Deus EX: Mankind Divided .archive

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MiRiKan
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Deus EX: Mankind Divided .archive

Post by MiRiKan » Wed Aug 24, 2016 8:58 am

They look contains many files of it.
And looking little big complex.

Here is some sample file: https://www.sendspace.com/file/bjfhu8
I'm checking it now... But, Is there anyone who can figure it out?

Code: Select all

char ARCH[4];
uint useless; //Nothing
uint files;
uint unk;
Unit id; //Not confirmed
uint unk;
for(int i = 0; i < files; i++) {
//DATA with 4 chars;
//BILR, BIN1, FSB5, SBSF, etc
//All data are headed to 
//char NAME[4];
//uint unk;
//uint unk;
//uint af;
//uint id;
//uint unk;
}
Team.SM, Make Koren Translations for Games.

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Re: Deus EX: Mankind Divided .archive

Post by aspadm » Fri Sep 09, 2016 7:32 pm

MiRiKan wrote: Here is some sample file: https://www.sendspace.com/file/bjfhu8
I'm checking it now... But, Is there anyone who can figure it out?
There http://aluigi.altervista.org/bms/deus_e ... ivided.bms new QuickBMS script by Luigi Auriemma.
I try to unpack - you can see results there: https://yadi.sk/d/XrdZqQcauxCKH

There are 8 .bil files and 13 .sbs(about 8-9MB each).

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Re: Deus EX: Mankind Divided .archive

Post by volfin » Sun Oct 02, 2016 10:49 pm

Here's version 1.0 of my Deus Ex:MD Texture converter. (Based on Hitman 2016 converter, as Deus Ex uses a modified Glacier Engine, same engine Hitman uses).

Textures are in *.vap files. Not all *.vap files are textures, and it will skip over non-texture *vap files.

If you find it reports any formats not supported, or skips a *.vap that is actually a texture, please let me know with a sample.
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Re: Deus EX: Mankind Divided .archive

Post by Frozik » Mon Oct 03, 2016 6:17 pm

And what about 3D models? Is there any way to extract them?

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Re: Deus EX: Mankind Divided .archive

Post by volfin » Mon Oct 03, 2016 9:43 pm

Frozik wrote:And what about 3D models? Is there any way to extract them?
I'm working on that, will be a bit.

As with textures, it shares some similarity to Hitman 2016. So i'm working on Hitman atm, and will then convert that work for Deus Ex.
Deus Ex is harder to work with, as we don't have a nice folder tree of file types like we have with Hitman. it's hard to find the different file types.

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Re: Deus EX: Mankind Divided .archive

Post by volfin » Mon Dec 26, 2016 2:02 am

Ok, here's the initial release of my Deus Ex:MD model importer for Blender.

This so far works on models I've found, but I'm sure there's probably some It doesn't work on. So let me know what you find. :)

The importer is for Blender 2.63 and above, and if you need to know how to install, see my previous tutorial here:
viewtopic.php?p=103131#p103131

Enjoy.

New version below.
Last edited by volfin on Wed Jan 04, 2017 12:57 am, edited 1 time in total.

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Re: Deus EX: Mankind Divided .archive

Post by volfin » Mon Dec 26, 2016 2:02 am

-------------------------------------------------------------------------------------------------------

Bonus: because the QuickBMS script doesn't really name files well, it's very hard to tell what is a model and what isn't. So I have created a search tool that will scan files and create a list of name for those files that the contents seem very likely to be models.

Image

Using it is pretty easy, just point the Search Folder at where you have extracted the files, and Press "Search". You can double click a file to open it in 010 Editor (if you have that), or you can copy entries to clipboard for pasting elsewhere. Can sort by file path or file size. Requires .Net 4.5

Enjoy
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Re: Deus EX: Mankind Divided .archive

Post by U2LN » Wed Dec 28, 2016 9:26 am

Forgive my ignorance, but how do you open the .bil files?

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Re: Deus EX: Mankind Divided .archive

Post by volfin » Thu Dec 29, 2016 1:14 am

U2LN wrote:Forgive my ignorance, but how do you open the .bil files?
Not sure there is a way. Those seem to contain some kind of text, so I haven't really looked at them. I am mostly interested in textures and models.

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Re: Deus EX: Mankind Divided .archive

Post by U2LN » Thu Dec 29, 2016 4:18 am

volfin wrote:
U2LN wrote:Forgive my ignorance, but how do you open the .bil files?
Not sure there is a way. Those seem to contain some kind of text, so I haven't really looked at them. I am mostly interested in textures and models.
Oh I thought the models and textures were located in the .bil files. My bad.

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Re: Deus EX: Mankind Divided .archive

Post by volfin » Wed Jan 04, 2017 12:59 am

New version of the blender plugin here. I vastly improved the UV detection, and models that have two sets of UV coordinates, both are imported to blender. I expect there are still a few UV formats I've not found yet, so if you see corrupted UVs, let me know.

Enjoy.

Edit: new version here: viewtopic.php?p=125940#p125940
Last edited by volfin on Mon Jan 09, 2017 5:03 am, edited 1 time in total.

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Re: Deus EX: Mankind Divided .archive

Post by dantesai » Thu Jan 05, 2017 11:28 am

great work :D

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Deus EX: Mankind Divided .archive

Post by FozeSt » Thu Jan 05, 2017 7:17 pm

Can not unpack Game.layer.1.all.archive
This is a screenshot of the QiuckBMS
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Re: Deus EX: Mankind Divided .archive

Post by U2LN » Sun Jan 08, 2017 8:28 am

Hey I don't have this game, but if y'all come across Alex Vega or Adam Jensen, can you let me know?

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Re: Deus EX: Mankind Divided .archive

Post by aspadm » Sun Jan 08, 2017 6:06 pm

U2LN wrote:Hey I don't have this game, but if y'all come across Alex Vega or Adam Jensen, can you let me know?
I found only his robo-legs (:

There small script to import big portion of 3d models. I already look to 20 of 80 thousands .dat files, what I unpack
You must install Volfin's addon to use it

Code: Select all

import os, sys, bpy, import_DeusExMD

k = 1 # Number portion of files
ksize = 1000 # Size of portion (files)
dirname = "C:/your_path" # Path to .dat files

z = os.listdir(dirname)
for i in range((k-1)*ksize,k*ksize):
    try:
        path = dirname + "/" + z[i]
        print(path)
        try:
            import_DeusExMD.import_DeusExMD(path, bpy.context,True,True,False,True,1.0)
        except:
            pass
    except:
        pass

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