Can you show me the fregment shader of your model?
You can check vertex color and normal vector first.
I think you can use simplest shader to just display diffuse and normal map, because AC's shading is very complex(it is a PBR material, skin or hair shading is more complex).
You need more time to render model as it looks as game.
Many DiffuseMap can't display correctly, when I click it, it will pop a dialog:
"Texture failed to convert to PNG. Alternatively, you can right-click the TEXture_MAP node, select "Texture > Save as DDS ''
When I Save it as dds, there are many noise point in it.
You can try "DataPC_ACE_Egypt.forge" >> "CE_U_Juno_Anubis_Hand_DiffuseMap".
Environment Mesh(such as Olive Tree) seems can't be extracted correctly.
I used the maxscript in page 1, It works well on Character model, but when I import environment mesh in 3ds max, it just show me disorderly triangles.
You can try this mesh of AC: Origins:
Version 1.4 is in development, and will release on or before March 10, 2019. Some changes to look for:
- Find feature with Regex and wildcard support - ** Partial Origins 3D model support (exporting too!)
- texture extraction and exporting fixes
- better 3D Viewer
- support for more Resource Types
- bug fixes and UI improvements
** Note: Partial does not mean full support. Blacksmith will not be able to load every model. I intend to support at least vegetation, clothes, animals, weapons, and statues.
This is fantastic work, thank you! I've been using it to extract textures and compare them to the ones intercepted by Resorep. I've noticed a few things that might be helpful for you. For the TEXTURE_MAP type, the TopMip structure in ExtractTextureMap should have Height first like the DDS format. They're also not strictly dimensions. Many of them are scaled up by a factor of 2 or 4, and often just correcting the width and height in the output DDS is enough to fix them. I thought the scale factor would be determined by the DXTType, but I haven't found any definite patterns. Also, the _TopMip_* entries at least have an extra 8 bytes at the end that aren't image data.
jjj wrote: ↑Sun Mar 03, 2019 12:05 am
This is fantastic work, thank you! I've been using it to extract textures and compare them to the ones intercepted by Resorep. I've noticed a few things that might be helpful for you. For the TEXTURE_MAP type, the TopMip structure in ExtractTextureMap should have Height first like the DDS format. They're also not strictly dimensions. Many of them are scaled up by a factor of 2 or 4, and often just correcting the width and height in the output DDS is enough to fix them. I thought the scale factor would be determined by the DXTType, but I haven't found any definite patterns. Also, the _TopMip_* entries at least have an extra 8 bytes at the end that aren't image data.
Hey, thanks for the info. I will update the TEXTURE_MAP code for Version 1.4. The last 8 bytes that you mention is probably a file ID (int64).
Update:
Version 1.4 should be ready by Wednesday (3/6/2019) or Thursday (3/7/2019). Model support is coming along well, so far. You guys are in for a treat.
Now I have to decide which version of Kassandra I want to make first--an authentic one or this zany notion of a sci-fi twist that (on paper) mimics almost everything about her from the game including Ikaros (now Integrated Kinetic Attack Remote Operated System).