Join also our Discord channel! Click here.

Blacksmith - an Assassin's Creed: Odyssey extraction tool

The Original Forum. Game archives, full of resources. How to open them? Get help here.
Post Reply
User avatar
pineapples721
advanced
Posts: 58
Joined: Tue Sep 05, 2017 6:39 pm
Has thanked: 2 times
Been thanked: 60 times
Contact:

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by pineapples721 » Sat Feb 23, 2019 8:20 pm

How do they look?
Image
Image
Yes, I know that the model is shaded incorrectly. I am unsure of how to fix this.

Sovereign
n00b
Posts: 11
Joined: Tue Feb 19, 2019 5:39 am
Has thanked: 6 times
Been thanked: 1 time

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by Sovereign » Sat Feb 23, 2019 8:32 pm

I would focus on exporting geometry over correct texture previewing, but that's my opinion and the decision's up to you.

Ezekiel
beginner
Posts: 37
Joined: Sun Jan 24, 2016 9:18 pm
Has thanked: 45 times

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by Ezekiel » Sat Feb 23, 2019 9:01 pm

Already working on model support,
...excited for this :]

cire992
beginner
Posts: 31
Joined: Sun May 02, 2010 4:39 am

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by cire992 » Sun Feb 24, 2019 8:45 pm

Man, there really is no stopping you. Fantastic work, you ROCK. So much so that you earned a terrible pun.

dudu2019
ultra-n00b
Posts: 8
Joined: Mon Feb 18, 2019 4:07 am

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by dudu2019 » Mon Feb 25, 2019 6:25 pm

Can you show me the fregment shader of your model?
You can check vertex color and normal vector first.
I think you can use simplest shader to just display diffuse and normal map, because AC's shading is very complex(it is a PBR material, skin or hair shading is more complex).

You need more time to render model as it looks as game.

dudu2019
ultra-n00b
Posts: 8
Joined: Mon Feb 18, 2019 4:07 am

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by dudu2019 » Tue Feb 26, 2019 2:25 pm

Many DiffuseMap can't display correctly, when I click it, it will pop a dialog:
"Texture failed to convert to PNG. Alternatively, you can right-click the TEXture_MAP node, select "Texture > Save as DDS ''


When I Save it as dds, there are many noise point in it.
You can try "DataPC_ACE_Egypt.forge" >> "CE_U_Juno_Anubis_Hand_DiffuseMap".

dudu2019
ultra-n00b
Posts: 8
Joined: Mon Feb 18, 2019 4:07 am

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by dudu2019 » Wed Feb 27, 2019 4:28 am

Environment Mesh(such as Olive Tree) seems can't be extracted correctly.
I used the maxscript in page 1, It works well on Character model, but when I import environment mesh in 3ds max, it just show me disorderly triangles.
You can try this mesh of AC: Origins:

DataPC_ACE_Egypt.forge >>>> BIO_VEG_OliveTree_Med_01_LOD0

User avatar
pineapples721
advanced
Posts: 58
Joined: Tue Sep 05, 2017 6:39 pm
Has thanked: 2 times
Been thanked: 60 times
Contact:

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by pineapples721 » Wed Feb 27, 2019 10:07 pm

Announcement:

Version 1.4 is in development, and will release on or before March 10, 2019. Some changes to look for:
- Find feature with Regex and wildcard support
- ** Partial Origins 3D model support (exporting too!)
- texture extraction and exporting fixes
- better 3D Viewer
- support for more Resource Types
- bug fixes and UI improvements

** Note: Partial does not mean full support. Blacksmith will not be able to load every model. I intend to support at least vegetation, clothes, animals, weapons, and statues.

cire992
beginner
Posts: 31
Joined: Sun May 02, 2010 4:39 am

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by cire992 » Thu Feb 28, 2019 1:52 am

Sounds good, looking forward to it. :)

jjj
ultra-n00b
Posts: 2
Joined: Sat Mar 02, 2019 11:44 pm

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by jjj » Sun Mar 03, 2019 12:05 am

This is fantastic work, thank you! I've been using it to extract textures and compare them to the ones intercepted by Resorep. I've noticed a few things that might be helpful for you. For the TEXTURE_MAP type, the TopMip structure in ExtractTextureMap should have Height first like the DDS format. They're also not strictly dimensions. Many of them are scaled up by a factor of 2 or 4, and often just correcting the width and height in the output DDS is enough to fix them. I thought the scale factor would be determined by the DXTType, but I haven't found any definite patterns. Also, the _TopMip_* entries at least have an extra 8 bytes at the end that aren't image data.

User avatar
pineapples721
advanced
Posts: 58
Joined: Tue Sep 05, 2017 6:39 pm
Has thanked: 2 times
Been thanked: 60 times
Contact:

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by pineapples721 » Mon Mar 04, 2019 6:25 am

jjj wrote:
Sun Mar 03, 2019 12:05 am
This is fantastic work, thank you! I've been using it to extract textures and compare them to the ones intercepted by Resorep. I've noticed a few things that might be helpful for you. For the TEXTURE_MAP type, the TopMip structure in ExtractTextureMap should have Height first like the DDS format. They're also not strictly dimensions. Many of them are scaled up by a factor of 2 or 4, and often just correcting the width and height in the output DDS is enough to fix them. I thought the scale factor would be determined by the DXTType, but I haven't found any definite patterns. Also, the _TopMip_* entries at least have an extra 8 bytes at the end that aren't image data.
Hey, thanks for the info. I will update the TEXTURE_MAP code for Version 1.4. The last 8 bytes that you mention is probably a file ID (int64).

User avatar
pineapples721
advanced
Posts: 58
Joined: Tue Sep 05, 2017 6:39 pm
Has thanked: 2 times
Been thanked: 60 times
Contact:

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by pineapples721 » Mon Mar 04, 2019 6:35 am

Update:
Version 1.4 should be ready by Wednesday (3/6/2019) or Thursday (3/7/2019). Model support is coming along well, so far. You guys are in for a treat.

Ezekiel
beginner
Posts: 37
Joined: Sun Jan 24, 2016 9:18 pm
Has thanked: 45 times

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by Ezekiel » Mon Mar 04, 2019 12:29 pm

I am thrilled, wonder will you make more tools in future.

Sovereign
n00b
Posts: 11
Joined: Tue Feb 19, 2019 5:39 am
Has thanked: 6 times
Been thanked: 1 time

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by Sovereign » Mon Mar 04, 2019 3:08 pm

Now I have to decide which version of Kassandra I want to make first--an authentic one or this zany notion of a sci-fi twist that (on paper) mimics almost everything about her from the game including Ikaros (now Integrated Kinetic Attack Remote Operated System).

User avatar
pineapples721
advanced
Posts: 58
Joined: Tue Sep 05, 2017 6:39 pm
Has thanked: 2 times
Been thanked: 60 times
Contact:

Re: Blacksmith - an Assassin's Creed: Odyssey extraction tool

Post by pineapples721 » Mon Mar 04, 2019 4:07 pm

Ezekiel wrote:
Mon Mar 04, 2019 12:29 pm
I am thrilled, wonder will you make more tools in future.
I could make more tools. Do you have any suggestions?

Post Reply