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Detroit Become Human tools

Post questions about game models here, or help out others!
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kotn3l
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Re: Detroit Become Human tools

Post by kotn3l » Thu Mar 21, 2019 5:59 pm

daemon1 wrote:
Thu Mar 21, 2019 5:33 pm
kotn3l wrote:
Thu Mar 21, 2019 5:17 pm
1A88_274.ascii this is some other model, looks like a bomb with a plane, definitely not eyes
1A88_274.ascii must have eyes. That "bomb" is all collision meshes put at origin.
It really had eyeball like things, thanks! but another problem though: while UV map seems correct, they iris of the eye looks extra big. Dunno what im doing wrong here unfortunately :( tried to shift it but it just doesnt wanna add up.

shaun2019
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Re: Detroit Become Human tools

Post by shaun2019 » Thu Mar 21, 2019 6:26 pm

I got a model extracted, I seen textures folder has some images

I was having issues before due to for some reason I must have misspell my file location in the ini file!.. so In file explorer I used the (SHIFT+Right click file and COPY PATH) and pasted the location removed the " " and extracted my first model,

also only the IDM file is required. I verify that!

The Noesis Tool doesn't seem to be loading textures to the model. so I am looking at this now

Gimp (Free Image Editor) Along with the (free DDS importer) allows you to convert textures.. as does Noesis I think.

I will update you if I work out textures.. and you let me know if you get them working,

I got the models imported into blender no problems...
Using DAE export
and also exporting as ascii.. (The ascii doesnt work straight from the detroit.exe) I needed to export ascii from noesis and it went into blender..

For those cannot get noesis working to import ascii, you need the FMT_XPS_0_9_4 file in the python folder.

shaun2019
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Re: Detroit Become Human tools

Post by shaun2019 » Thu Mar 21, 2019 7:27 pm

Hi,

I am having to re-save most .TGA files due to them showing as black in blender.

I am noticing most textures for clothes are only 512x512, some 1024x1024 (This seems very small) is this normal for PS4 Games??
most face textures are 2048x2048

They seem very low, (I am used to working with SKYRIM's Modding community and having 4K and 8K textures haha :p

Many textures stay as DDS and not converted. so I am converting them in Gimp 2.0 with DDS Plugin exporting them to .TGA

Here is Kara in blender spending only a few minutes on her.
It's good to see the textures are assigned properly and coordinated :)

BIG Thanks to the Tools Creator! :) Cheers mate
Kara 1024 small texture.jpg
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kotn3l
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Re: Detroit Become Human tools

Post by kotn3l » Thu Mar 21, 2019 8:27 pm

i've noticed this too. Also, some textures have a yellow tint to them? Is it just me?

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HeliosAI
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Re: Detroit Become Human tools

Post by HeliosAI » Thu Mar 21, 2019 8:33 pm

Yes the base textures are often pretty small because they use tiled detail textures over them to get clothing details and such.

kotn3l
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Re: Detroit Become Human tools

Post by kotn3l » Thu Mar 21, 2019 9:50 pm

How do I extract scenery? Is it possible?

Bladers
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Re: Detroit Become Human tools

Post by Bladers » Fri Mar 22, 2019 5:21 am

This doesn't extract general object models? like furniture? cups? buildings? wall textures? etc?

or are the 1157 list.txt it? or are they in the "chapters as map object?" I'm abit confused.

daemon1
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Re: Detroit Become Human tools

Post by daemon1 » Fri Mar 22, 2019 4:42 pm

shaun2019 wrote:
Thu Mar 21, 2019 6:26 pm
For those cannot get noesis working to import ascii, you need the FMT_XPS_0_9_4 file in the python folder.
I dont recommend using this plugin, it loses important information about bone rotations.
Unfortunately, that plugin author has no idea how bone rotations work, even after many people tried explaining that rotations are important.

Use the plugin provided with the tool.

kellernastya
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Re: Detroit Become Human tools

Post by kellernastya » Fri Mar 22, 2019 5:55 pm

daemon1 help me please

problem occurred when exporting character model
I get the inscription: it’s impossible to launch this application on your PC to find the version for your PC contact the application publisher
what to do?

GDL
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Re: Detroit Become Human tools

Post by GDL » Fri Mar 22, 2019 10:06 pm

They just announced Heavy Rain, Beyond Two Souls and Detroit Become Human are coming to the PC, maybe it would be easier to extract models there :wink:

Konnie
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Re: Detroit Become Human tools

Post by Konnie » Sat Mar 23, 2019 2:34 am

Great work on all of this! Really love the game's models and wanted to have a go at this myself? How would I acquire the game files to use this tool? I attempted to google search but I have not found anything useful, not sure if this is the best place to ask but do let me know! Thank you very much!

kotn3l
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Re: Detroit Become Human tools

Post by kotn3l » Sat Mar 23, 2019 3:00 pm

I still don't understand how the eyes should work, PLEASE someone help me out.
I get the eye from that other mesh file, ok, UV map works, everything fine, but the iris is way too big, it doesnt look right at all:
Image

Bladers
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Re: Detroit Become Human tools

Post by Bladers » Sat Mar 23, 2019 7:25 pm

daemon1 wrote:
Fri Mar 22, 2019 4:42 pm
shaun2019 wrote:
Thu Mar 21, 2019 6:26 pm
For those cannot get noesis working to import ascii, you need the FMT_XPS_0_9_4 file in the python folder.
I dont recommend using this plugin, it loses important information about bone rotations.
Unfortunately, that plugin author has no idea how bone rotations work, even after many people tried explaining that rotations are important.

Use the plugin provided with the tool.
Using the plugin results in this: (Noesis43) (DOF)
Image

daemon1
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Re: Detroit Become Human tools

Post by daemon1 » Sat Mar 23, 2019 7:47 pm

Bladers wrote:
Sat Mar 23, 2019 7:25 pm
Using the plugin results in this: (Noesis43) (DOF)
because you have to merge skeleton with model first
it will happen with any plugin
or you were loading a static model? with no bones?

Bladers
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Re: Detroit Become Human tools

Post by Bladers » Sat Mar 23, 2019 11:58 pm

daemon1 wrote:
Sat Mar 23, 2019 7:47 pm
Bladers wrote:
Sat Mar 23, 2019 7:25 pm
Using the plugin results in this: (Noesis43) (DOF)
because you have to merge skeleton with model first
it will happen with any plugin
or you were loading a static model? with no bones?
Sorry, I haven't dealt with this specific process before. Noesis is new to be too.
But in your OP you said "For skeletal models you need to copypaste skeleton... etc"
How do i do this "merge skeleton with model first"

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