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Exporting models from Bioshock Infinite
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Topic: Exporting models from Bioshock Infinite (Read 85333 times)
Ehamloptiran
Jr. Member
Posts: 51
Re: Exporting models from Bioshock Infinite
«
Reply #45 on:
May 02, 2013, 19:32 »
Quote from: RipperOne on May 02, 2013, 19:23
Installing 4.5 now.
Anyway, thank you for all your hard work! You are making a quick updates.
I think I have reached the limit of what I had already figured out, was just mostly porting it from my other code base. Now I am looking into things I have not investigated yet, so updates will probably become less frequent. But hopefully this will be beneficial until umodel has been updated and I suspect that will be any day now
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RipperOne
Sponsor
Jr. Member
Posts: 54
Located
Re: Exporting models from Bioshock Infinite
«
Reply #46 on:
May 02, 2013, 22:00 »
My system is a big trash can. Thats why your tool crashed over and over. I have run it on my friends PC and guess what? It worked!
Now im start thinking about big clean for my system.
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Ziegel
Newbie
Posts: 16
Anya
Re: Exporting models from Bioshock Infinite
«
Reply #47 on:
May 03, 2013, 20:08 »
You know the Normal maps cannot be exported?
with the error called: Cannot Extract Texture2D "SG_Shell_Normal" has an unimplemented format
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Ehamloptiran
Jr. Member
Posts: 51
Re: Exporting models from Bioshock Infinite
«
Reply #48 on:
May 03, 2013, 20:17 »
Quote from: Ziegel on May 03, 2013, 20:08
You know the Normal maps cannot be exported?
with the error called: Cannot Extract Texture2D "SG_Shell_Normal" has an unimplemented format
Yes because the format is either BC5, Y8U8 or A8R8G8B8 and I have not written the code to export them yet. In my internal version I can preview all formats now, just need to write the export code.
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Ziegel
Newbie
Posts: 16
Anya
Re: Exporting models from Bioshock Infinite
«
Reply #49 on:
May 03, 2013, 20:25 »
Ah ok! I didn't know why it wouldn't export because its also a texture.
But as you already said if it got another compression it won't work indeed
Thanks anyways and looking forward!
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MegaScience
Full Member
Posts: 91
Re: Exporting models from Bioshock Infinite
«
Reply #50 on:
May 04, 2013, 06:42 »
So this program didn't like me trying to extract a model, but Texture2D works fine. UModel doesn't work for me yet, might need an update or gildor might have to tell me what I'm doing wrong. I do like having this GUI display though. Maybe you two could combine a bit more? I found Atlas_Nostrum_Icons.dds with this, which I'd assume you saw too. Very interesting file which I'm not sure how I'd locate with UModel as-is.
Also, anything about saving the extraction location so I don't have to enter it each time? And maybe highlighting a portion of files in the left side list, then hitting the extract-all whenever it is finished? I'm trying to get all the billboards currently, but you know that's going a bit slowly.
Edit:
"BillBoard_Fat_N" from "S_TWN_P" says unimplemented format. You mentioned some aren't available for extraction yet - this is one of them?
Edit2:
And do you think the files hold a better resolution version of "Bills_Dif" from "S_EMP_Bank2Mrkt_Geo" ?
«
Last Edit: May 04, 2013, 08:17 by MegaScience
»
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Ehamloptiran
Jr. Member
Posts: 51
Re: Exporting models from Bioshock Infinite
«
Reply #51 on:
May 04, 2013, 08:46 »
Quote from: MegaScience on May 04, 2013, 06:42
So this program didn't like me trying to extract a model, but Texture2D works fine. UModel doesn't work for me yet, might need an update or gildor might have to tell me what I'm doing wrong. I do like having this GUI display though. Maybe you two could combine a bit more? I found Atlas_Nostrum_Icons.dds with this, which I'd assume you saw too. Very interesting file which I'm not sure how I'd locate with UModel as-is.
Is it all meshes you cannot extract? Or a specific one? Some will crash the program, planning on fixing that today
Quote from: MegaScience on May 04, 2013, 06:42
Also, anything about saving the extraction location so I don't have to enter it each time? And maybe highlighting a portion of files in the left side list, then hitting the extract-all whenever it is finished? I'm trying to get all the billboards currently, but you know that's going a bit slowly.
Yeah I plan on saving the extraction directory, as for the highlighting a number of resources, I am working on a good way of doing that.
Quote from: MegaScience on May 04, 2013, 06:42
Edit:
"BillBoard_Fat_N" from "S_TWN_P" says unimplemented format. You mentioned some aren't available for extraction yet - this is one of them?
Yeah Billboard_Fat_N is a BC5. I can preview it. Im writing the code to extract it.
Quote from: MegaScience on May 04, 2013, 06:42
Edit2:
And do you think the files hold a better resolution version of "Bills_Dif" from "S_EMP_Bank2Mrkt_Geo" ?
No, I extract the highest resolution texture that is available for a Texture2D. So in this case 128x64 is the highest resolution.
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MegaScience
Full Member
Posts: 91
Re: Exporting models from Bioshock Infinite
«
Reply #52 on:
May 04, 2013, 08:56 »
Ah, thanks. I only tried one mesh - didn't try anymore yet. If I do take models, I'd be doing rendering for the wiki, which I don't feel like trying right now. So I've just been looking into the flat posters and such. Sad there isn't a higher resolution Columbian paper bill texture, at least in that area. Hopefully there's one elsewhere.
It did randomly crash for me, but luckily I know where I was when it happened. I assume it's something you'd be fixing anyway, not like I know why to explain it anyway.
Edit:
You know about the crash from just leaving it running a while, right? After that crash mentioned above, I reopened the program and opened the folder, but had to do some other things for a while so I left the program in the background. When I tried to click something in it after a while, it crashed. Just mentioning.
Edit2:
I think there is a problem with getting full resolution textures. I found specific Vigor icons, but "VigorIcon_Charge" from "S_DCOM_P" is half the size of the other vigor icons, which makes no sense.
«
Last Edit: May 04, 2013, 18:38 by MegaScience
»
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Ehamloptiran
Jr. Member
Posts: 51
Re: Exporting models from Bioshock Infinite
«
Reply #53 on:
May 04, 2013, 19:18 »
Quote from: MegaScience on May 04, 2013, 08:56
Edit:
You know about the crash from just leaving it running a while, right? After that crash mentioned above, I reopened the program and opened the folder, but had to do some other things for a while so I left the program in the background. When I tried to click something in it after a while, it crashed. Just mentioning.
Not sure on that crash, I left it for a while and came back and it still worked. But will continue investigating. Probably something silly Ive done.
Quote from: MegaScience on May 04, 2013, 08:56
Edit2:
I think there is a problem with getting full resolution textures. I found specific Vigor icons, but "VigorIcon_Charge" from "S_DCOM_P" is half the size of the other vigor icons, which makes no sense.
I looked at the Vigor Icons, and found that they are all 128x128. It seems the one in S_DCOM_P is probably a left over junk one (Maybe). I found the 128x128 VigorIcon_Charge one in S_Fink_P
On another note, now that UModel has full support for Bioshock, I am going to focus more on the visualization side rather than the extracting data side. So the plan is to get level visualization in, I am going to do a release shortly with previewing of Static Meshes/Skeletal Meshes and Textures (Much like UModel)
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MegaScience
Full Member
Posts: 91
Re: Exporting models from Bioshock Infinite
«
Reply #54 on:
May 04, 2013, 19:23 »
Well I'm still getting problems with UModel at the moment. I think it's just adjustments that need to be made for nuisances in how the game works. You can see I posted in gildor's topic that some models come in at low resolution, which is a bit problematic. In fact, if you could share any accommodations you had to make in your method with gildor, maybe that can be fixed?
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Ehamloptiran
Jr. Member
Posts: 51
Re: Exporting models from Bioshock Infinite
«
Reply #55 on:
May 04, 2013, 22:05 »
New version of BIExplorer v0.3.2
- Preview mode in DirectX, can preview Textures, StaticMeshes and SkeletalMeshes (Static). Any materials that cannot be rendered are rendered as wireframe.
- Directory chosen for extract is now remembered.
- Textures with format of PF_BC5 can now be extracted (Most normal maps). All texture formats are visible in preview.
- Should be no more crashes with Static Meshes or Skeletal meshes.
- PHYS materials should no longer cause crashes.
https://drive.google.com/folderview?id=0BzqpBc4MrAMXYzQyY1VYQVBMR2c&usp=sharing
[вложение удалено Администратором]
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RipperOne
Sponsor
Jr. Member
Posts: 54
Located
Re: Exporting models from Bioshock Infinite
«
Reply #56 on:
May 04, 2013, 22:58 »
that is quick, thank you!
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interdpth
Newbie
Posts: 18
Re: Exporting models from Bioshock Infinite
«
Reply #57 on:
May 05, 2013, 00:36 »
Can it load the Elizabeth models?
Currently can't test
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Ehamloptiran
Jr. Member
Posts: 51
Re: Exporting models from Bioshock Infinite
«
Reply #58 on:
May 05, 2013, 08:17 »
Quote from: interdpth on May 05, 2013, 00:36
Can it load the Elizabeth models?
Currently can't test
Yes, everything but her eyes. I'm working on that
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MegaScience
Full Member
Posts: 91
Re: Exporting models from Bioshock Infinite
«
Reply #59 on:
May 05, 2013, 16:14 »
Does it also keep track of the input directory?
Your program didn't seem to like me trying to preview
Alpha_siren
's
siren_norm
from Coalesseditems or however it is spelt. x-x Locked up.
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