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Detroit Become Human tools (PC, PS4)

Post questions about game models here, or help out others!
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shaun2019
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Re: Detroit Become Human tools

Post by shaun2019 » Sun Mar 24, 2019 1:44 am

I was told to open the ASCII files..
Copy and paste the skeleton ASCII text
To the mesh file.

From a fellow user here "Dave"

Open the skel.ascii file and copy everything that's in there.
Then open the model.ascii file (the first one) and paste everything replacing the 0 in the first line.

Bladers
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Re: Detroit Become Human tools

Post by Bladers » Sun Mar 24, 2019 2:54 am

shaun2019 wrote:
Sun Mar 24, 2019 1:44 am
I was told to open the ASCII files..
Copy and paste the skeleton ASCII text
To the mesh file.

From a fellow user here "Dave"

Open the skel.ascii file and copy everything that's in there.
Then open the model.ascii file (the first one) and paste everything replacing the 0 in the first line.
I do that and i get a diff error now.

Image

by the way i'm pasting the highlighted file onto the top file replacing the "0"

Image

shaun2019
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Re: Detroit Become Human tools

Post by shaun2019 » Sun Mar 24, 2019 3:55 am

Best way to use the program is open the files with about 5MB to 15MB files..

The character will open as long as the code has following files

Eg: CAC

You have
CAC_162.ascii
CAC_164.skel.ascii
CAC_164.skel.smd
CAC_168.ascii

I have learnt that a 3D Model to open required a skeleton.
You have to open the CAC_162.ascii in noesis

Please note the numbers after the CAC are not important.. those 4 files above are required to open a model..
But of course CAC would be different for each character or 3D Model.

So your supposed to open the following two items in notepad or better yet Notepad++ and make adjustments as Dave mentioned
CAC_162.ascii
CAC_164.skel.ascii

shaun2019
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Re: Detroit Become Human tools

Post by shaun2019 » Sun Mar 24, 2019 4:12 am

I actually have problems with the method I just explain

The model wont import. But it doesn't give an error also after copy and paste the skeleton into the main mesh

I have been using the other plugin and just re-export and it goes into blender fine.

For me I don't care about skeleton because xna skeleton are not really what I want to use to animate in blender.

That's my usage case anyways..

I hope daemon can weigh in on more detail about process to use his plugin

shaun2019
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Re: Detroit Become Human tools

Post by shaun2019 » Sun Mar 24, 2019 4:19 am

If xnalara is not your choice end result program.. (armature not important to you..) just find the other xnalara plugin for noesis

Import the mesh and export in xnalara format and it imports to blender fine. I instantly just delete the broken armature anyways..

Bladers
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Re: Detroit Become Human tools

Post by Bladers » Sun Mar 24, 2019 4:38 am

shaun2019 wrote:
Sun Mar 24, 2019 4:12 am
I actually have problems with the method I just explain

The model wont import. But it doesn't give an error also after copy and paste the skeleton into the main mesh

I have been using the other plugin and just re-export and it goes into blender fine.

For me I don't care about skeleton because xna skeleton are not really what I want to use to animate in blender.

That's my usage case anyways..

I hope daemon can weigh in on more detail about process to use his plugin

Yeah the other plugin works but i need the correct skeletons and bones, its vital to what i'm trying to do.

daemon1
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Re: Detroit Become Human tools

Post by daemon1 » Sun Mar 24, 2019 6:48 am

First of all, its not my plugin. I'm not making noesis plugins and I dont have plans to start. I just wanted to help people with loading into other 3d software - that's why its included. Long time ago somebody gave me this plugin, it was made from another plugin, or something. The only thing i did, is at some point (about a year ago) I've added bone rotations to it, so if you import/export into FBX or any other format, you have all proper bone rotations. That's it about the plugin.

Now when you merge 2 text files, skeleton and model, make sure you don't break the ASCII format. There must be no empty lines or extra zeroes.

First "0" line in the main model is number of bones. I made it there so you can load the model without bones if you want to.

If you want bones, delete that "0", and merge both files, skeleton first, and make sure there are no empty lines, and you dont delete anything other than that zero line.

Puterboy1
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Re: Detroit Become Human tools

Post by Puterboy1 » Sun Mar 24, 2019 7:27 am

Can we use these tools to extract the sound files. Perhaps I can give users a raw clean version of the famous 28 stab wounds quote.

chachachat
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Re: Detroit Become Human tools

Post by chachachat » Sun Mar 24, 2019 8:11 am

Any generous soul to share a legit link to get this game iso ? ( MP is welcome if we are not supposed to link it publicly )

kotn3l
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Re: Detroit Become Human tools

Post by kotn3l » Sun Mar 24, 2019 12:48 pm

Puterboy1 wrote:
Sun Mar 24, 2019 7:27 am
Can we use these tools to extract the sound files. Perhaps I can give users a raw clean version of the famous 28 stab wounds quote.
I'm curious about this too! Imagine a game-rip of the soundtrack! :D

Also, how can i use the bonenames.txt? My character bones are just named bone000, bone001 etc.
But as I see it in the ascii skel file the bones are named, probably Noesis export renames them?

EDIT, dont wanna double post: i'm having problems with my RK900 model, the eyes are ok now (had to alter the UV map), but his texts are missing (his serial number etc on his jacket), also, bones from his right shoulder (if you mirror the model as it should look) are missing?? But I checked it on the RK800 (Connor) model, and he's missing them too. Is this a known problem? Also, this happens if you move his left shoulder: (every other bone is working perfectly)
Image
Can anyone help on this?

chachachat
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Re: Detroit Become Human tools

Post by chachachat » Mon Mar 25, 2019 3:55 am

Everything is working like a charm. Thank you !

Image

Bladers
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Re: Detroit Become Human tools

Post by Bladers » Mon Mar 25, 2019 4:19 am

chachachat wrote:
Mon Mar 25, 2019 3:55 am
Everything is working like a charm. Thank you !

Image
Looks good.

Any close up on the face? Did you use all base textures for face? I'm doing her right now in UE4 and running into issues with her roughness/spec/sss tex and just decided to create new textures for her that works with UE skin shading model while still using the albedo/normal map. (or it could be that im working on the uniform robotic model)

Also have you tried exporting model to UE4 and run into the problem where it creates 37 models instead of 1 model with multiple mats.

chachachat
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Re: Detroit Become Human tools

Post by chachachat » Mon Mar 25, 2019 7:30 am

I used only the original maps, but some extra work could be done to enhance the skin reflection quality.

I didn't try to export the models to Unreal, but there are no reasons to get any importation error if you cleaned the mesh. ( Welding + individual parts renaming )

Here your close up :

Image

Silverwing
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Re: Detroit Become Human tools

Post by Silverwing » Mon Mar 25, 2019 10:00 am

chachachat wrote:
Mon Mar 25, 2019 3:55 am
Everything is working like a charm. Thank you !

Image
Looks amazing! How did you figure out where to put all the detail textures of the clothes? I'm completly lost texturing the clothes...

darkbabe2
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Re: Detroit Become Human tools

Post by darkbabe2 » Mon Mar 25, 2019 10:07 am

Can someone send me a link with the detroit files so i can download,cause im interesting on extracting the models ty

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