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PostPosted: Sat Jun 18, 2016 4:17 pm 

Joined: Fri Jun 17, 2016 6:01 pm
Posts: 1
Good job mate, those tools are awesome!
Any plans on exporting animations or maps?


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PostPosted: Sat Jun 18, 2016 4:31 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 689
No plans for now. Other people on facepunch are working on maps, maybe they'll be lucky to do them.


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PostPosted: Thu Jul 14, 2016 8:11 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 689
Today I was able to find out how to extract animations.

https://youtu.be/koX8695_ry0

https://youtu.be/9CMajorRE7Y


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PostPosted: Fri Jul 15, 2016 3:47 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 689
Experimental version of animation tool released:

viewtopic.php?p=13517#p13517


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PostPosted: Sat Jul 16, 2016 4:36 pm 
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Joined: Sat Jul 16, 2016 2:45 pm
Posts: 1
Going to use Blender to make these all SFM compatible, with animations and skins hopefully. Might be a while, because I'm lazy, but I'll get it done sometime. I'll be on the safe side, though, and avoid Steam Workshop so I don't get DMCA claimed instantly.

_________________
Not even Bin Laden could hide from my sight...


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PostPosted: Fri Aug 05, 2016 9:24 am 

Joined: Fri Aug 05, 2016 9:20 am
Posts: 2
Hi I'm new. I'm very interested in this and was wondering @id-daemon is there source code available on your texture and model tools? Or how would one go about learning how to do the extraction themselves. Is the tool just looking for specific headers and renaming to proper extension or is there something more being done?


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PostPosted: Fri Aug 05, 2016 3:37 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 689
Zenith wrote:
Is the tool just looking for specific headers and renaming to proper extension or is there something more being done?


A LOT more is being done. Long and detailed research was performed on game data to make it possible. Even textures which are usually just raw data, here they were shuffled. What exactly are you interested in? Overwatch tools, or how to reverse-engineer game data in general?


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PostPosted: Fri Aug 05, 2016 4:34 pm 

Joined: Fri Aug 05, 2016 9:20 am
Posts: 2
The present purpose would be Overwatch tools(it's what brought me here) but I'm more interested in how to reverse-engineer it in general in order to understand how it would work for different parts and how you would go about doing it for different games in the future.


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PostPosted: Sat Aug 06, 2016 9:03 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 689
Well, must say that Overwatch is not a good example to learn reverse-engineering models. Because its too complex. Better find some simple game and start finding and analyzing basics, like vertices and faces. Hex2Obj tool will be of much help. Then, after you get familiar with it, you can go further to UVs, normals, and other data which can be contained in a model. After that, skeletons and weights (bone influences).


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PostPosted: Sun Aug 07, 2016 8:10 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 689
Next version of experimental animation tool. Now works much faster. Animations will be smoother, because now I did interpolation. Its linear, but still, much better than without it.


Last edited by id-daemon on Thu Aug 11, 2016 4:14 pm, edited 1 time in total.

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PostPosted: Sun Aug 07, 2016 10:54 pm 

Joined: Sun May 22, 2016 11:49 pm
Posts: 1
Problem to New Tool

id-daemon wrote:
Next version of experimental animation tool. Now works much faster. Animations will be smoother, because now I did interpolation. Its linear, but still, much better than without it.


Attachments:
Képernyőfelvétel (301).png [288.54 KiB]
Not downloaded yet
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PostPosted: Mon Aug 08, 2016 3:34 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 689
tathannibal wrote:
Problem to New Tool

Everything is working fine. You are doing something wrong. What are you doing?


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PostPosted: Tue Aug 09, 2016 5:35 pm 

Joined: Tue Aug 09, 2016 5:33 pm
Posts: 1
Awesome tools. Having a few issues with the textures though, can't really seem to "fit" them properly, there are a ton of them, and I can't figure out where half of them should be applied. (junkrat's disc for example)

Also -- what XNA version works with the converted .ascii from overwatch_skeleton.exe? I've tried 11.8 & 11, but both just return "Object reference not set to an instance of an object."


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PostPosted: Thu Aug 11, 2016 3:50 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 689
Rumkin wrote:
Also -- what XNA version works with the converted .ascii from overwatch_skeleton.exe?


Don't know. Only using it for export/import.


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PostPosted: Thu Aug 11, 2016 4:15 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 689
New version of animation tool. Long animations, like Genji Unleashing the sword must work now.


Last edited by id-daemon on Fri Aug 19, 2016 3:44 pm, edited 1 time in total.

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PostPosted: Mon Aug 15, 2016 11:20 pm 

Joined: Mon Aug 15, 2016 11:16 pm
Posts: 1
Any possibilities about getting UI texture?


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PostPosted: Fri Aug 19, 2016 3:44 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 689
Looks like new version of animation tool is working fine for all models. So I'm moving it to the first page.


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PostPosted: Sun Aug 21, 2016 7:43 am 

Joined: Sun Aug 21, 2016 7:36 am
Posts: 1
Please help me. I cant find the folders to extract from and i don't know how to use casc explorer, i keep getting "invalid storage folder selected". Also, yes i googled it.


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PostPosted: Tue Aug 23, 2016 2:22 pm 

Joined: Tue Aug 23, 2016 2:21 pm
Posts: 2
Hi, can you guys tell me where is located the 00C folder in Cascview or CascExplorer ? I've already extracted the sounds but I really waaaant the models pls


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PostPosted: Tue Aug 23, 2016 6:37 pm 

Joined: Tue Aug 23, 2016 2:21 pm
Posts: 2
Sorry, it's all good I've extracted then converted the 21 character, skins and weapons. Good job, man !
What about Ana ?
And how do you convert the models that arent listed in your text file ? Thanks !


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