Gildor's Forums

English Forum => Other games => Topic started by: TheDamnThing on October 10, 2012, 00:40



Title: Dishonored
Post by: TheDamnThing on October 10, 2012, 00:40
Hey ^_^

got Dishonored (US version) today and tested the files in umodel through the GUI.
It loads textures perfectly fine but that's it =/ Meshes don't load and nothing exports.

Here are a few files from the game (some upks, and the cracked .exe file)
http://sdrv.ms/QbluVq (http://sdrv.ms/QbluVq)

Would be nice if you could take a look into it =)
The game seems to be epic from what i saw till now.


Title: Re: Dishonored
Post by: Ganonmaster on October 10, 2012, 05:33
I downloaded the US version and decided to test it through the command line instead of the GUI. I found that listing files in the upk packages works properly. As for extracting: extracting textures works without errors. Exporting static and skeletal meshes results in an error. Animation sets export despite warnings when unpacking, can't verify if they're working without the skelmeshes. Flash files seem to export as well.

Pkgtool report:
Code:
Found 473 game files (1748 skipped)
Version summary:
Ver        LicVer     Count   Filename
801 (321)   30 ( 1E)   470    DishonoredGame/CookedPCConsole/...


Title: Re: Dishonored
Post by: Gildor on October 10, 2012, 09:10
Could somebody post core.u and engine.u files?


Title: Re: Dishonored
Post by: Ganonmaster on October 10, 2012, 09:22
There you go: https://dl.dropbox.com/u/1283505/CookedPCConsole.zip


Title: Re: Dishonored
Post by: Gildor on October 10, 2012, 13:57
(http://www.gildor.org/files/images/umodel/logos/dishonored.png)

Okay, I've added Dishonored support.
Animation is not working.


Title: Re: Dishonored
Post by: TheDamnThing on October 10, 2012, 15:05
(http://www.gildor.org/files/images/umodel/logos/dishonored.png)

Okay, I've added Dishonored support.
Animation is not working.
OMG yes! :D
Thanks so much! :-*


Title: Re: Dishonored
Post by: Gildor on October 10, 2012, 16:25
It looks like Dishonored's deelopers were used Sony's PS3 edgeanim library to compress animations in this game.

Update:
Just thought ... If that's really ps3 library then there's a big probability that animations from Xbox360 version of this game would work.


Title: Re: Dishonored
Post by: Gildor on October 11, 2012, 14:06
After some research I can confirm: Dishonored uses "edgeanim" library developed by Sony for their PS3 console. This library is used on all platforms - PS3, PC and even XBox360. That sounds a bit crazy (Sony's library on XBox360) but that's fact. So, animations are not supported for this game, and looks like never will be supported.


Title: Re: Dishonored
Post by: Dissolution on October 12, 2012, 03:34
The majority of the game's files seem to be .pck, are these meshes or the animations you're talking about? I'm rather unfamiliar with the way umodel and the Unreal Engine does things so some enlightenment would be nice. I'd really love to grab some of the models from this game but frankly I have no idea where to look.


Title: Re: Dishonored
Post by: Gildor on October 12, 2012, 10:17
.pck file which I have contains sounds. That's not Unrealy engine feature, it was developed specially for this game.


Title: Re: Dishonored
Post by: Pepper on October 13, 2012, 06:33
Well, it's wwise audio, like arkham city and mass effect 2/3 use.

But yeah, it's not standard unreal audio engine.

most of the models i saw for gameplay were in startup.upk or something.


Title: Re: Dishonored
Post by: rundown on October 14, 2012, 18:16
I can't seem to be able to make it work. I'm trying to find the mask the protagonist (Corvo) weares.

Yet I did find some .pck files wich seems like the right files.

Bank_Weapon.pck or Bank_Weapon_Sword_Corvo.pck??


I have no idea. Could anyone of you help me out?


Title: Re: Dishonored
Post by: Pepper on October 14, 2012, 19:48
The pck files are for sounds, the mask i believe is in startup.upk unless you're looking for mask sounds?
Yeah, those are both soundbanks. the mask is probably somewhere in the L (level) upk ones for the times where you take it off/put it on.

Here's one location: L_Pub_FromBridge_Script.upk named corvomask_world, it crashes on part of it if you dont disable anims and textures though. there's also textures for the high poly lens view when it's being adjusted somewhere, but the whole high poly mask is never used in game as far as i can see, it's not included either. when you take it off/put it on, it's the world view.


Title: Re: Dishonored
Post by: zoping on October 15, 2012, 09:02
Have problem with loading .psk file into 3ds Max. Models appear to be very low-poly (but in umodel viewer it's like in game)
(about mask :)


Title: Re: Dishonored
Post by: Pepper on October 15, 2012, 17:08
the mask is decently low-ish poly, try setting up the normal map maybe? a surefire way to tell is to see if the poly count is the same. again, the mask used in game is like 4k tris, but looks low poly without normal map.


Title: Re: Dishonored
Post by: rundown on October 15, 2012, 17:52
Could you upload it possibly with textures? Still don't seem to find it.
And if you would have the gun mesh with textures could you possibly send it with it?


Title: Re: Dishonored
Post by: Pepper on October 16, 2012, 04:11
I can't do that, I've gotten in trouble for similar things at xentax, try this: open cmd.exe, drag in umodel (or type it's path) then hit spacebar, type -export, hit spacebar type -obj=CorvoMask_world (exactly like that) hit spacebar, then type -all, spacebar, finally drag in L_Pub_FromBridge_Script.upk or L_Pub_FromPrison_Script.upk and hit enter. the direct path (aka the part before the > in cmd.exe dialog) will now hold psk's and tga's in a folder named after the upk. I definately saw the pistol (among other things) in startup.upk though some L_something level upk's have more meshes and upgrades for it.


Title: Re: Dishonored
Post by: Gildor on October 25, 2012, 08:17
I've separated discussion of Dishonored's .pck files (audio) to this thread:
http://www.gildor.org/smf/index.php/topic,1619.0.html


Title: Re: Dishonored
Post by: figura8 on March 27, 2020, 20:46
Hallo.
I'm trying to export the animations for the main character but i have no idea where they are located.
There's just one animset but it contains just one animation.
I'm using actor x import


Title: Re: Dishonored
Post by: Gildor on March 27, 2020, 20:58
I'm trying to export the animations for the main character but i have no idea where they are located.
...
https://www.gildor.org/smf/index.php/topic,1593.msg12458.html#msg12458


Title: Re: Dishonored
Post by: crow on September 12, 2023, 15:21
While messing around with exporting animations (before having seen Gildor's post about them not being supported) I noticed that one animation did export, Npc_TallBoy_Empty_as/Empty_CarryCorpse_Idle_Slave. Does that mean there's hope for animation support after all? If this one animation works surely the other ones must somehow work as well! I've attached the exported animation for reference.


Title: Re: Dishonored
Post by: crow on September 12, 2023, 15:22
Sorry for the doublepost, it wouldn't let me attach both files to one post. Here is what I think should be the original compressed file of the exported animation, ripped with UE Viewer.


Title: Re: Dishonored
Post by: spiritovod on September 12, 2023, 20:24
@crow: It's probably an unused asset in native UE format, accidentally included in the package, which happens in many games. The problem is that the game is using native UE skeleton, but edge animations, otherwise some third-party tools could potentially work with raw data - but, for example, native edgeanim decompiler from ps vita sdk requires both edgeanim and edgeskel in native edge binary formats, that's why tool for Horizon is tied to those formats. Though I guess theoretically it's possible to implement decoding edgeanim data in context of UE, since decompiler from sdk has sources with fully explained structure of that format (aside from implementation).