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(PC) Dead Spece 2 (.dat)

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Gamma256
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Re: (PC) Dead Spece 2 (.dat)

Post by Gamma256 » Sat Mar 05, 2011 12:08 am

Aliensoldier wrote:If it's possible to upack files from Servered, could somebody upload Lexine, please? : :]
I know she is in the normal archives of Dead Space 2 too, but she has no head there and I think it's a really very old model :(
Image
This is all I got from the normal archives of DS2. Never hurts to do some blind modding and repacking.

sirew
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Re: (PC) Dead Spece 2 (.dat)

Post by sirew » Sat Mar 05, 2011 2:49 am

Wow,awesome,good job

Gamma256
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Re: (PC) Dead Spece 2 (.dat)

Post by Gamma256 » Sat Mar 05, 2011 2:58 am

sirew wrote:Wow,awesome,good job
She still needs an acutal hair texture. Right now it's not going right. I'll put it up sometime for dl.....when I finish nightflairs request.....

sirew
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Re: (PC) Dead Spece 2 (.dat)

Post by sirew » Sat Mar 05, 2011 3:08 am

So it's not finish yet :D, but it's ok for me, because, you're just a step closer to finish,

Aliensoldier
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Re: (PC) Dead Spece 2 (.dat)

Post by Aliensoldier » Sat Mar 05, 2011 5:18 pm

Gamma256 wrote:
Aliensoldier wrote:If it's possible to upack files from Servered, could somebody upload Lexine, please? : :]
I know she is in the normal archives of Dead Space 2 too, but she has no head there and I think it's a really very old model :(
Image
This is all I got from the normal archives of DS2. Never hurts to do some blind modding and repacking.
Wow, nice job! How did you get the textures? Here's my version:
Image

I just used what the unfinished TG4D-concerter gave me, also the UV-coordinates were incorrect.
Well, I think you're one looks better :D but how did you get the textures and here head?
I guess TexMod would not work, right?

nightFlarer
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Re: (PC) Dead Spece 2 (.dat)

Post by nightFlarer » Sat Mar 05, 2011 11:28 pm

Aliensoldier wrote:
Gamma256 wrote:
Aliensoldier wrote:If it's possible to upack files from Servered, could somebody upload Lexine, please? : :]
I know she is in the normal archives of Dead Space 2 too, but she has no head there and I think it's a really very old model :(
This is all I got from the normal archives of DS2. Never hurts to do some blind modding and repacking.
Wow, nice job! How did you get the textures? Here's my version:

I just used what the unfinished TG4D-concerter gave me, also the UV-coordinates were incorrect.
Well, I think you're one looks better :D but how did you get the textures and here head?
I guess TexMod would not work, right?
If you were using my maxscript, it's probably because I didn't update it yet. I've fixed it for Gamma256 and gave it to him since he had a few problems, but I forgot to update my post.

Code: Select all

fname = getOpenFileName \
caption:"Open .geo from Mesh folder" \
types:"Dead Space 2 Mesh(*.geo)|*.geo" \
historyCategory:"DeadSpace2ObjectPresets"
f = fopen fname "rb"
gname = getOpenFileName \
caption:"Open .geo from MeshVolatile folder" \
types:"Dead Space 2 UV(*.geo)|*.geo" \
historyCategory:"DeadSpace2ObjectPresets"
g = fopen gname "rb"
clearlistener()
fscale=100
indices = 0

Face_array=#()
Vert_array=#()
UV_array=#()

fseek f 0x50 #seek_set
infoOff1=readlong f
r=readlong f
r=readlong f
r=readlong f
r=readlong f
r=readlong f
infoOff2=readlong f

fseek f infoOff1 #seek_set
fseek f 48 #seek_cur
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
faceInd=readlong f
fseek f 76 #seek_cur
unk01=readlong f
vertOff=readlong f
faceOff=readlong f


fseek f infoOff2 #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
unk1=readlong f
vertcount=readlong f
unk2=readlong f
null1=readlong f
unk3=readlong f
vertcount=readlong f
unk4=readlong f
unk5=readlong f
unk6=readlong f
face=readlong f
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
unk7=readlong f
unk8=readlong f
unk9=readlong f
unk10=readlong f
unk11=readlong f
unk12=readlong f
unk13=readlong f
face2=readlong f
Print ("face2 @ 0x"+((bit.intAsHex(ftell f))as string))

fseek f vertOff #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))

   
for x = 1 to vertcount do(

vx=readfloat f
vy=readfloat f
vz=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
append Vert_array([vx,vy,vz] * fscale)
)

for u = 1 to vertcount do(
tu=readfloat g
tv=readfloat g
append UV_array[tu,tv,0]
)

fseek f faceoff #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))

if (face2 > faceInd) then (
indices = face2
)else(
indices = faceInd)

if (faceInd > face) then (
indices = faceInd
)else(
indices = face)

for x = 1 to indices/3 do(
fa=readshort f #unsigned+1
fb=readshort f #unsigned+1
fc=readshort f #unsigned+1
append Face_array[fa,fb,fc]
)
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))

msh = mesh vertices:Vert_array faces:Face_array
msh.numTVerts = UV_array.count
buildTVFaces msh
for j = 1 to UV_array.count do setTVert msh j UV_array[j]
for j = 1 to Face_array.count do setTVFace msh j Face_array[j]

Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
gc()
fclose f
fclose g

Gamma256
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Re: (PC) Dead Spece 2 (.dat)

Post by Gamma256 » Sun Mar 06, 2011 5:56 am

You updated it in the DS2 Model thread but not this on nightflair, should have mentioned that in my last post here about the new script woops. Just thought people check that thread.

Also I grabbed Isaac's face when he gets puked on....lot of trouble to make a texture you only get to see for 15 seconds really
Aliensoldier wrote:
Gamma256 wrote:
Aliensoldier wrote: I just used what the unfinished TG4D-concerter gave me, also the UV-coordinates were incorrect.
Well, I think you're one looks better :D but how did you get the textures and here head?
I guess TexMod would not work, right?
I unpacked the .str file for lexine and swapped out the one textures with one of isaac's suit texture files. You just need to rename lexines textures to isaac's texture name if you want to rip the diffuse and normal right.

Use 3ds DX Ripper to grab the textures properly.

Aliensoldier
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Re: (PC) Dead Spece 2 (.dat)

Post by Aliensoldier » Sun Mar 06, 2011 12:30 pm

Gamma256 wrote: I unpacked the .str file for lexine and swapped out the one textures with one of isaac's suit texture files. You just need to rename lexines textures to isaac's texture name if you want to rip the diffuse and normal right.

Use 3ds DX Ripper to grab the textures properly.
Thanks mate, the new script works fine, you really did a great job :)
But then I would need to RePack the STR-file, or did I missunderstand this?
That's the problem, it does not work. Could somebody tell me how to use the STR-packer correctly, please? :)
And do you really use 3ds Ripper DX just to get the textures? I mean, if you have Lexine's texture already in the game, it would be enough to use TexMod, or not?

EDIT: Thanks mate, the new script works fine, you really did a great job :)

sirew
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Re: (PC) Dead Spece 2 (.dat)

Post by sirew » Sun Mar 06, 2011 1:48 pm

So do I need to use 3d max to open the model?

Aliensoldier
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Re: (PC) Dead Spece 2 (.dat)

Post by Aliensoldier » Sun Mar 06, 2011 2:06 pm

sirew wrote:So do I need to use 3d max to open the model?
Yes, you need 3DS Max to import the model. But then you can export it as another fileformat and edit it with other programs

sirew
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Re: (PC) Dead Spece 2 (.dat)

Post by sirew » Sun Mar 06, 2011 2:30 pm

Aliensoldier wrote:
sirew wrote:So do I need to use 3d max to open the model?
Yes, you need 3DS Max to import the model. But then you can export it as another fileformat and edit it with other programs
Owh and using this script? correct me if I'm wrong and thank you

Aliensoldier
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Re: (PC) Dead Spece 2 (.dat)

Post by Aliensoldier » Sun Mar 06, 2011 5:48 pm

Yeah, go to MAXScript ---> New Script
Then paste the script in there and save it.
Then go to MAXScript ---> Run Script

And then you have to choose the GEO-files

Gamma256
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Re: (PC) Dead Spece 2 (.dat)

Post by Gamma256 » Sun Mar 06, 2011 7:42 pm

Aliensoldier wrote:Yeah, go to MAXScript ---> New Script
Then paste the script in there and save it.
Then go to MAXScript ---> Run Script

And then you have to choose the GEO-files
Then when it wants you to choose a second GEO file its for the uvw...go to the MeshViolate folder and look for a smiliar name to that piece of GEO you choose the first time around....

also if anybody wanted to see what isaac looks like when the puker is done since you dont really get a good look since you only see it for like 4 seconds.
http://img39.imageshack.us/img39/805/needanewface.jpg
made it a url because the picture creeps the hell out of me

Aliensoldier
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Re: (PC) Dead Spece 2 (.dat)

Post by Aliensoldier » Sun Mar 06, 2011 8:00 pm

Gamma256 wrote:
also if anybody wanted to see what isaac looks like when the puker is done since you dont really get a good look since you only see it for like 4 seconds.
http://img39.imageshack.us/img39/805/needanewface.jpg
made it a url because the picture creeps the hell out of me
Wonderfull ^^
Anyway, how did you get the UV-coordinates for the texture? Or is it ripped with 3Ds Ripper DX?
And can somebody please tell me how to use the STR-packer correctly, please? Please anybody :)

sirew
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Re: (PC) Dead Spece 2 (.dat)

Post by sirew » Mon Mar 07, 2011 4:34 am

can someone upload gabe's suit, I just need the suit

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