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PostPosted: Mon Oct 22, 2018 7:32 pm 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 90
Blender importer for human and monsters.

You need:
http://download.blender.org/release/Ble ... indows.exe
and
https://www.python.org/ftp/python/2.6.6 ... -2.6.6.msi

Unpack archive, doubleclick on file "Blender249.blend" , press alt+p in Blender Text Window and import .uasset.


Attachments:
Blender249[Dragon Quest XI][PC][uasset][2018-10-22].7z [60.81 KiB]
Downloaded 74 times
SK_P006_Face001_E001.uasset.thumb.02.png [393.09 KiB]
Not downloaded yet
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PostPosted: Tue Oct 23, 2018 5:35 am 

Joined: Mon Dec 04, 2017 5:48 pm
Posts: 18
@Szkaradek123
1. Hey did you extracted the .uasset first with Umodel so you get an .psk file? Or is it purly the .uasset itself?
2. Can we import animations with your script?
3. Where do I need the python program for?


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PostPosted: Tue Oct 23, 2018 6:43 am 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 90
Umodel exports only textures. Skeletonmesh is not extracted to psk.
http://www.gildor.org/smf/index.php?topic=6325.0

ad1. purly
ad2. no animation
ad3. just install


Attachments:
p001.jpg [258.65 KiB]
Not downloaded yet
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PostPosted: Tue Oct 23, 2018 6:09 pm 

Joined: Thu Feb 01, 2018 3:54 pm
Posts: 1
Szkaradek123 wrote:
Umodel exports only textures. Skeletonmesh is not extracted to psk.
http://www.gildor.org/smf/index.php?topic=6325.0

ad1. purly
ad2. no animation
ad3. just install

is that possible to get animation works?


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PostPosted: Tue Oct 23, 2018 6:27 pm 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 90
I'm not sure, but bone rotation use quaternions compressed as 4 * int8 - 4 bytes (x,y,z,w) for each key.
I'm not good for shifts in bits , so give up.


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PostPosted: Wed Oct 24, 2018 4:11 am 

Joined: Sat Dec 19, 2015 2:28 am
Posts: 23
The lack of interest over on Gildor's forums and modding in general outside of the orchestral music mod had me thinking this game wouldn't have model support. So I wanted to give a big thank you to Szkaradek123 for the tool. It works great and there's only a couple minor fixes needed for the models.

*thumbs up*


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PostPosted: Wed Oct 24, 2018 7:41 pm 

Joined: Wed Oct 24, 2018 7:38 pm
Posts: 1
It works well. I have run into two monsters so far though that extract the skeleton correctly and what i assume is the correct poly count but they all have a position of zero.

I forget the number of one of the monsters but M501 is doing it. Any update on props as well? some weapon models should look real nice when rendered :D. Keep up the good work.


edit: seems monster 526 has his hip flipped when read. Easily fixable manually but i figured i should report it all the same :P. I moved the top half for the sake of a better view.
Image


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PostPosted: Thu Oct 25, 2018 6:34 am 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 90
Update:
-fixed bones and vertex format.
I'm not sure from what depends vertex block so only quess .
Bones are correct now but a little unnormal.

Update 2018-20-26:
- fixed errors viewtopic.php?p=39843#p39843


Attachments:
Blender249[Dragon Quest XI][PC][uasset][2018-10-26].7z [60.44 KiB]
Downloaded 72 times
Blender249[Dragon Quest XI][PC][uasset][2018-10-25].zip [84.43 KiB]
Downloaded 37 times


Last edited by Szkaradek123 on Fri Oct 26, 2018 6:29 am, edited 1 time in total.
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PostPosted: Thu Oct 25, 2018 4:44 pm 

Joined: Wed Dec 17, 2014 4:34 pm
Posts: 11
Some Model Error and get this:

Image

here simple:

http://www.mediafire.com/file/d71ar1u1m ... n.rar/file


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PostPosted: Sat Oct 27, 2018 10:02 am 

Joined: Mon Jan 26, 2015 8:39 pm
Posts: 23
Will this also work on the environment assets?
Even if they aren't Skeletal Meshes


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PostPosted: Sat Oct 27, 2018 11:13 am 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 90
Only skeletal meshes.
Gildor's Umodel doesn't export maps for other games , so it must be to complex and hard to reversing.


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PostPosted: Sun Oct 28, 2018 4:29 am 

Joined: Mon Jan 26, 2015 8:39 pm
Posts: 23
Szkaradek123 wrote:
Only skeletal meshes.
Gildor's Umodel doesn't export maps for other games , so it must be too complex and hard to reversing.


I don't mean the maps, I mean the environment assets, they're just static meshes and skeletal meshes, format wise they're no different to anything else.
The actual map assets, like the level file itself, or the terrain, certainly wouldn't work.
But Gilders tool supports environment assets, so long as they're static meshes or skeletal meshes, as the format is the same, they're just placed inside a level.

Do you think you'd be able to add support for standard static meshes?


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PostPosted: Sun Nov 04, 2018 8:13 pm 

Joined: Sun Nov 04, 2018 8:09 pm
Posts: 2
When I click import nothing loads.

Log doesn't show any errors.

Code:
(193, 131, 42, 158) -7 
==================== *\blenderdragonquestxi\blender249[dragon quest xi][pc][uasset][2018-10-26]\m510\s_m510.uasset
L1: (0, 0, 0, 0, 7671)
None
B: (-2147483648, 191, 189, 0, 0, 31, 4327, 5, 4187, 0, 0, 0, 0)
L3: (80, 182, 255, 47, 107, 119, 202, 71, 131, 234, 242, 47, 106, 150, 40, 48)
L2: (1, 31, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0)
A: (1899362540, 0, 7427, 24721, 0, 0, 0, 60, 7431, 37)
Strings: 189
    0 /Game/Characters/Monster/M510/S_M510
    1 /Script/CoreUObject
    2 /Script/Engine
    3 Additive
    4 AnimationCurves
    5 AnimationTrackCurves
    6 AnimSlotGroup
    7 ArrayProperty
    8 BN_Belly
    9 BN_Chin
    10 BN_Head
    11 BN_Hips
    12 BN_L_Arm
    13 BN_L_ArmTwist
    14 BN_L_Brow
    15 BN_L_Ear1
    16 BN_L_Eye
    17 BN_L_Eyelid
    18 BN_L_FingerA1
    19 BN_L_FingerA2
    20 BN_L_FingerA3
    21 BN_L_FingerB1
    22 BN_L_FingerB2
    23 BN_L_FingerB3
    24 BN_L_FingerC1
    25 BN_L_FingerC2
    26 BN_L_FingerC3
    27 BN_L_FingerD1
    28 BN_L_FingerD2
    29 BN_L_FingerD3
    30 BN_L_FingerE1
    31 BN_L_FingerE2
    32 BN_L_FingerE3
    33 BN_L_Foot
    34 BN_L_ForeArm
    35 BN_L_ForeArmTwist
    36 BN_L_Hand
    37 BN_L_Horn1
    38 BN_L_Horn2
    39 BN_L_Leg
    40 BN_L_Shoulder1
    41 BN_L_ToeA1
    42 BN_L_ToeA2
    43 BN_L_ToeB1
    44 BN_L_ToeB2
    45 BN_L_UpLeg
    46 BN_L_UpperEyelid
    47 BN_L_Wing
    48 BN_L_WingA1
    49 BN_L_WingB1
    50 BN_Neck
    51 BN_R_Arm
    52 BN_R_ArmTwist
    53 BN_R_Brow
    54 BN_R_Ear1
    55 BN_R_Eye
    56 BN_R_Eyelid
    57 BN_R_FingerA1
    58 BN_R_FingerA2
    59 BN_R_FingerA3
    60 BN_R_FingerB1
    61 BN_R_FingerB2
    62 BN_R_FingerB3
    63 BN_R_FingerC1
    64 BN_R_FingerC2
    65 BN_R_FingerC3
    66 BN_R_FingerD1
    67 BN_R_FingerD2
    68 BN_R_FingerD3
    69 BN_R_FingerE1
    70 BN_R_FingerE2
    71 BN_R_FingerE3
    72 BN_R_Foot
    73 BN_R_ForeArm
    74 BN_R_ForeArmTwist
    75 BN_R_Hand
    76 BN_R_Horn1
    77 BN_R_Horn2
    78 BN_R_Leg
    79 BN_R_Shoulder1
    80 BN_R_ToeA1
    81 BN_R_ToeA2
    82 BN_R_ToeB1
    83 BN_R_ToeB2
    84 BN_R_UpLeg
    85 BN_R_UpperEyelid
    86 BN_R_Wing
    87 BN_R_WingA1
    88 BN_R_WingB1
    89 BN_Root
    90 BN_Spine1
    91 BN_Spine2
    92 BN_Spine3
    93 BN_Tail1
    94 BN_Tail2
    95 BN_Tail3
    96 BN_Tail4
    97 BN_Tail5
    98 BN_Tail6
    99 BN_UpperChin
    100 BoneName
    101 BoneNode
    102 BoneTree
    103 ByteProperty
    104 Class
    105 Damage
    106 Default__SkeletalMeshSocket
    107 Default__Skeleton
    108 DefaultGroup
    109 EBoneTranslationRetargetingMode
    110 EBoneTranslationRetargetingMode::Animation
    111 GroupName
    112 KCL_Cloth1
    113 KCL_Cloth2
    114 KCL_Cloth3
    115 KDY_Body_Ex
    116 KDY_Hair
    117 KDY_Hair_Ex
    118 KDY_Lower
    119 KDY_Mantle
    120 KDY_Other
    121 KDY_Upper
    122 KEX_Body_Ex
    123 KEX_Hair
    124 KEX_Hair_Ex
    125 KEX_Lower
    126 KEX_Mantle
    127 KEX_Other
    128 KEX_Upper
    129 KSI_Body_Ex
    130 KSI_Hair
    131 KSI_Hair_Ex
    132 KSI_Lower
    133 KSI_Mantle
    134 KSI_Other
    135 KSI_Upper
    136 Matinee
    137 MatineeAdditive
    138 MatineeAdditiveSlot
    139 MatineeBlend
    140 MatineeBlendSlot
    141 MatineeNod
    142 MatineeNodSlot
    143 MatineeSlot
    144 MaxHandle
    145 NameProperty
    146 None
    147 ObjectProperty
    148 Override
    149 Package
    150 RelativeLocation
    151 RelativeRotation
    152 Root
    153 Rotator
    154 S_M510
    155 SkeletalMeshSocket
    156 Skeleton
    157 SlotGroups
    158 SlotNames
    159 SOC_AIM_Attack
    160 SOC_BTL_Camera0
    161 SOC_BTL_Camera1
    162 SOC_BTL_Camera2
    163 SOC_EFF_GokuryuuUti
    164 SOC_EFF_Guard
    165 SOC_EFF_Hit
    166 SOC_EFF_Horn_Top_L
    167 SOC_EFF_Horn_Top_R
    168 SOC_EFF_Item
    169 SOC_EFF_L_Foot
    170 SOC_EFF_MagicSing
    171 SOC_EFF_Mg
    172 SOC_EFF_Mg_Ball
    173 SOC_EFF_Mg_Face
    174 SOC_EFF_Mg_Overhead
    175 SOC_EFF_R_FingerB3
    176 SOC_EFF_R_Foot
    177 SOC_EFF_Root
    178 SOC_EFF_Top
    179 SOC_EFF_Top2
    180 SOC_IK_FootLeft
    181 SOC_IK_FootRight
    182 SOC_LOOKAT_Main
    183 SOC_UI_Emotion
    184 SOC_UI_Head_Icon
    185 SOC_UI_PopupBalloon
    186 SocketName
    187 Sockets
    188 StructProperty
    189 TranslationRetargetingMode
    190 Vector
Assets: 4187
    0 (1, 0, 104, 0, -3, 155, 0) /Script/CoreUObject Class SkeletalMeshSocket
    1 (1, 0, 104, 0, -3, 156, 0) /Script/CoreUObject Class Skeleton
    2 (1, 0, 149, 0, 0, 2, 0) /Script/CoreUObject Package /Script/Engine
    3 (2, 0, 155, 0, -3, 106, 0) /Script/Engine SkeletalMeshSocket Default__SkeletalMeshSocket
    4 (2, 0, 156, 0, -3, 107, 0) /Script/Engine Skeleton Default__Skeleton
header: 4327
    -1 0 -4 31 155 1 8 78 7671 0 0 0 0 0 0 0 0 1 0 0 0 0 0 1 -1
    0 (1, 0, 104, 0, -3, 155, 0) ['/Script/CoreUObject', 'Class', 'SkeletalMeshSocket']
    3 (2, 0, 155, 0, -3, 106, 0) ['/Script/Engine', 'SkeletalMeshSocket', 'Default__SkeletalMeshSocket']
    SkeletalMeshSocket
0
tree: (31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 1, 2, 30, 3, 4, 5, 13, 23, 10, 25, 26, 27, 28, 20, 7, 19, 8, 9, 24, 11, 12, 14, 21, 22, 17, 18, 29, 6, 15, 16)
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    BN_L_FingerE2
    /Script/CoreUObject
    /Script/Engine
    BN_L_FingerE1
    Additive
    AnimationCurves
    AnimationTrackCurves
    BN_L_ArmTwist
    BN_L_FingerB3
    BN_Head
    BN_L_FingerC2
    BN_L_FingerC3
    BN_L_FingerD1
    BN_L_FingerD2
    BN_L_FingerA3
    ArrayProperty
    BN_L_FingerA2
    BN_Belly
    BN_Chin
    BN_L_FingerC1
    BN_Hips
    BN_L_Arm
    BN_L_Brow
    BN_L_FingerB1
    BN_L_FingerB2
    BN_L_Eyelid
    BN_L_FingerA1
    BN_L_FingerD3
    AnimSlotGroup
    BN_L_Ear1
    BN_L_Eye


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PostPosted: Sun Nov 04, 2018 9:11 pm 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 90
Meshes for this model are in "..\Characters\Monster\M510\Mesh"
- SK_M510_E001.uasset
- SK_M510_E002.uasset
- SK_M510_E003.uasset

s_m510.uasset has no meshes. Propably it is info file.


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PostPosted: Wed Nov 07, 2018 2:15 am 

Joined: Sat Dec 19, 2015 2:28 am
Posts: 23
I get this error when trying to load adult Veronica's face mesh. It's in the 'characters/human/P009' directory.

current offset is 828
current offset is 990
current offset is 870
Traceback (most recent call last):
File "starter.py", line 65, in parseFile
try:function(self.input,g)
File "starter.py", line 730, in checkVersion
Data=parseUassetVersion7(filename,g)
File "starter.py", line 663, in parseUassetVersion7
data=checkVersion(materialPath,p)
File "starter.py", line 730, in checkVersion
Data=parseUassetVersion7(filename,g)
File "starter.py", line 707, in parseUassetVersion7
newSys=Sys(imagePath)
File "starter.py", line 15, in __init__
self.input=input.lower()
AttributeError: 'NoneType' object has no attribute 'lower'

I haven't extensively tested but it's the only one with the issue so far.


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PostPosted: Wed Nov 07, 2018 6:27 am 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 90
viewtopic.php?p=39835#p39835

try
Blender249[Dragon Quest XI][PC][uasset][2018-10-26].7z


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PostPosted: Wed Nov 07, 2018 9:33 pm 

Joined: Sat Dec 19, 2015 2:28 am
Posts: 23
Derp. I grabbed the update from the 25th but not the 26th. Thanks.


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PostPosted: Fri Nov 16, 2018 7:20 pm 

Joined: Sun Nov 04, 2018 8:09 pm
Posts: 2
Notcing an issue with both umodel and this script with some textures. The textures are partially exporting as transparent. Currently on Monster 104 a few other monsters also display this behaviour. Trying to export the texture from blender results in a 1kb file that has nothing in it.

Image


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PostPosted: Sat Nov 17, 2018 9:10 am 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 90
Blender in this version does not save images in the dds format.
When saving, select the format from the menu.


Attachments:
ert.jpg [116.29 KiB]
Not downloaded yet
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PostPosted: Sun Dec 09, 2018 10:43 am 

Joined: Sun Dec 09, 2018 10:10 am
Posts: 1
Hi, thanks for the script, working well!

I just have an issue with a model, maybe it's a known issue but didn't find any answers for this...
I'm importing a model from the characters -> human -> N002 -> Wear/Face/Hairs -> Mesh -> SK_N002_Wear/Face/Hairs_E217.uasset

Bones are ok, texture/UVs too but the mesh is ... weird ... like broken.
I know it's happening with some other models too. (i've tried importing almost all of them...)

I tried with v22/25/26 of the script, same issue.
And also tried to "unpack" the .pak file again with another version of DQXI quickbms, same issue.

Did i miss something or the model itself is "broken" maybe?
Any suggestion?

Thanks in advance.


Attachments:
importE217_02.jpg [798.85 KiB]
Not downloaded yet
importE217_01.jpg [757.36 KiB]
Not downloaded yet
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