Join also our Discord channel! Click here.

Ghost Recon Wildlands

Post questions about game models here, or help out others!
User avatar
MaZTeR
mega-veteran
mega-veteran
Posts: 167
Joined: Sat Jul 09, 2016 4:06 pm
Location: Finland
Has thanked: 3 times
Been thanked: 8 times

Re: Ghost Recon Wildlands

Post by MaZTeR » Tue Aug 21, 2018 7:18 pm

Also, there shouldn't be any wrong skeletons as those were the ones only available. The same issue occurs if I do the same with only the head model + head and main skeleton.

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2224
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 53 times
Been thanked: 1829 times

Re: Ghost Recon Wildlands

Post by daemon1 » Tue Aug 21, 2018 7:28 pm

there's only one model named similar: CP_Feet_ShoesA
and they are not used with player:

Code: Select all

asset from package NPC_UNI_Sniper-SNIPER
==================================================================================
UNI_sniper_LOWERBODY 047EE65DAA5

2 properties
047EE65DAA5 1 type 5
047EE65DAA5 3 type 5

3 rows
========== row 047EE65DAA5 ==========
03E5D6FF093 Object 3 CP_Feet_ShoesC
0484990A710 Object 1 uni_pantsAH_KP1A

========== row 047EE65DAA5 ==========
014D78B461F Object 3 CP_Feet_ShoesA
0484990A761 Object 1 uni_pantsAL

========== row 047EE65DAA5 ==========
014D78B461F Object 3 CP_Feet_ShoesA
0484990A744 Object 1 uni_pantsAL_KP1B
as for skeleton, its really heavily messed up, you did something wrong
it must be looking fully correct even before animation

User avatar
MaZTeR
mega-veteran
mega-veteran
Posts: 167
Joined: Sat Jul 09, 2016 4:06 pm
Location: Finland
Has thanked: 3 times
Been thanked: 8 times

Re: Ghost Recon Wildlands

Post by MaZTeR » Tue Aug 21, 2018 7:34 pm

I can't figure this out, linking the exported model plus the playertemplate and my own model tree text file here:

http://www.mediafire.com/file/s9fqkdh8h ... y.zip/file

I forgot to add a hat and glasses earlier which I included in this one.

In the mean time, I'll try searching if I did something wrong with one of the skeletons

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2224
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 53 times
Been thanked: 1829 times

Re: Ghost Recon Wildlands

Post by daemon1 » Tue Aug 21, 2018 7:52 pm

Image

sorry i forgot to mention one important thing about player template

since its using male/female/child skeletons, you have to remove main skeleton from 1st line, and use one of these instead:

Code: Select all

PLAYER_Skeleton 07ADD901856

3 properties
07ADD901856 2 type 5
07ADD901856 3 type 2
07ADD901856 4 type 4

3 rows
========== row 07ADD901856 ==========
07834C47958 Table 2 tag_MAL
0132327CC0C Skeleton 3 GR_PC_Skeleton_Average
00000000003  4 ---

========== row 07ADD901856 ==========
07834C47957 Table 2 tag_FEM
00EA138A544 Skeleton 3 GR_PCF_Skeleton_Average
00000000003  4 ---

========== row 07ADD901856 ==========
07ADD9024BD Table 2 tag_CHILD
066A0086957 Skeleton 3 Child_Skeleton
00000000003  4 ---
also about applying animation, i think you can't load SMD upon existing ascii skeleton here
because by default ascii and SMD have different UP axis.

so load ASCII, remove its skeleton completely
load SMD, align them, so they will be both standing
then connect ASCII to SMD

sorry i'm very busy adding texture support, i can't explain it in details now

User avatar
MaZTeR
mega-veteran
mega-veteran
Posts: 167
Joined: Sat Jul 09, 2016 4:06 pm
Location: Finland
Has thanked: 3 times
Been thanked: 8 times

Re: Ghost Recon Wildlands

Post by MaZTeR » Tue Aug 21, 2018 8:06 pm

No problem about the texture support, I can get everything from Archive_Next since apparently it extracts the textures in the highest quality available. The only thing that however would be nice is if it would be possible to apply the camo feature on the base textures as well as the different iris colors for the eye texture without actually editing the textures themselves.

As for the other things mentioned, I'll see if they work for me.

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2224
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 53 times
Been thanked: 1829 times

Re: Ghost Recon Wildlands

Post by daemon1 » Tue Aug 21, 2018 8:16 pm

MaZTeR wrote:I can get everything from Archive_Next
you can get new DLC textures with it?

User avatar
MaZTeR
mega-veteran
mega-veteran
Posts: 167
Joined: Sat Jul 09, 2016 4:06 pm
Location: Finland
Has thanked: 3 times
Been thanked: 8 times

Re: Ghost Recon Wildlands

Post by MaZTeR » Tue Aug 21, 2018 8:21 pm

daemon1 wrote:
MaZTeR wrote:I can get everything from Archive_Next
you can get new DLC textures with it?
If by DLC you mean the new Icons they added in the latest operation (and the icons in general), then yes.

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2224
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 53 times
Been thanked: 1829 times

Re: Ghost Recon Wildlands

Post by daemon1 » Tue Aug 21, 2018 8:36 pm

i mean DLC player textures, for example sam fisher outfit

User avatar
MaZTeR
mega-veteran
mega-veteran
Posts: 167
Joined: Sat Jul 09, 2016 4:06 pm
Location: Finland
Has thanked: 3 times
Been thanked: 8 times

Re: Ghost Recon Wildlands

Post by MaZTeR » Tue Aug 21, 2018 8:39 pm

Yeah the Sam Fisher outfit textures I believe can be extracted. I haven't tried but I don't see why they couldn't be.

Also, I can't figure this out. I used the text file I linked, only that I changed the Main Skeleton from the first line to

Code: Select all

00EA138A544 Skeleton 3 GR_PCF_Skeleton_Average
And then I first tried the same method as before and the model glitched out as well as the method you mentioned, except after I removed the Armature and imported the SMD, the bones exploded everywhere. Plus I don't think there's a way to import just the skeleton after, unless I have to use the skel.ascii file, to which Blender gives me an error whenever I try importing that.

I'm not that great with Blender in general, just used it to import the Archive_Next models to Max before :)

The text file is here:

Code: Select all

00EA138A544 Skeleton 3 GR_PCF_Skeleton_Average
07BC85220AA --> 3 Skeleton FCP_Head_Cau_NinaP
05A633FFE13 Skeleton 2 CP_LegHolster

======= row 100% ======= 07C33C8D0DD ========
073F1727551 --> c Object FCP_EyeTeeth
07BC8522077 --> 1 Object FCP_Head_Cau_NinaP
07BC852209F --> d Object FCP_EyeLashes_Cau_NinaP
079F67BF2ED --> 1 Object FCP_HairBun
07C33C7BF33 --> 1 Object FCP_Head_HeadSetC
03BD501CAB8 --> 1 Object CP_HeadGear_BoonieA
07D86C12AD6 --> 1 Object CP_HeadGear_TacGlassesA
073F172757B --> 1 Object FCP_Torso_FullArms
0D385428609 --> 1 Object FCP_Neck_Keffieh_CUSTO
089EC928417 --> 1 Object FCP_Vest_Light511
089EC901C85 --> 1 Object FCP_Visual_A_Sniper_forMediumVest
089EC901AA0 --> 1 Object FCP_Sniper_Comfort_LoadOut_forMediumVest
089EC901B6B --> 1 Object FCP_Grenade_Comfort_LoadOut_forMediumVest
07D86C08900 --> 1 Object FCP_Torso_TankTopA
07D86C0DACE --> 1 Object FCP_Torso_TShirtB
089EC905649 --> 1 Object FCP_Apex_Pants_Holster_KneepadsB
07C33C6D12F --> 1 Object CP_Shoes_HikingShoes

I removed the backpack options because there seemed to be way too many skeletons for it, gonna have to sort out the proper ones later:

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2224
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 53 times
Been thanked: 1829 times

Re: Ghost Recon Wildlands

Post by daemon1 » Tue Aug 21, 2018 8:45 pm

MaZTeR wrote:Yeah the Sam Fisher outfit textures I believe can be extracted. I haven't tried but I don't see why they couldn't be.
try that. I dont think archive next can even open new forge files

User avatar
MaZTeR
mega-veteran
mega-veteran
Posts: 167
Joined: Sat Jul 09, 2016 4:06 pm
Location: Finland
Has thanked: 3 times
Been thanked: 8 times

Re: Ghost Recon Wildlands

Post by MaZTeR » Tue Aug 21, 2018 9:16 pm

I updated the zip file with a new text file of the player model's tree, which contains the proper main player skeleton as well as organized backpack skeletons:
http://www.mediafire.com/file/s9fqkdh8h ... y.zip/file

I'll try applying the animations one more time today, if that doesn't work, I'm going to manually rotate the skeleton and applying the proper weights on it on Max.

User avatar
MaZTeR
mega-veteran
mega-veteran
Posts: 167
Joined: Sat Jul 09, 2016 4:06 pm
Location: Finland
Has thanked: 3 times
Been thanked: 8 times

Re: Ghost Recon Wildlands

Post by MaZTeR » Tue Aug 21, 2018 9:22 pm

Nah, still didn't work. I'm going to try to export the non-fixed version of the model to Max and see if I can get it working there, which I doubt without removing the weights and reapplying them, which also forces me to manually adjust the incorrectly placed head meshes.

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2224
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 53 times
Been thanked: 1829 times

Re: Ghost Recon Wildlands

Post by daemon1 » Tue Aug 21, 2018 9:31 pm

when loading SMD skeleton in blender, change setting to "new armature" and bones will not explode

User avatar
MaZTeR
mega-veteran
mega-veteran
Posts: 167
Joined: Sat Jul 09, 2016 4:06 pm
Location: Finland
Has thanked: 3 times
Been thanked: 8 times

Re: Ghost Recon Wildlands

Post by MaZTeR » Tue Aug 21, 2018 9:44 pm

I've been wondering, could this be because I have an incorrect version of the ASCII/SMD importers? I'm fairly certain I have the latest version of both, but if you don't have and you've set the tool to support some older version, I can only import the files with that spesific version of XNALara/SMD format importers.

Also, I can't figure out where I can set the "New Armature" to the SMD armature after I've deleted the ASCII skeleton from the scene.

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2224
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 53 times
Been thanked: 1829 times

Re: Ghost Recon Wildlands

Post by daemon1 » Wed Aug 22, 2018 5:44 am

i dont think its the version
MaZTeR wrote:Also, I can't figure out where I can set the "New Armature" to the SMD armature after I've deleted the ASCII skeleton from the scene.
its on the left, after you click "import SMD"

Post Reply