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Author Topic: SMITE Models  (Read 13048 times)
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SMITE Models
« on: August 24, 2015, 23:56 »

Well, i'm from Uruguay (Spanish speaker) so i Hope my english is understandable.

I'm interested in extract 3D Models from Smite. Well, if you open the original .UPKs into the UDK, it crashes. So, i opnened the .upk files in uModel, extract it and create a new package in UDK, import the Skeletal Mesh (or at least i think it is) and the Textures. I'm going to explain what i do so you can tell me if i'm doing something wrong. To visualize properly the Model in UDK, i have to manually create a Material, in that material "put" the .tga files and "link" DIFF with Diffuse, NRM with Normal, etc. In the "MATERIAL WINDOW", appears a Ball, and not the Mesh, so I double click the Mesh and in the Material section i select: "Use selected objet in Content Browser" (with my "edited" material selected). And that's it, now i can Move the Mesh to the map and...that.

Here's a screenshot of how i see the "Material Window" http://prntscr.com/88flmc

But, what i need to do is "Extract" the mesh from UDK to a .OBJ file. I think that i can't do that, so I read that i can download 3DsMax, download the ActorX script, and import the Model from uModel to 3DsMax, save it as a .OBJ file and it's done.

I have two Issues here:
1: The models are imported with some weird "things" (sorry but i dont know how to call it). I think that it's the Skeleton but i dont know how to delete it. Here is a screenshot of what i See: http://prntscr.com/88fh1o

2: The models NEVER import with the Textures, even if i choose the "Material" path properly, i try with every path of the Extrated .UPK file from uModel, and the model never has a texture.

So:
 -How can i put off the "Skeleton" from the Mesh? (i think that This is called a "Static Mesh")
 -How can i load the textures properly, to save the Mesh (with the textures) in a .OBJ file?
 -It's possible to import the Originals .UPK files from SMITE, to UDK whitout it crashes?

If you ned ANY extra info, I haven't any problem on giving it.

Thank you very much:
-Agustín.

PD: Sorry for any wrong "term" or something, i'm new in all this stuff about 3D models, UDK, uModel + a Spanish Speaker Grin
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Gildor
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Re: SMITE Models
« Reply #1 on: August 25, 2015, 09:39 »

-How can i put off the "Skeleton" from the Mesh? (i think that This is called a "Static Mesh")
Try to remove "skin" modifier from the object. Also, you may notice that mesh and skeleton are created as separate objects in hierarchy - I think you may remove skeleton there (in hierarchy window).

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-How can i load the textures properly, to save the Mesh (with the textures) in a .OBJ file?
May be you didn't check "recurse" option?

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-It's possible to import the Originals .UPK files from SMITE, to UDK whitout it crashes?
No. Not just for SMITE, but for any other game too.

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PD: Sorry for any wrong "term" or something, i'm new in all this stuff about 3D models, UDK, uModel + a Spanish Speaker Grin
All terms are okay Smiley
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Re: SMITE Models
« Reply #2 on: August 25, 2015, 21:05 »

I solved my first problem, in the left side of 3DsMax there is a lot of (what i think it is) bones, and just 1 "Model", i had to clone that "Model" and delete everything else.

But the second problem...i'll try to take a lot of screenshots :v

The uModel extracts the .UPK in 4 folders: Material3, MaterialInstanceConstant, SkeletalMesh3 and Texture 2D. I tried to put this folders in the "Path to Materials" section in the 3DsMax script... This is what i see: http://prntscr.com/88rkke

I tried to Check the option "do nothing", but the Model is imported without textures anyway... Well, if I check "Ask" when i import the Mesh.psk this is what i see:
http://prntscr.com/88rmcp (There are important Notes inside this screenshot)

I think that the Program is asking me for the "Textures" of the Material: MIC_GOD_NuWA_V2_Skin3, but i tried with every .TGA file i think, and I never could import the Textures properly.

In UDK, i just create a New material and "Link" the .TGA files DIFF with Diffuse, NRM with Normal, etc, apply this Material to the Mesh and thats it...

Thank you for the first response!!

-Agustín
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Re: SMITE Models
« Reply #3 on: August 26, 2015, 09:30 »

When importer script can't find a material, if asks for single diffuse texture to be mapped instead of a whole material. If you have .mat files exported, but importer can't find them - this means you specified wrong "textures" path. This path should enclose directories with textures and mat files.
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Re: SMITE Models
« Reply #4 on: August 26, 2015, 22:00 »

Well, now i understand things a little better...i guess... But i still can't import the Mesh with the textures...another screenshot of another thing that i tried to do:
http://prntscr.com/896k93

PS: I tried to uncheck the option "See thru mesh" but, the same problem.
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Re: SMITE Models
« Reply #5 on: August 26, 2015, 23:10 »

You should put "materials path" equals to directory name which is opened in your Explorer window. I can't see the path itself, can see only 2 last letters "Va". If nothing works, check "Max listener" window (opened with F11 key) - it contains all errors.
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Re: SMITE Models
« Reply #6 on: August 26, 2015, 23:39 »

Ok, while i'm writing i'm opening 3DsMax...now i have another problem. I want to open a .u File with Unreal Explorer, and it's says that it's compressed. I download the UnrealDecompressor but doesn't do anything with the .u file...the File specifically is named TgGame.u, if you are interested.

Ok, I put "materials path" equals to that Directory name, and the same. Here's another screenshot (yes, i love screenshots) http://prntscr.com/897vjn

PD: I haven't solved my problem yet, but you are just awesome, thank you very much for everything.
PD2: I think my english levels in this time are deplorable...
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Re: SMITE Models
« Reply #7 on: August 27, 2015, 08:59 »

Ok, while i'm writing i'm opening 3DsMax...now i have another problem. I want to open a .u File with Unreal Explorer, and it's says that it's compressed. I download the UnrealDecompressor but doesn't do anything with the .u file...the File specifically is named TgGame.u, if you are interested.
I'm going to add decompress functionality to UI, but I think that UModel will not get any significant update until October - I'm busy with 2 projects now, for more than 1 month currently (that's why UModel receives only "critical" updates now).

What problem do you have with decompressor?
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Ok, I put "materials path" equals to that Directory name, and the same. Here's another screenshot (yes, i love screenshots) http://prntscr.com/897vjn
Is this mesh displayed textured in UModel? By the way, I see no errors in log
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PD2: I think my english levels in this time are deplorable...
I think it's good enough Smiley
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Re: SMITE Models
« Reply #8 on: August 27, 2015, 20:39 »

Actually no, the Mesh is not displayed textured in uModel: http://prntscr.com/89jkyy
Doing some research, i figure it out how to Apply a material to a Mesh (in 3DsMax), but it is not usefull to what i want to do. I want to upload some models to: http://p3d.in/u/SmiteNews
Apparently this page accepts .OBJ files and .MTL files... When i select the Mesh (textured) in 3DsMax, and then I click to "Export Selected" and select .OBJ, the program exports in 2 files, the .MTL and the .OBJ. I have no problems uploading the .OBJ, but it isn't textured (I think it is not suposed to be). Then, I can't upload the .MTL file. When i'm doing it nothing happens...so, I have to upload the 3 textures .TGA files (Diffuse, Normal and Specular) manually, but before i have to convert the .TGA files to .JPG...

I hope there is a way to upload models easily (like, upload 1 file and that it's textured) because i have to do it with 66 Gods, and some gods had 6 Skins, other 4, etc.

But now, that's the minor problem, because i figure it out how to upload models, my problem now is the Decompressor:

This is my file .bat:
Quote
decompress.exe -lzo TgGame.u

Also, a screenshot: http://prntscr.com/89jjcb

When i excecute the .BAT file, nothing happens. There is nothing into the unpacked folder, no "window" appear, nothing. Actually, the decompressor works for me with .UPK files (wich I dont know why to decompress them).

I read on Reddit that the TgGame.u file is the one with important stuff to datamine, like New Gods names...

Thank you in advance:
-Agustín

PD: You still awesome
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Re: SMITE Models
« Reply #9 on: August 27, 2015, 20:43 »

PD2: ¿There is a way to edit the Mesh Position, remove the Skeleton and that the Position remains there? Like in the "Medusa: Estándar", to don't have that form...
« Last Edit: August 27, 2015, 21:00 by Gildor » Logged
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Re: SMITE Models
« Reply #10 on: August 27, 2015, 21:02 »

Actually no, the Mesh is not displayed textured in uModel: http://prntscr.com/89jkyy
So don't expect it to be automatically textured in 3ds Max either.
Quote
...
But now, that's the minor problem, because i figure it out how to upload models, my problem now is the Decompressor:
...
When i excecute the .BAT file, nothing happens. There is nothing into the unpacked folder, no "window" appear, nothing. Actually, the decompressor works for me with .UPK files (wich I dont know why to decompress them).
This is a console program, so you should start CMD.EXE and launch decompressor there. Then you'll either get a decompressed file, or you'll see an error message.
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Re: SMITE Models
« Reply #11 on: August 27, 2015, 21:38 »

Oh i see... Here's the error:
http://prntscr.com/89khbk

¿Can I fix it?
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Re: SMITE Models
« Reply #12 on: August 27, 2015, 21:52 »

This error means: "this game has something custom in compression system". Can't fix it. I think I saw it somewhere on this forum, perhaps in another one SMITE thread.
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Re: SMITE Models
« Reply #13 on: August 27, 2015, 22:01 »

Ok D: Thank you very much...the last thing and i don't bother you anymore:

There is a way to edit the Mesh Position, remove the Skeleton and that the Position remains there? Like in the "Medusa: Estándar" (http://p3d.in/ArPvA) , to don't have that form...

Thanks:
-Agustín
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Re: SMITE Models
« Reply #14 on: August 27, 2015, 22:26 »

If you're asking about 3ds Max editing - I'm not the best person for answer Smiley
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