Search found 103 matches

by Tushkan
Sun Jan 31, 2021 11:57 am
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

Each buildTable (asset) file has shaders stored in it. Like, plain hlsl text. I could make script dump those so we don't have to guess how they work.
by Tushkan
Thu Jan 28, 2021 4:23 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

buildDDS fails to find it's executables for texture conversion. Make sure you've downloaded those (links in README.md) and set their path in r6s/settings.py
by Tushkan
Mon Jan 25, 2021 5:58 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

ravenov welp, https://www.youtube.com/watch?v=dvUvC_5dnZ4 for now. I'm trying to dig up stuff to completely deserialize buildTables (assets). I don't know when I'm going to fix those normals. I'm pretty sure anyone could poke some more experienced rippers to take a look at how my algo unpacks them,...
by Tushkan
Wed Jan 20, 2021 3:50 am
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

Better go with new posts so I don't have to crawl across the whole thread. Just try to dump those in batches and not 1-by-1.
by Tushkan
Wed Jan 20, 2021 12:49 am
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

gap55 I'm pretty sure you downloaded ultra textures pack and didn't force the cache to generate again ) This cache is built by scanning all forges and getting basic data about files from them. You generated it before downloading ultra textures so script doesn't have any info about new files. Rebuil...
by Tushkan
Tue Jan 19, 2021 7:50 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

floxray my normals reconstruction is a guestimate. I'm not sure whether it's correct, suffice to say it more or less works on stuff. My import script does the following: 1. build triangles. 2. make them smooth shaded 3. apply custom normals It does not merge vertices. It's a bad idea because game e...
by Tushkan
Sat Jan 16, 2021 8:20 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

JakeMiles there is no complete shader for eyes. I could actually try to dump shaders code and reverse from there. Will give it a try later. But most importantly, I want to point out that you should no use 63295959345.png in your eye shader (the one that looks like a black-reddish-white radial gradi...
by Tushkan
Sat Jan 16, 2021 11:09 am
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

There is no way rn to easily locate specific assets. You either have to wait till people find those uids or search for them yourself.
by Tushkan
Thu Jan 14, 2021 8:41 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

I'll start from texture mapping. 1. Diffuse. That one is obvious. 2. normal This normal contains only x and y values for normal. I suppose they drip z value to save space. My example shader restores it back, use it. 3. Masks. Those look like material masks. Basically control sgader mixing. 4. Pbr Th...
by Tushkan
Thu Jan 14, 2021 4:00 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

Test server is basically what the name says. It's a WIP snapshot that is used to test new features before release. It has newest assets if those are intended. You can dig it but while we don't have any means of identifying assets it won't be of much use unless you're ready to check all 100gb worth o...
by Tushkan
Wed Jan 13, 2021 4:08 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

Skeleton is stored inside an asset file (turns out it's actually called a BuildTable). The folder you have created by dump_asset has it's name as a long number. That's actually an asset's UID. You can dump it using that uid (you'll have to write your script, I did not include one for that). I'm stil...
by Tushkan
Wed Jan 13, 2021 3:17 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

Try not to check for that specific magic, but rather collect all possible magics. Create a set() and add to it all magics you find. Pdeudocode: magics = set() with r6s.forge.parse(your_forge) as f: magics = magics | set(x.file_type for x in f.names) print(magics) Chances are they have another contai...
by Tushkan
Wed Jan 13, 2021 8:31 am
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

Python by default prints integers as decimals. If you convert 947309791 to hex, you will get 0x3876ccdf. Add this value to r6s/tex.py into a list in is_texture() function (you can actually add even a decimal, it will work exactly the same) and try dumping some character or gun asset. It should dump ...
by Tushkan
Wed Jan 13, 2021 2:06 am
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

You can buy where ever suits you. I'd suggest to wait for sales, siege often goes for sale with up to 75% discount on some versions. I'd also suggest you to buy not the cheapest one so you don't have to grind to open all operators. And yes, operators are only locked in-game, yet all resources are av...
by Tushkan
Wed Jan 13, 2021 12:30 am
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 456
Views: 56030

Re: Rainbow Six: Siege Models Thread

Your script is perfectly fine. It's an issue with my code. Some meshes aren't deserialized properly and lead to an exception. Can be avoided by using try-catch block.
I've updated the script with such block. It will spit out the error message and continue running.