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Dragon Ball Xenoverse *.emd

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FinalBlast
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Re: Dragon Ball Xenoverse *.emd

Post by FinalBlast » Sat Mar 07, 2015 6:22 pm


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killercracker
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Re: Dragon Ball Xenoverse *.emd

Post by killercracker » Sun Mar 08, 2015 9:37 pm

Didn't think anybody had an interest in the game. Some body parts of the model have their own skeleton. Right now I'm reworking the script so that it loads both models and skeleton without crashing. If you want the hair and other stuff to appear you need to delete the two " and TestLodType != "scd" " and turn loadskel to false. But then the model wont have any skinning. Also can I have some example models for the pc version. Sorry I should of tested it more.

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Re: Dragon Ball Xenoverse *.emd

Post by XZTopazZX » Mon Mar 09, 2015 7:53 am

The first link is a model that opens fine with the script, while the second gets the integer error with the same script

http://www.mediafire.com/download/734f7 ... e_base.emd


http://www.mediafire.com/download/onnix ... 8_Rist.emd

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Re: Dragon Ball Xenoverse *.emd

Post by Dario ff » Tue Mar 10, 2015 12:27 am

PGV wrote:It shall be able to generate

-.emd (for 3d model mesh)
- .emb (for texture)
- .esk (for structure and position I think)
- .emm (no idea what it is exactly)
Tools for generating/exporting all of these are in my repository here https://github.com/DarioSamo/LibXenoverse, except for the esk file. I have a parser for it but didn't do a importer/writer yet.

The EMMs however are pretty annoying to edit as they're highly dependent on the textures in dyt.emb and regular emb. (One of the parameters in each material seems to be an index to the row in dyt emb). The material name must be in the matching EMM for the EMD for it to be used.

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Re: Dragon Ball Xenoverse *.emd

Post by basara669 » Sun Mar 15, 2015 2:07 am

as work with file emd in blender or 3dsmax

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Re: Dragon Ball Xenoverse *.emd

Post by dirtypantsdan » Tue Mar 17, 2015 1:53 am

By the way is there anyway to get to the DLC model files yet? Using the extractor all I get is a .bac on Pan's folder it seems.

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Re: Dragon Ball Xenoverse *.emd

Post by Darko » Tue Mar 17, 2015 4:25 am

dirtypantsdan wrote:By the way is there anyway to get to the DLC model files yet? Using the extractor all I get is a .bac on Pan's folder it seems.
For 360 files, you can get her using noesis extractor.
Image

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Re: Dragon Ball Xenoverse *.emd

Post by dirtypantsdan » Tue Mar 17, 2015 7:29 pm

Thanks for the Suggestion Darko, unfortunately I tried this using Noesis on the 360 version, as well as uncompressed through Critools, and I still just get the .bac. Are you able to see them?

Now I'm starting to think maybe her files are made from custom character assets somehow. :-0

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Re: Dragon Ball Xenoverse *.emd

Post by Darko » Tue Mar 17, 2015 8:31 pm

dirtypantsdan wrote:Thanks for the Suggestion Darko, unfortunately I tried this using Noesis on the 360 version, as well as uncompressed through Critools, and I still just get the .bac. Are you able to see them?

Now I'm starting to think maybe her files are made from custom character assets somehow. :-0
¿You want Pan?
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Re: Dragon Ball Xenoverse *.emd

Post by dirtypantsdan » Tue Mar 17, 2015 10:06 pm

Sure, If it's not too much trouble. I primarily wanted to use the model for sfm,I have 3D studio, even if it has weighting issues I can try to add new ones entirely myself. :0

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Re: Dragon Ball Xenoverse *.emd

Post by Darko » Wed Mar 18, 2015 4:30 am

dirtypantsdan wrote:Sure, If it's not too much trouble. I primarily wanted to use the model for sfm,I have 3D studio, even if it has weighting issues I can try to add new ones entirely myself. :0
Ready, she's totally rigged:

Image

Check your pm's
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Re: Dragon Ball Xenoverse *.emd

Post by XZTopazZX » Wed Mar 18, 2015 6:06 am

^ did you figure out the texture issue or did you add materials yourself for the pan model?

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Re: Dragon Ball Xenoverse *.emd

Post by Darko » Wed Mar 18, 2015 3:48 pm

XZTopazZX wrote:^ did you figure out the texture issue or did you add materials yourself for the pan model?
I used the ramps in the dty files to get the color and then I just edited and cleaned the black textures in photohop and applied that color.
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Re: Dragon Ball Xenoverse *.emd

Post by LoreMX » Tue Jul 14, 2015 9:38 am

I'm new to this site, but I just have to ask.
Has anymore progress been made with extracting the models? These models are WAY better done then the ones from all the other Dragon Ball games.

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Re: Dragon Ball Xenoverse *.emd

Post by CriticalError » Sat Sep 26, 2015 10:26 pm

many thanks for the wonderful work guys, I have a question, is possible check files from game Saint Seiya Soldiers Soul (PS3)? it used same format of game, but script no work, after try load emo files, got error can covert type integer64.

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