[PC] Deus Ex: Human Revolution
Posted: Mon Sep 09, 2013 10:33 am
Version 2 fixes a problem with skeleton not loading for Adam.
Version 3 adds secondary UV maps.

Ripping Instructions:
Version 3 adds secondary UV maps.

Ripping Instructions:
- Create a new folder somewhere called "DEHR" (you can call it anything you want though).
- Copy bigfile.000, bigfile.001, bigfile.002, bigfile.003, patch0.000, patch0.001, and patch0.002 from main game into a new subfolder (i.e. "DEHR\main").
- Screw bigfile_English.000 as it contains nothing important.
- Copy bigfile.000 from the Missing Link DLC into a new subfolder as well (i.e. "DEHR\missing_link").
- Screw bigfile_English.000 as it contains nothing important.
- Place ripper.exe and zlib DLL into the "DEHR" folder (or whatever you called it) and run it.
- Say "YES" when it asks if it can delete unimportant files (unless you want a million files on your hard drive).
- Say "YES" when it asks if to process "000" files.
- Say "YES" when it asks if to process "DEX" files.
- Say "YES" when it asks if to process "PCD" files.
- Say "YES" when it asks if to process "MOD" files.
- Come back maybe one to two hours later depending on the strength of you computer. The program touches everything so it takes a while. This is amazing because if you spend 6 to 8 hours playing a game, at least one hour is spent watching some kind of loading screen
.
- OBJ: For quick previewing in Noesis or other editor.
- SMC: Model + skeleton. This file can be loaded into Blender 2.49b using the provided plugin.
- BONECOUNT.TXT: A text file generated in the same folder where you put the EXE. This lists all model files and the number of bones in each model file. From this, you should be able to tell which models are main characters and which ones are not.
- Eventually, you will find some textures are in other directories and may have trouble finding them.
- In these cases, look at the bottom of the material MTL_A files in a hex editor.
- You will see data like the below example.
- In the example below, look for textures 00000ADA.dds, 0000002B.dds, 00000035.dds, and 0000003D.dds.
- If they aren't in the same directory as the model file, search elsewhere.
- Or you can also wait till I implement auto-texture.
Code: Select all
DA 0A 00 00 - 00 00 00 00 00 00 00 00 20 00 01 00
2B 00 00 00 - 00 00 00 00 00 00 00 00 20 01 01 00
35 00 00 00 - 00 00 00 00 00 00 00 00 60 04 01 00
3D 00 00 00 - 00 00 00 00 03 00 00 00 8B 02 01 00
3D 00 00 00 - 00 00 00 00 00 00 00 00 2C 03 02 00
2B 00 00 00 - 00 00 00 00 00 00 00 00 20 00 01 00
DA 0A 00 00 - 00 00 00 00 00 00 00 00 20 01 01 00
35 00 00 00 - 00 00 00 00 00 00 00 00 60 02 01 00
3D 00 00 00 - 00 00 00 00 00 00 00 00 2C 03 02 00


