Dead Space 2 Suit Models Help Please
-
- beginner
- Posts: 33
- Joined: Thu May 13, 2010 8:25 am
- Has thanked: 4 times
- Been thanked: 2 times
Re: Dead Space 2 Suit Models Help Please
Well, it's similar. The only difference is the information is in a different offset and the UV's are kept at the bottom of the file instead of separately. So a separate script is needed.
Re: Dead Space 2 Suit Models Help Please
hey everyone. im new here so im trying to learn along with what everyone on here is explaining. ive been able to open the files in the 3ds max program (geo format i believe), but my problem is this. So far i only have the helmet (advanced) file and the shin for the legs. Is there any way you guys could post the geo files for the rest of the advanced suit so i can use those as well? i have no idea how to extract the files if that is what you guys are doing (again, new to this so sorry if my terms are off). I was hoping on using these files to put a suit together. Hope you guys can help me out, thank you for your time, and good luck with your progress!
Re: Dead Space 2 Suit Models Help Please
Image is pretty big. 5760x3240
http://img560.imageshack.us/img560/2176/5suits.jpg
Yay finnaly got all the suits, now I need to grab the textures and put them up for download.
http://img560.imageshack.us/img560/2176/5suits.jpg
Yay finnaly got all the suits, now I need to grab the textures and put them up for download.
Re: Dead Space 2 Suit Models Help Please
you just made my year with that picture and that post!Gamma256 wrote:Image is pretty big. 5760x3240
http://img560.imageshack.us/img560/2176/5suits.jpg
Yay finnaly got all the suits, now I need to grab the textures and put them up for download.
Re: Dead Space 2 Suit Models Help Please
They also don't have any missing mesh that the .geo exporter seems to mess up when ever there are 2 models attached together as a single mesh but have separate bitmaps and one doesn't show the faces but the vertexs are there. I'll bring this issue up to nightflare unless he knows.
I also have Isaac in the Straight Jacket but im fixing him up. And im fixing up the advanced suit.
Also when I mean grab the textures I mean ALL of them. DLC and what not.
E:
http://img64.imageshack.us/img64/3051/i ... jacket.jpg
argh need to stop rending so damn wide but its done.
I also have Isaac in the Straight Jacket but im fixing him up. And im fixing up the advanced suit.
Also when I mean grab the textures I mean ALL of them. DLC and what not.
E:
http://img64.imageshack.us/img64/3051/i ... jacket.jpg
argh need to stop rending so damn wide but its done.
Re: Dead Space 2 Suit Models Help Please
ive said it before. you made my year. textures and models. cant wait for you to post them if you are.Gamma256 wrote:They also don't have any missing mesh that the .geo exporter seems to mess up when ever there are 2 models attached together as a single mesh but have separate bitmaps and one doesn't show the faces but the vertexs are there. I'll bring this issue up to nightflare unless he knows.
I also have Isaac in the Straight Jacket but im fixing him up. And im fixing up the advanced suit.
Also when I mean grab the textures I mean ALL of them. DLC and what not.
E:
http://img64.imageshack.us/img64/3051/i ... jacket.jpg
argh need to stop rending so damn wide but its done.
-
- beginner
- Posts: 33
- Joined: Thu May 13, 2010 8:25 am
- Has thanked: 4 times
- Been thanked: 2 times
Re: Dead Space 2 Suit Models Help Please
I've just updated the script viewtopic.php?p=49117#p49117
The .geo format is really inconsistent, so I've added an "if statement" for more compatibility, the problem was that there are two face counts in the file, sometimes they are the same, and sometimes they aren't which caused some faces not to be read. So I simply made the script choose the larger face count.
I haven't fixed the other problems yet (probably won't get to).
The .geo format is really inconsistent, so I've added an "if statement" for more compatibility, the problem was that there are two face counts in the file, sometimes they are the same, and sometimes they aren't which caused some faces not to be read. So I simply made the script choose the larger face count.
I haven't fixed the other problems yet (probably won't get to).
-
- beginner
- Posts: 20
- Joined: Sun Nov 08, 2009 6:11 pm
Re: Dead Space 2 Suit Models Help Please
What other problem would that be?nightFlarer wrote:I've just updated the script viewtopic.php?p=49117#p49117
The .geo format is really inconsistent, so I've added an "if statement" for more compatibility, the problem was that there are two face counts in the file, sometimes they are the same, and sometimes they aren't which caused some faces not to be read. So I simply made the script choose the larger face count.
I haven't fixed the other problems yet (probably won't get to).
-
- ultra-n00b
- Posts: 8
- Joined: Sat Feb 05, 2011 10:51 am
Re: Dead Space 2 Suit Models Help Please
Hey guys, any progress with the models? Is anyone still working on them? 

Re: Dead Space 2 Suit Models Help Please
Did anyone ever manage to adjust a second version of the import script to import map scenes?
-
- mega-veteran
- Posts: 257
- Joined: Fri Jan 20, 2012 5:43 pm
- Has thanked: 48 times
- Been thanked: 137 times
Re: Dead Space 2 Suit Models Help Please
Dead Space 3 used 3 float value for UV coordinate (may be UVW???). Third WORD is usually 000000ff.
Adaptation of the nightFlarer's script for it:
Add only one string:

Adaptation of the nightFlarer's script for it:
Code: Select all
fname = getOpenFileName \
caption:"Open .geo from Mesh folder" \
types:"Dead Space 2 Mesh(*.geo)|*.geo" \
historyCategory:"DeadSpace2ObjectPresets"
f = fopen fname "rb"
gname = getOpenFileName \
caption:"Open .geo from MeshVolatile folder" \
types:"Dead Space 2 UV(*.geo)|*.geo" \
historyCategory:"DeadSpace2ObjectPresets"
g = fopen gname "rb"
clearlistener()
fscale=100
indices = 0
Face_array=#()
Vert_array=#()
UV_array=#()
fseek f 0x50 #seek_set
infoOff1=readlong f
r=readlong f
r=readlong f
r=readlong f
r=readlong f
r=readlong f
infoOff2=readlong f
fseek f infoOff1 #seek_set
fseek f 48 #seek_cur
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
faceInd=readlong f
fseek f 76 #seek_cur
unk01=readlong f
vertOff=readlong f
faceOff=readlong f
fseek f infoOff2 #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
unk1=readlong f
vertcount=readlong f
unk2=readlong f
null1=readlong f
unk3=readlong f
vertcount=readlong f
unk4=readlong f
unk5=readlong f
unk6=readlong f
face=readlong f
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
unk7=readlong f
unk8=readlong f
unk9=readlong f
unk10=readlong f
unk11=readlong f
unk12=readlong f
unk13=readlong f
face2=readlong f
Print ("face2 @ 0x"+((bit.intAsHex(ftell f))as string))
fseek f vertOff #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
for x = 1 to vertcount do(
vx=readfloat f
vy=readfloat f
vz=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
append Vert_array([vx,vy,vz] * fscale)
)
for u = 1 to vertcount do(
tu=readfloat g
tv=readfloat g
tw=readfloat g
append UV_array[tu,tv,0]
)
fseek f faceoff #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
if (face2 > faceInd) then (
indices = face2
)else(
indices = faceInd)
if (faceInd > face) then (
indices = faceInd
)else(
indices = face)
for x = 1 to indices/3 do(
fa=readshort f #unsigned+1
fb=readshort f #unsigned+1
fc=readshort f #unsigned+1
append Face_array[fa,fb,fc]
)
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
msh = mesh vertices:Vert_array faces:Face_array
msh.numTVerts = UV_array.count
buildTVFaces msh
for j = 1 to UV_array.count do setTVert msh j UV_array[j]
for j = 1 to Face_array.count do setTVFace msh j Face_array[j]
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
gc()
fclose f
fclose g
Code: Select all
tw=readfloat g
