Search found 103 matches
- 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.
- 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
- 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,...
- 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.
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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.
I've updated the script with such block. It will spit out the error message and continue running.
