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Rainbow Six: Siege Models Thread

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gep55
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Re: Rainbow Six: Siege Models Thread

Post by gep55 » Thu Jan 21, 2021 4:08 am

147616585377: Asset, Nomad Head, all skins (or at least lots of skins).
147616584788: Asset, Nomad Body, all skins (or at least lots of skins).

263544687231: Asset, Kali head, defaut elite and prototype skins.
263544686267: Asset, Kali body, elite skin.
239222036593: Asset, Kali body, prototype skin (Is missing attachments).

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Re: Rainbow Six: Siege Models Thread

Post by gep55 » Fri Jan 22, 2021 4:20 pm

Done some more testing. I am now able to dump textures from the textures4 .forge, but like Custard, I can't get any diffuse textures out of it.

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floxay
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Re: Rainbow Six: Siege Models Thread

Post by floxay » Fri Jan 22, 2021 5:11 pm

gep55 wrote:
Fri Jan 22, 2021 4:20 pm
Done some more testing. I am now able to dump textures from the textures4 .forge, but like Custard, I can't get any diffuse textures out of it.
i dont think it holds diffuses..

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Re: Rainbow Six: Siege Models Thread

Post by gep55 » Fri Jan 22, 2021 5:17 pm

floxay wrote:
Fri Jan 22, 2021 5:11 pm
gep55 wrote:
Fri Jan 22, 2021 4:20 pm
Done some more testing. I am now able to dump textures from the textures4 .forge, but like Custard, I can't get any diffuse textures out of it.
i dont think it holds diffuses..
Cheers :) Do you think HD diffuses even exist? If they do, where would they be located?

I don't actually play the game, I'm just ripping stuff.

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Re: Rainbow Six: Siege Models Thread

Post by ravenov » Mon Jan 25, 2021 4:05 pm

Thanks for this amazing work, but i noticed that the mesh normals are impossible to fix !

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floxay
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Re: Rainbow Six: Siege Models Thread

Post by floxay » Mon Jan 25, 2021 5:04 pm

ravenov wrote:
Mon Jan 25, 2021 4:05 pm
Thanks for this amazing work, but i noticed that the mesh normals are impossible to fix !
The 'seriously broken' ones are actually unconnected faces

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Re: Rainbow Six: Siege Models Thread

Post by Tushkan » Mon Jan 25, 2021 5:58 pm

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, maybe (actyally, most likely) I'm doing something wrong. If they will provide an insight on how to fix it, I'll update the code.
Rainbow 6 Siege forge unpacking tool:
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0

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Re: Rainbow Six: Siege Models Thread

Post by yyred123 » Thu Jan 28, 2021 2:58 pm

Any help will be appreciated!! :D

I really appreciated for those making contribution to this community.

So I ran the asset.dump.py by cmd it seems work perfectly fine at the start

Image

but at the end of the script it showed that there's some error and I couldn't find any asset file either

Image

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Re: Rainbow Six: Siege Models Thread

Post by Tushkan » Thu Jan 28, 2021 4:23 pm

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
Rainbow 6 Siege forge unpacking tool:
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0

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Custard
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Re: Rainbow Six: Siege Models Thread

Post by Custard » Sun Jan 31, 2021 11:21 am

I've been building a new PC and installing things on it, it was an easy opportunity to check some differences between Ultra texture pack and not.

There is a 13 file difference between the two installations, there are 13 texture4.forges, so this is fully accounted for by those. The client indicated a 23.49 GB download for the ultra pack, the texture4.forges total 21.9 GB in size. So, a gig and a half unaccounted for, idk could be many things; replacing some depgraphs, the download container, etc..

Took a few menu screenshots for side-by-side looks. The higher quality was obvious enough in all cases, but I couldn't spy any obvious clues about diffuses in specific. Most or all of the improvements could be the normal maps to my eye. I'll include the most potential diffuse difference I seen, with this deagle skin below. The pattern on the barrel has banding, the intricate pattern on the grip appears to have slightly sharper definitions of minuscule detail.

Image

Still not enough to fully convince me a higher level diffuse exists, and this was by far the best case I seen to suggest it out of a dozen examples.

On another subject, anyone has worked out a correct hair shader? Diffuse with alpha and normal texture seem straightforward, it's the black and white map I'm not sure about. It didn't look correct as anything I tried so far; spec, roughness, glossiness, both, and as many combinations of those as I thought of.

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Re: Rainbow Six: Siege Models Thread

Post by Tushkan » Sun Jan 31, 2021 11:57 am

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.
Rainbow 6 Siege forge unpacking tool:
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0

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floxay
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Re: Rainbow Six: Siege Models Thread

Post by floxay » Sun Jan 31, 2021 12:37 pm

Custard wrote:
Sun Jan 31, 2021 11:21 am
Took a few menu screenshots for side-by-side looks. The higher quality was obvious enough in all cases, but I couldn't spy any obvious clues about diffuses in specific. Most or all of the improvements could be the normal maps to my eye. I'll include the most potential diffuse difference I seen, with this deagle skin below. The pattern on the barrel has banding, the intricate pattern on the grip appears to have slightly sharper definitions of minuscule detail.
Why don't just use GPA and check the texture resolution?

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Custard
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Re: Rainbow Six: Siege Models Thread

Post by Custard » Wed Feb 03, 2021 11:05 am

Tushkan wrote:
Sun Jan 31, 2021 11:57 am
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.
If you could make that happen I'd be interested, though I don't yet know how readable hlsl is.
floxay wrote:
Sun Jan 31, 2021 12:37 pm
Why don't just use GPA and check the texture resolution?
Weell.. It's a good idea. I have PTSD of using that program and it's not installed anymore. (: I checked it as above only because it was easy, since I'm questioning the value of exploring more the possibility of tier 4 diffuse. The complete lack of finding any other magic types in those forges leave little wind in those sails.

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Custard
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Re: Rainbow Six: Siege Models Thread

Post by Custard » Mon Feb 08, 2021 10:30 pm

@Floxay, when you upload models you tag also Roughness map. Which one are you plugging into roughness? For example in the DP27. Unfortunately if there are shaders made up in the .fbx it doesn't perserve it into Blender.

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floxay
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Re: Rainbow Six: Siege Models Thread

Post by floxay » Tue Feb 09, 2021 12:30 am

Custard wrote:
Mon Feb 08, 2021 10:30 pm
@Floxay, when you upload models you tag also Roughness map. Which one are you plugging into roughness? For example in the DP27. Unfortunately if there are shaders made up in the .fbx it doesn't perserve it into Blender.
Inverted G, i'm not sure if it's correct 🤷
actually i know my nodes are not correct but looks okayish :d

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