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Re: Rainbow Six: Siege Models Thread

Posted: Mon Aug 05, 2019 10:16 am
by Guimain
Hello everybody !

I'm new here and I was looking for a 3D file of Sledge's hammer. Do you guys have it already ? In which form ? ... And if it's an uncommon file type what should I do ?
I may try to do it with steel, could be cool.
Thx

Re: Rainbow Six: Siege Models Thread

Posted: Sun Sep 01, 2019 2:29 am
by 6yXJI0
RIP
But i sill have hope

Re: Rainbow Six: Siege Models Thread

Posted: Sun Sep 01, 2019 9:56 am
by fakeacc30
Hey Tushkan,

I was wondering if your method works with image files, in particular for the user interface. If it's possible I'd like to get my hands on them. They're probably inside datapc64_ui_playgo.forge.

Re: Rainbow Six: Siege Models Thread

Posted: Tue Sep 10, 2019 9:20 am
by lkw019
Thanks for your help

Re: Rainbow Six: Siege Models Thread

Posted: Sun Sep 15, 2019 9:11 am
by yyred123
Tushkan wrote: Tue May 14, 2019 7:32 pm Yep, there has been. I unpacked all types of meshes and seem to have found uv's block. There are some questionable blocks tho. And the biggest issue is there are no asset names. I have also found the files that tie an asset together (mesh or several meshes, textures) but it has no link to the skeleton which is odd. And an absence of proper names makes it impossible to pinpoint the exact asset you would want to find.
Great!I finally see someone working on ripping model from the game
It used to be a person doing it.Though I can't help you,I'm here with u <3

Re: Rainbow Six: Siege Models Thread

Posted: Wed Sep 18, 2019 7:52 pm
by Tushkan
Sorry, I don't monitor this forum that often. Yes, my method works with textures. In fact, they store plain dx10 data, they just wrap it in a custom container. For some reason they move most of the valuable header data (dx10 packing type, image size etc) to the footer. So it's pretty trivial to decode those when you know the enums and offsets (which I've obviously decoded with some hints from luxox).
However I got stuck on asset data files. They hold links to all of the asset resources (textures, meshes, even shaders and some other data yet unknown to me). What annoys me the most is the absence of direct links to skeleton data and total absence of file names. All files are refered to by their uids so you can't get what's where. The only reliable way to find character's asset file is to find it's skeleton's string name. And I have found that one by parsing extra structures inside asset file. So my current focus is on reversing the asset file to the most of my ability. I think that will help to find all valuable data that is related to each asset and will help to grab all the stuff needed for each operator.
Buuuuut I have very little time to do it so the project is currently stalling abit. I hope to refine my utils to easily research and view different structures so I can parse it faster.

Re: Rainbow Six: Siege Models Thread

Posted: Sat Sep 28, 2019 9:50 am
by YourlordAdam
I've been trying to get some models from R6 for a few days now with no luck, i'm needing Mozzie's Commando 9/super shorty and pest/launcher for 3d printing if you've found those at any point would you mind uploading them.

Re: Rainbow Six: Siege Models Thread

Posted: Sun Oct 06, 2019 3:20 am
by majormoron
Hey Tushkan,

Is there any way you can send me a texture file for the Fire skin? I am trying to make a vinyl wrap for an airsoft gun, and the best way to do it would be to try to get a direct rip of the texture as a high quality image. Idk if that is something you can do, but it would be really cool if it were something simple.

To clarify, I am looking to use this skin: https://i.redd.it/2a1zvhorlk9z.jpg

Hopefully you can help, but if not I understand.

Re: Rainbow Six: Siege Models Thread

Posted: Sun Oct 27, 2019 11:55 am
by SilverBelle
Is this project still being worked towards? I'm looking to get the regular, non-elite Thermite. No ones ripped it yet and I'd really like to get my hands on it.

Re: Rainbow Six: Siege Models Thread

Posted: Sat Nov 02, 2019 3:44 pm
by Tushkan
It's stalling. I wrote some reversing utilities to ease up the data gathering process, but I'm lacking time to actually use em and move forward with reversing the assets. Too much higher priority things to do at home these months.

Re: Rainbow Six: Siege Models Thread

Posted: Tue Nov 26, 2019 12:10 pm
by Custard
Ah it's too bad, I'm a bit worried that by the time we can asset rip this game properly it'll have lost it's relevance. I've tried getting in touch with Luxox to find out any information I could about their method, so far the best I've seen for Siege, but no luck there either. I'd love to help but I'm just a 3D artist, I haven't put any skill points into programming and python and such it's completely over my head.

Tushkan, is what you've managed so far any use for a brute force approach, where you can find what you want if you have patience for digging?

Re: Rainbow Six: Siege Models Thread

Posted: Sat Dec 07, 2019 2:20 am
by Tushkan
I had already contacted Luxox. He's the one who helped me to identify texture compression types. He is using Intel GPA to dump the memory and rip data from a frame render snapshot. That's too labor intensive to my liking. My approach is to reverse the actual format to know what most of the data means. I'm at the stage where I can break .forge file into distinct uncompressed files (that's not new, other people did it too), I can identify texture files and more or less their types, I can rip most types of models (there are several methods to compress and store model data) with their uv's and presumably normals. I didn't figure out yet how skinning data is stored and I can't find links to skeleton files (those are havok files, there are programs to unpack them). And also the issue is there is no way yet to identify which file is what. There are no strings with names except for rare occasions. There are some asset files that sometimes contain a havok skeleton name as well as links to a bunch of different meshes. This all is subject to reversing which i'm stalling at now. I have to finish another project so I can continue on that again.

Re: Rainbow Six: Siege Models Thread

Posted: Sat Dec 07, 2019 2:22 am
by Tushkan
Oh, yeah, about your question. At this stage I can export all meshes, all textures, but there are literally tons of them. I can also sort them into folders containing the stuff that is linked into one asset. I still can't get the skeletons linked to those assets though.

Re: Rainbow Six: Siege Models Thread

Posted: Mon Dec 09, 2019 7:51 pm
by Damoclès
Where can i dowload the tool ?

Re: Rainbow Six: Siege Models Thread

Posted: Fri Dec 13, 2019 6:54 pm
by Custard
So Luxox does use Intel GPA? Well, color me surprised, that's the main thing I've tried myself.. The labor of it would be okay with me if only I could get results on the level he does. I can rip some meshes; basically I've got access to all weapons and gadgets and weapon attachments. I can get their textures too, including the skins, but the problem is no UVs to go with the meshes! Luxox's rips have UVs so they must be there, but I don't know what I'm looking for. I'll probably keep looking into that some more now.

Some other bothersome things I haven't overcome with the GPA method.. Currently I get them distorted to the frame perspective and fix them afterwards with a lattice, or similar. It's usable, but not ideal. Luxox manages to get the characters in a t-pose and everything, I feel like there might be a way to reverse the object's view transforms and other transforms, or maybe he's managing to take frames with these assets in that aren't viewport based. Also, no edge data for sharp edges, many of the props probably need a lot of touch-up in order to work with smooth shading properly.

r6mesh.jpg