnithin/R6-Unpacker Lol, I just made my own repo a month ago ))). I...
- Wed Jun 30, 2021 11:59 am
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
settings.EXPORT is a remnant of my initial research. It was used to initially dump raw data while I was reversing forges. It is not used in dump scripts. Scripts dump stuff next to themselves to keep it more or less in one place. You can't unpack forges that are pre Breakout event because this is ro...
- Sun May 30, 2021 1:14 pm
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
Texture scale and rotation are nested inside asset file. I honestly doubt I'm ever going to reverse those because there is no fixed-size structure to it with branching node trees. It's too tedious to reverse manually, best way is to attach to game process, halt it mid forge read, detect code that is...
- Sat May 29, 2021 1:28 am
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
Mix RGB should not alter textures in any particular way. However, there are things to account for, for example, many render passes get treated as if they are a beauty channel that needs color management. So blender might apply filmic profile to normal map, basically squishing it's vectors and possib...
- Thu May 27, 2021 12:47 am
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
I'm pretty sure it's the Y (green) that needs to be flipped when converting between opengl and dx also blue is completely lost so you either need to recalculate it, flip it or fill it with white/1 Your assumption about Y axis is correct. DX has it's upper left corner as zero, while GL has it's lowe...
- Fri Apr 23, 2021 2:28 pm
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
- Fri Apr 23, 2021 1:21 am
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
Damn, looks like I really have to fix some of those, too many people are stumbling on same issues way too often...
- Wed Mar 24, 2021 1:09 pm
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
Sorry, that's my monkey patching that I forgot to remove. I used it to skip data redumping while I was debugging shader dump. Just cut those returns out and function should proceed as intended. I probably should fix it in my "release" archive too. As on UID list, I think it's worth integra...
- Thu Mar 18, 2021 2:49 pm
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
Right now there are only character UIDs published here. So you'll have to dig those yourself. But you can share them when you find em )
- Mon Mar 15, 2021 12:00 pm
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
Custard , unless someone provides an info on how game normals are packed in general (or, better yet, for Anvil Next in particular) I see now way of fixing it. All I can do right now is guesstimate which isn't very efficent. About that shadow bug - what you see is also known as a shadow terminator i...
- Thu Mar 04, 2021 12:44 am
- Forum: 3D/2D models
- Topic: 2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools
- Replies: 580
- Views: 129172
Re: Rainbow Six: Siege Models Thread
Custard , I've updated the archive. dump_assets.py now also creates a 'shaders' folder and dumps shaders there. Each shader entry has vertex shader, fragment shader and a linkage table. I dump shaders code in separate txt files and I aslo dump linkage table as a raw data. I don't want to waste time...
