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League of legends model problems....

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napoleon321
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League of legends model problems....

Post by napoleon321 » Sun Mar 25, 2012 2:19 am

Hello, I'm sorry to bother you, but I have some problems and I think you could be able to help me.
Well I'm trying toget my hands on League of Legends models...
I'm using Szkaradek's blender imported for the skn files (blender 2.49); then i export the models as colada or fbx (in order to editthem in milk shape 3d; the same black turned faces are shown in 3d max too) and when i import i got the faces turned back... (the surface of the model is black; and the skin applys on the backfaces...) When I import those models in noesis I see part of the model skinned part of the model missing... When I turn on/off toggue face cull (in noesis) I see the missing faces... But still I can't get the model exported right.
I have tried the other skn plugin for blender 2.5x and the plug in for maya... and the result is still the same... faces turned back... I'm attaching asample file plus some screans of my problem.
I hope you can tell me what I'm doing wrong.. and how can I get it fixed...

Thanks for your time and understanding.

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Re: League of legends model problems....

Post by napoleon321 » Wed Mar 28, 2012 1:43 am

...bump...
Anyone out there having the same issues? Or maybe someone know how to avoid them?

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Re: League of legends model problems....

Post by Helop » Wed Mar 28, 2012 12:40 pm

I don't know if this is a LoL specific problem, but I also had major difficulties exporting the models.

I think I tried it the way you described but I'm not 100% sure since I was just mindlessly following some tutorial.

So yeah... no solution from me since I'm justa noob with this stuff.

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Re: League of legends model problems....

Post by finale00 » Wed Mar 28, 2012 3:09 pm

Was the model like that in blender or only after you exported it?

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Re: League of legends model problems....

Post by napoleon321 » Thu Mar 29, 2012 12:37 am

well in blender it does look nice... flatshaded (since i don't know how to apply the texturesin blender); but itdoesnot look like that in blender... The funny thing is that i exported the same way from max and maya and the result was the same... btw i could post the blend file too...

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Re: League of legends model problems....

Post by finale00 » Thu Mar 29, 2012 10:26 pm

http://db.tt/tGUTfJrg

I found a problem with the noesis plugin I wrote some months ago but I never went back to fix it until napoleon mentioned it. It was with how it was parsing materials; it uses index ranges to indicate which faces use which material, but I didn't realize that.

I've also changed the texture-finding function to basically brute-force the model folder in search of a dds file that has the model's name in it (just cause I can't find where the texName is stored and there's no consistent pattern to the texture names). For the base models, I simply checked whether an underscore was in the model's name and added "_base" if it wasn't.

Also...there are some models where the texture name is not even the same as the model name (eg: DestroyedTower.skn vs. tower_destroyed_diff.dds). This indicates that there must be some file that connects the two...but I can't find it.

Since a blender importer is already available I could just look up the skl format and copy it over...but maybe later.

Oh and I took out the Sanae3D dependency cause it takes away from the whole "Stand-alone plugin" idea.

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Re: League of legends model problems....

Post by napoleon321 » Thu Apr 17, 2014 11:12 am

I would like to notify you that riot has updated their skn file format. On the new models they have released the Noesis script does not work. (3d maya, the 3d max script and the blender script does not work too). The updated file format is currently on the new skins tehy have released, including on the visual update of twitch. I'll upload sample files here:

https://www.dropbox.com/s/htr36uyt3cob8u7/samples.zip

Any help here would be really appreciated.

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Re: League of legends model problems....

Post by shakotay2 » Thu Apr 17, 2014 1:38 pm

Twitch.JPG
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: League of legends model problems....

Post by napoleon321 » Thu Apr 17, 2014 2:57 pm

Wait is that in Noesis? It does not look like Noesis to me... please post your answer not in just screenshots... I don't recognize the tools you have used, and I suppose most of the members here does not... And here's the error message I get in the latest version of noesis.
You do not have the required permissions to view the files attached to this post.

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Re: League of legends model problems....

Post by shakotay2 » Thu Apr 17, 2014 3:45 pm

It's hex2obj.exe (view link in my sig for it).

using Noesis:
Twitch_Noesis.JPG
changes in fmt_LeagueOfLegends_skn.py:
Only tested with Twitch.skn
!

Code: Select all

    def parse_file(self):
        
        idstring = self.inFile.readUInt()
        hasMat, numMesh = self.inFile.read('2H')
        if hasMat:
            numMat = self.inFile.readUInt()
            for i in range(numMat):
                name = self.read_name(64)
                self.inFile.read('4L')
            
            #just hardcode matName for now
            matName = self.parse_material()
            self.inFile.readUInt() # skip 2 bytes, for updated skn format
            numIdx = self.inFile.readUInt()
            numVerts = self.inFile.readUInt()
        else:
            matName = self.parse_material()
            #self.inFile.readUInt()  # ? untested
            numIdx, numVerts = self.inFile.read('2L')

        self.inFile.readBytes(48) # skip 48 bytes, updated skn format
        idxBuff = self.parse_faces(numIdx, matName)
        self.parse_vertices(numVerts)
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Last edited by shakotay2 on Thu Apr 17, 2014 10:07 pm, edited 1 time in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: League of legends model problems....

Post by napoleon321 » Thu Apr 17, 2014 5:41 pm

Excuse my stupidity.. but can you post the edited file? I can't seems to place the edited part in the right place. Thank you.

Edit here's the error message i get after placing the edited part...
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shakotay2
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Re: League of legends model problems....

Post by shakotay2 » Thu Apr 17, 2014 10:01 pm

well,...
the >>> were just thought to be markers.
They're NOT part of the code.

Try it such as:

Code: Select all

           matName = self.parse_material()
           self.inFile.readUInt()
and

Code: Select all

        self.inFile.readBytes(48)
        idxBuff = self.parse_faces(numIdx, matName)
Last edited by shakotay2 on Thu Jul 31, 2014 11:20 am, edited 1 time in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

napoleon321
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Re: League of legends model problems....

Post by napoleon321 » Fri Apr 18, 2014 6:38 am

Thank you! Now it loads properly. I hope Riot will not change more the file format...

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Re: League of legends model problems....

Post by Prettyfloralbonnet » Thu Jul 31, 2014 12:16 am

I just wanted to throw in here that after numerous failed attempts to load the newer (post 4.11 LoL patch) Mecha Aatrox .skn file into anything viewable, this thread and the changes shakotay2 posted finally gave me results. I tried Maya, Blender, Milkshake, 3DS Max, and a variety of other programs plus any .skn related plugins with no success.

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Re: League of legends model problems....

Post by Wobble » Thu Aug 07, 2014 10:01 am

[out]
Last edited by Wobble on Sun Mar 12, 2017 11:40 am, edited 1 time in total.

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