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Dishonored 2 models and textures
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Dishonored 2 models and textures
Has anyone had any luck getting those? They are packed as .resources, is there currently any software that can unpack this format?
- PredatorCZ
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Re: Dishonored 2 models and textures
.index file is table of contents
.resources file is compressed format
Engine used in Dishonored 2 (Void) is basically modified id tech 5.
It uses bmd6model, md6skl, bimage7 etc. but most of them will be stored in havok container (.hkx) including some animations.
I also found edgeskl and edgeanim, edged skeletons and animations are also used in previous game.
As far for textures, I dont think it uses megatextures but I might be wrong about this one.
.resources file is compressed format
Engine used in Dishonored 2 (Void) is basically modified id tech 5.
It uses bmd6model, md6skl, bimage7 etc. but most of them will be stored in havok container (.hkx) including some animations.
I also found edgeskl and edgeanim, edged skeletons and animations are also used in previous game.
As far for textures, I dont think it uses megatextures but I might be wrong about this one.
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Re: Dishonored 2 models and textures
Okay, do you know what I can use to unpack the files and convert them to something like fbx and dds?
- volfin
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Re: Dishonored 2 models and textures
There's a quickbms script for unpacking:
http://aluigi.altervista.org/bms/dishonored2.bms
But of course the game being so new, support isn't 100%, and like any game, it will take time for people to develop extraction techniques. As stated, it uses modified Tech5 engine, so perhaps some of the Tech5 tools will work. I don't own the game yet, so I can't look into it yet.
http://aluigi.altervista.org/bms/dishonored2.bms
But of course the game being so new, support isn't 100%, and like any game, it will take time for people to develop extraction techniques. As stated, it uses modified Tech5 engine, so perhaps some of the Tech5 tools will work. I don't own the game yet, so I can't look into it yet.
- volfin
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Re: Dishonored 2 models and textures
viewtopic.php?p=124908#p124908
I released my texture converter for Dishonored 2 there. I have a bit more work to do on it, to fix cubemaps, then I'll start looking at models.
I released my texture converter for Dishonored 2 there. I have a bit more work to do on it, to fix cubemaps, then I'll start looking at models.
- volfin
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Re: Dishonored 2 models and textures
I've made good progress figuring out the model format.

There's still some sections I haven't figured out, I believe they are normals and bone weights, but they are being mysterious. Also haven't looked at the skeleton yet, it's in a separate file. I'll keep at it.

There's still some sections I haven't figured out, I believe they are normals and bone weights, but they are being mysterious. Also haven't looked at the skeleton yet, it's in a separate file. I'll keep at it.
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- volfin
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Re: Dishonored 2 models and textures
Ok, the model importer is functional, so I'll release. but there's a lot of caveats:
A) No skeleton or bone weight support at this time. (I am having trouble working out the weighting part).
B) Solved
C) models are broken up into a lot of parts, and positions aren't stored in the model files (uncertain, more research needed) So you'll have to move all the parts around to fit them together.
The good news is, Multiple models per file and multiple materials per model is supported, as is the two UV maps each model has (some duplicate the UV on both channels, but some, especially the main characters do have different UVs on each channel. I expect this is for effects like texturing and dirt/normal to be on separately laid out maps. But I have not looked into this in depth)
Also, this importer supports two model formats the game uses Bmd6model, and bmodel. should load either with no problem.
Example:

Multiple Material zones as defined in-game

All the parts with textures (I frankly don't know where all the gears go LOL)
The parts were found in these various directories:
Base Model: Pack 1\generated\basemodel\models\characters\mech\clockwork
Wooden Armor parts: Pack 1\generated\model\models\characters\mech\clockwork\breakables
Gears and Guts: Pack 1\generated\model\models\characters\mech\clockwork\wheels
Textures were all in: Pack 1\generated\image\models\characters\mech\clockwork\textures
Edit: Head parts are in the root of the extraction directory, Named like this: "nocloth_f_str_alexi_head_6381dc2474fd3c558dde926c5129fcad.bmd6model" for Alexi model.
Additionally, it seems like a lot of small parts to models are in the 'voidresourcecache' folder.
So that's the basic arrangement for assets.
If you come across any model files that produce an error, let me know the model name and location and I'll see what I can do about fixing.
Oh yeah I should add, importer is for Blender 2.70 and above, and if you need to know how to install, see my previous tutorial here:
viewtopic.php?p=103131#p103131
Enjoy.
Edit: new version below.
A) No skeleton or bone weight support at this time. (I am having trouble working out the weighting part).
B) Solved
C) models are broken up into a lot of parts, and positions aren't stored in the model files (uncertain, more research needed) So you'll have to move all the parts around to fit them together.
The good news is, Multiple models per file and multiple materials per model is supported, as is the two UV maps each model has (some duplicate the UV on both channels, but some, especially the main characters do have different UVs on each channel. I expect this is for effects like texturing and dirt/normal to be on separately laid out maps. But I have not looked into this in depth)
Also, this importer supports two model formats the game uses Bmd6model, and bmodel. should load either with no problem.
Example:

Multiple Material zones as defined in-game

All the parts with textures (I frankly don't know where all the gears go LOL)
The parts were found in these various directories:
Base Model: Pack 1\generated\basemodel\models\characters\mech\clockwork
Wooden Armor parts: Pack 1\generated\model\models\characters\mech\clockwork\breakables
Gears and Guts: Pack 1\generated\model\models\characters\mech\clockwork\wheels
Textures were all in: Pack 1\generated\image\models\characters\mech\clockwork\textures
Edit: Head parts are in the root of the extraction directory, Named like this: "nocloth_f_str_alexi_head_6381dc2474fd3c558dde926c5129fcad.bmd6model" for Alexi model.
Additionally, it seems like a lot of small parts to models are in the 'voidresourcecache' folder.
So that's the basic arrangement for assets.
If you come across any model files that produce an error, let me know the model name and location and I'll see what I can do about fixing.
Oh yeah I should add, importer is for Blender 2.70 and above, and if you need to know how to install, see my previous tutorial here:
viewtopic.php?p=103131#p103131
Enjoy.
Edit: new version below.
Last edited by volfin on Fri Jan 27, 2017 3:45 am, edited 3 times in total.
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Re: Dishonored 2 models and textures
Any ideas on where to find levels/maps? I've found many references to maps in general, but the files seem way too small to be the actual model data.
- volfin
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Re: Dishonored 2 models and textures
yeah this is something I haven't looked hard into yet. But I believe if you go to like:copeland3300 wrote:Any ideas on where to find levels/maps? I've found many references to maps in general, but the files seem way too small to be the actual model data.
\maps\campaign\dunwall\escape\streets in Game2 extraction folder, you'll see files called 'dunwall_escape_streets_p.entities' and 'dunwall_escape_streets_p.soundpropa'.
I believe these are the actual level files and 'sound zones' used for the main level. the Entities file is an XML file that contains position, rotation, and other definitions for every item in the level. This indicates the levels aren't one solid item but just a collection of a lot of tiny parts.
There may be some large 'base chunks' but you'd have to wade through all the entries in the xml to figure out which those are. And they may be in the new shared_2_3.sharedrsc file we just figured out how to extract. I've not yet examined that, been tied up with other projects. If you figure something out, let us know.

- volfin
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Re: Dishonored 2 models and textures
Minor update:
- Ensure Object mode is active before attempting import
- Validated functionality back to Blender version 2.70 (oldest supported)
Edit: newer version on page 3.
- Ensure Object mode is active before attempting import
- Validated functionality back to Blender version 2.70 (oldest supported)
Edit: newer version on page 3.
Last edited by volfin on Wed Sep 20, 2017 3:58 am, edited 1 time in total.
Re: Dishonored 2 models and textures
Hi, first time posting on these boards. Came to ask a favor/question.
I was looking for an extract of the coin textures, specifically the Empress style coins in the game. I've found an extracted what I think are the right textures, in "generated\image\models\interactive\pickups\coins_01" and I found "coins_old_regent_emily_n.bimage7" and "coins_old_regent_empress_n.bimage7"
After extracting all the resource files and converting to dds, it looks like those two are the only images like that -- I guess they're just normal maps? And then the other old regent coins are the diffuse maps and whatever "g" means for textures? For example, "coins_old_regent_01_d.bimage7" and "coins_old_regent_01_g.bimage7" for the gold coins? That was a pain, I was looking for a clear, head-on image of those gold Empress/Emily coins.
Is there any way to layer them together in Photoshop so that they look like a clean coin design, like they do in-game? Or do I have to put them onto the coin models at "generated\model\models\interactive\pickups\coins_01" ?
Playing with models is a bit beyond my abilities sadly... -- if the latter, is it possible for somebody to help me with pictures of those coins?
I was looking for an extract of the coin textures, specifically the Empress style coins in the game. I've found an extracted what I think are the right textures, in "generated\image\models\interactive\pickups\coins_01" and I found "coins_old_regent_emily_n.bimage7" and "coins_old_regent_empress_n.bimage7"
After extracting all the resource files and converting to dds, it looks like those two are the only images like that -- I guess they're just normal maps? And then the other old regent coins are the diffuse maps and whatever "g" means for textures? For example, "coins_old_regent_01_d.bimage7" and "coins_old_regent_01_g.bimage7" for the gold coins? That was a pain, I was looking for a clear, head-on image of those gold Empress/Emily coins.
Is there any way to layer them together in Photoshop so that they look like a clean coin design, like they do in-game? Or do I have to put them onto the coin models at "generated\model\models\interactive\pickups\coins_01" ?
Playing with models is a bit beyond my abilities sadly... -- if the latter, is it possible for somebody to help me with pictures of those coins?
- volfin
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Re: Dishonored 2 models and textures
Photoshop itself can load models. Starting with CS5 they added that feature.iello wrote:Hi, first time posting on these boards. Came to ask a favor/question.
I was looking for an extract of the coin textures, specifically the Empress style coins in the game. I've found an extracted what I think are the right textures, in "generated\image\models\interactive\pickups\coins_01" and I found "coins_old_regent_emily_n.bimage7" and "coins_old_regent_empress_n.bimage7"
After extracting all the resource files and converting to dds, it looks like those two are the only images like that -- I guess they're just normal maps? And then the other old regent coins are the diffuse maps and whatever "g" means for textures? For example, "coins_old_regent_01_d.bimage7" and "coins_old_regent_01_g.bimage7" for the gold coins? That was a pain, I was looking for a clear, head-on image of those gold Empress/Emily coins.
Is there any way to layer them together in Photoshop so that they look like a clean coin design, like they do in-game? Or do I have to put them onto the coin models at "generated\model\models\interactive\pickups\coins_01" ?
Playing with models is a bit beyond my abilities sadly... -- if the latter, is it possible for somebody to help me with pictures of those coins?
But if you want a head-on image, just load the '_g' texture, that shows the coin:

But it would look better if you did it on the model:

Re: Dishonored 2 models and textures
edit: Sorry for all the questions, I figured out how to export the object from Blender, how to texture the diffuse, normal, and gloss textures on photoshop. But this thing is dark as heck, especially when viewed straight-on. Is there a way to get some illumination on it? (edit: figured out I can mess with the infinite light and rotate it around.... do you think the lighting on the second image is as ideal as it gets?)



