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 Post subject: BloodBorne models
PostPosted: Sun Nov 26, 2017 1:55 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 688
BloodBorne tools.

Usage:
1. unpack .dcx archives with current bindertool
2. drop .flver files onto BloodBorne_model.exe to get models
3. drop .tpf files onto Bloodborne_texture.exe to get textures

Notes about models:
- Multiple UV pairs will only be exported to ASCII.
- model skeletons in both SMD and ASCII will be broken, delete them.
- to get animation skeleton, you need to put skeleton.hkx next to the tool when extracting. This file is usually found in animation archive of that character. This animation skeleton will not be perfect (some bones may be missing, and can be shifted somehow). This will be fixed later. If no skeleton.hkx file present, skeleton may be in another .HKX file for that model. Rename it to skeleton.hkx for convertion.

Now, when tools released, people will be able to get decrypted data files.

Image

textures:
Image

skeletons:
Image


Attachments:
bloodborne.rar [38.38 KiB]
Downloaded 73 times


Last edited by id-daemon on Wed Nov 29, 2017 8:15 pm, edited 3 times in total.
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 Post subject: Re: BloodBorne models
PostPosted: Sun Nov 26, 2017 2:01 pm 

Joined: Sat Nov 25, 2017 4:00 pm
Posts: 2
Finally!! Thank you daemon!


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 Post subject: Re: BloodBorne models
PostPosted: Wed Nov 29, 2017 8:05 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 688
Tool released.


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 Post subject: Re: BloodBorne models
PostPosted: Wed Nov 29, 2017 9:01 pm 

Joined: Sat Nov 25, 2017 4:00 pm
Posts: 2
id-daemon wrote:
Tool released.


Thanks! But where i can get decrypted backup?


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 Post subject: Re: BloodBorne models
PostPosted: Thu Nov 30, 2017 3:41 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 688
Dropoff wrote:
id-daemon wrote:
Tool released.


Thanks! But where i can get decrypted backup?

Files are passed between people. Everyone who wants them will have them sooner or later. Ask around.


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 Post subject: Re: BloodBorne models
PostPosted: Sat Dec 09, 2017 1:49 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 688
Note for people who can't make skeletons working. They are ALMOST correct with only a few rare problems. Most of characters are fully working. If its not working for you, you probably doing something wrong. Take the model and animation skeleton, load them separately and connect in your editor.

Image


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 Post subject: Re: BloodBorne models
PostPosted: Sun Dec 10, 2017 6:10 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 688
Map assets are fully supported, with textures applied automatically. Tool will be updated soon.

Image


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 Post subject: Re: BloodBorne models
PostPosted: Sun Dec 10, 2017 7:20 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 688
All new model and texture tools. I'll save 1st version at 1st post in case of problems with new one.

Whats new:

1. fixed some models crashing (because of japanese names. non-standard chars replaced with "_")
2. map assets support
3. textures applied automatically!
- SMD will have material name and after "/" - only name of first texture which is usually diffuse
- ASCII will have mesh number, material name, and all textures, be that 4 or 14 of them
important note: ASCII and SMD files will have texture names as .TIF and .TGA, so you have to either convert textures to these formats, or do text mass replace .TIF to .DDS in ASCII/SMD because they are text files.
4. texture tool will now export DX10 textures with .DX10 extension, so their names will be original, for auto-texturing to work.


Attachments:
Bloodborne.rar [12.76 KiB]
Downloaded 32 times
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 Post subject: Re: BloodBorne models
PostPosted: Sun Dec 10, 2017 7:38 pm 
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Joined: Sun Jan 25, 2015 4:15 pm
Posts: 27
Thanks daemon!!!


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 Post subject: Re: BloodBorne models
PostPosted: Mon Dec 11, 2017 8:48 pm 
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Joined: Sun Jan 25, 2015 4:15 pm
Posts: 27
Hi Daemon & Dropoff! Can you share the game files with me? Thanks in advance!


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