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Deus Ex Mankind Divided

Post questions about game models here, or help out others!
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HeliosAI
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Re: Deus Ex Mankind Divided

Post by HeliosAI » Wed Aug 15, 2018 6:22 pm

ajax1313 wrote:after some time, i figured it out. but now i'm having trouble locating model files for shadow child and other DLC characters.
You have to extract the folder "Deus Ex Mankind Divided\DLC\runtime\" those files will have the DLC characters.

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Re: Deus Ex Mankind Divided

Post by volfin » Wed Aug 15, 2018 7:23 pm

ajax1313 wrote:after some time, i figured it out. but now i'm having trouble locating model files for shadow child and other DLC characters.
yes I don't think you can get the DLC stuff, the unpacker doesn't handle those or probably the names file doesn't have DLC names.

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Re: Deus Ex Mankind Divided

Post by HeliosAI » Thu Aug 30, 2018 8:56 am

volfin wrote:
ajax1313 wrote:after some time, i figured it out. but now i'm having trouble locating model files for shadow child and other DLC characters.
yes I don't think you can get the DLC stuff, the unpacker doesn't handle those or probably the names file doesn't have DLC names.
Sir Kane's unpacker works fine with DLCs. They have their own Namemap after extraction and the renamer script works too so you can have all dlc models.

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Re: Deus Ex Mankind Divided

Post by volfin » Thu Aug 30, 2018 5:30 pm

o0Crofty0o wrote:
volfin wrote:
ajax1313 wrote:after some time, i figured it out. but now i'm having trouble locating model files for shadow child and other DLC characters.
yes I don't think you can get the DLC stuff, the unpacker doesn't handle those or probably the names file doesn't have DLC names.
Sir Kane's unpacker works fine with DLCs. They have their own Namemap after extraction and the renamer script works too so you can have all dlc models.
Really? I didn't know that.I'll have to give it a try i guess.

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Re: Deus Ex Mankind Divided

Post by JimmyJ » Sun Mar 17, 2019 12:33 pm

Hello, I need some help, I test that tool and have some problems.

I export .apx file from DEMD tool, and choose to export PRIM - DEMD Native Model (.bin), after I got vaclav.apb and vaclav.bin, when I drop vaclav.apb on DXMDmodel.exe, I got smd and ascii files with 0 bytes...
here is screen: http://prntscr.com/mz0hn2
when I drop only vaclav.bin I got ascii model with 600kb, but dont have smd..
here is screen: http://prntscr.com/mz0hy3

what Im doing wrong?

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Re: Deus Ex Mankind Divided

Post by axtry » Sat May 16, 2020 1:00 am

Hello,
I'm desperately looking for DXMD models for 3 years and I found this tutorial, but I don't understand nothing. I mean, I don't even know how to get in the first step.
1. I can't find anything like Sir Kane's extractor
2. I tried quickbms, but I have no idea how it works and what file should I select to export the stuff
3. I have 0 experience with hex editor and I didn't get it how it works from any tutorial
I really don't know what to do and nobody from xentax discord was able to help me. If anyone would be able to make more complex tutorial I would be so grateful. :(

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Re: Deus Ex Mankind Divided

Post by volfin » Sat May 16, 2020 4:15 pm

https://deus-ex-3d-models.tumblr.com/

you can find older posts in the "Archive" section.

axtry
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Re: Deus Ex Mankind Divided

Post by axtry » Thu May 21, 2020 2:52 pm

volfin wrote:
Sat May 16, 2020 4:15 pm
https://deus-ex-3d-models.tumblr.com/

you can find older posts in the "Archive" section.
Links are not working and owner of the page is not responding + few main characters are not there at all. :[

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Re: Deus Ex Mankind Divided

Post by DeepWeeb » Sat May 23, 2020 7:34 am

I have been checking the ripping guide myself too, and I already got past DEMD database part with all the extracted files and the like.
But I'm struggling with the .prim and .borg part, as DEMD database only allows for the files to be extracted AND converted, meaning that even if I'm able to locate the files I need, I can't get them. And I really need both files for the model to be rigged.

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Re: Deus Ex Mankind Divided

Post by axtry » Thu May 28, 2020 2:17 pm

I have the same problem. Thanks to the databse I can locate the prim files but I have no idea how to find borg files

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Re: Deus Ex Mankind Divided

Post by Tenshinen » Sun Jul 26, 2020 6:39 am

Manually find BORG by searching NameMap.txt for the exact model you're looking at in DEMD Database. The hex string is the name of the file in your extract, and should have a GROB header.


Also what do I do with ASCII files? I want Jensen's coat but I don't know how to import it into blender?

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Re: Deus Ex Mankind Divided

Post by XanderRomanov » Thu Dec 17, 2020 4:13 pm

Hello, gentlemen. I recently decided to get myself tattoo as the one Hector Guerrero(aka Oscar Mejia) has. I started making some sketches to understand how it goes, but there are some moments which are unclear to me and I realized that my job would be way easier if I could get my hands on character's textures. But I came across the problem of not knowing how to and not being able to extract textures from the game, and studying this problem led me to this forum. I've seen you people doing such things and that's why I think you might be the right people to help. Is there anybody willing to help the artist in need, please? All I'm asking for is to get one texture of a character, and then my little dream can become true.

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Re: Deus Ex Mankind Divided

Post by XanderRomanov » Thu Dec 17, 2020 6:53 pm

Nevermind, already got it!

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Re: Deus Ex Mankind Divided

Post by AzothRaven » Thu Apr 01, 2021 10:28 am

volfin wrote:
Sat May 16, 2020 4:15 pm
https://deus-ex-3d-models.tumblr.com/

you can find older posts in the "Archive" section.
Hi!
First of all wanted to thank you for the tool for Deus Ex Mankind Divided! Im a noob in this community and I´m using Sir Kane unpacker, but just after unpacking it I get an error and I cannot progress, here are screenshots of what happens, could you please help me a little?
I think that the NameMap.txt. is not getting created but I have no idea why or how to fix it.
Image
Image
Image

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MaZTeR
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Re: Deus Ex Mankind Divided

Post by MaZTeR » Mon Apr 05, 2021 11:13 pm

Is there a way to fix how the Purehair tool for the edge version of the hairs basically seperates the first vertices from the rest of the edge collections? At least this is happening with Shadow of the Tomb Raider. It makes it so that the scalp is more visible than it is supposed if there are no extra vertices going all the way to the head. You can kind of fix this by converting the edge-object to curves, selecting the first points and extruding, but it makes the lines go in wrong directions since the starting vertices are moved uniformally.

I kind of fixed the issue with the standard ponytail, but good luck doing the same with the mud hair version.

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