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Author Topic: converting models to hl2/hl  (Read 316 times)
grml4d
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Re: converting models to hl2/hl
« Reply #30 on: June 29, 2020, 18:38 »

i had great ideas while i wait for the extraction to complete.. [ that seems taking longer.. ]

i think i invented a new way for managing the big number of files of unreal and the "compression" of files..
these ideas should help to reuse "exported files by umodel viewer"

this new method use a sort of "two ways method" for exporting.. a bit like with paying or buying on the web.. with the email box or sms used to secure .

here the first step are to open the game folder.. then scan all files .
the user asks for the generation of images of models [statics or animateds or both ] [ most of time all ]
in the under folder of umodel.exe a folder is created
then image of them with textures are generated.. at the same time a "specific visual code" is inserted into a zone of the image of the model .. it is the "relative path relative object.." all info for umodel to find it .

so the user or artist is watching the pictures of model and then create another folder under this one where it moves some images or make copies..
when it relaunch the umodel tool ; this one finds the 3 files and export it in a sub folders with the textures and animate informations [ or no depending of options user selected..]

this way seems the coolest for extracting models.. no ?

i also think you can add numbers to some of the folders.. i mean that after scan .. there are few archives mith models or 3 d objects inside.. : in one called rosewell that has 2 monsters and 23 objects.. when a user extract [all or not ] then the name of the containing folder "uncook" could be 02_23_rosewell
that can be very useful for those searching objects and using numbers makes the folder being the first of the list when you open the folder.. so the folder having object is easy to spot
may a second quick update could be to offer to save "static mesh" object with the psk extention [name instead of pskx]
like i told you : the pskx makes a psk reader unable to read models.. while if i rename it can do it ;'] [ i do not want to rename 100 Go of file.. of course i can use a renamer..

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Gildor
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Re: converting models to hl2/hl
« Reply #31 on: June 30, 2020, 09:20 »

There already was a request about building screenshots with umodel (gallery). I will not do that.
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grml4d
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Re: converting models to hl2/hl
« Reply #32 on: June 30, 2020, 15:04 »

i start to handle "bettter" all your tools [ except the decompress and extract ]
the "full extraction of the game took twice the time : 2 hours with the same hardware and my hdd*ssd still has more than a Terro of space Free ;']

i think i found the THE NAME BUG... , because i did extraction with psk as the format for 3d objects and gltf for the second..then at end i used explorer to search for psk files and saw a bunch of files having the same names size...

as they are all the same files .. why you do not "regroup them" in the same folder instead of creating others ?
i write regroup,, but i am not sure that is the right word because i loaded few of this models having a big size.. and then imported an animation..
the problem is that animation was made for an other models or so...

[ that is why i love so much goldsource.. compared to "recent" "super engines" ] [ the model itself contains all needed files in itself.. [ except the sounds ] ] i not liked the source mostly for this reason when i saw how that was looking... tons and tons of files...

with mdl it is like with a zip .. you create a folder open / extract in it .. work ,then redo or rebuild the model..
testing it is just one file to change with fearing to break a lot of others things because you edited a bmp or others textures ...


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grml4d
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Re: converting models to hl2/hl
« Reply #33 on: June 30, 2020, 15:06 »

There already was a request about building screenshots with umodel (gallery). I will not do that.
i mean "creating a catalog" of available models of game.. for an easy spotting and selection .. with images there is no language or computer hard to do things..
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Gildor
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Re: converting models to hl2/hl
« Reply #34 on: June 30, 2020, 16:25 »

as they are all the same files .. why you do not "regroup them" in the same folder instead of creating others ?
UModel saves exported assets corresponding to their original location in upk files. The difference in only in "uncook + use groups" vs "no uncook" modes for UE3 (and no difference for UE4).
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grml4d
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Re: converting models to hl2/hl
« Reply #35 on: July 02, 2020, 21:41 »

by now i did not clearly saw the change : with uncook .. but it will appear like the previous system of numbering..
it is a question of time and use.. like it happened with the names and models...

on a other side .. it takes a lot of time and ressources to get the models from unreal.. i will try not to use this engine but the cry engine.. that is cheaper ;']  i joke but can you try to extract for me the monsters models.. ?

i think i ll have to rebuild them all " using" my way
the worm whol pack looks cool and install well with registration..

it has a lot of scripts .. may be you could have ideas reading them .. and make a tool that export in mdl format...
do you have such plans or softwares coming soon ?
« Last Edit: July 02, 2020, 21:46 by grml4d » Logged
Gildor
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Re: converting models to hl2/hl
« Reply #36 on: July 02, 2020, 22:02 »

by now i did not clearly saw the change : with uncook .. but it will appear like the previous system of numbering..
Show me screenshots of your export please, where I could see duplicates with numbers.

Quote
it has a lot of scripts .. may be you could have ideas reading them .. and make a tool that export in mdl format...
do you have such plans or softwares coming soon ?
Of course not.
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grml4d
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Re: converting models to hl2/hl
« Reply #37 on: July 04, 2020, 23:05 »

i saw a lot of files having the same names... that is why and how i imagined you used the numbering as a solution.. at the time before the post with my latest extract of 250 Go that tooks more than two hours...

i like you and your software,, but results are not very kindy.. hours of work and search .. plus 800 Go and i still not play with my little models from bureau or others unreal games...

 Lips Sealed Embarrassed  are you sure you should not restart from zero the whole software..?
i do not talk about coding ["8 but the logic of the software and each cases and questions..

beside that i visited the khronos website to see if i can find any useful software..
they made a new website : https://modelviewer.dev/
that renders and show a lot of gltf files..
may be you could reuse some of the code with a webserver [ like hfs ]
in the case of a full extract with a dedicated html or with game files loaded + server web... so your umodel does the realtime extract

https://www.rejetto.com/hfs/
 HFS (HTTP File Server) to send and receive files.

this tool is very cool for little lan game server.. it only needs a folder and send the files ;'] you should know it..

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mark2580
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Re: converting models to hl2/hl
« Reply #38 on: July 05, 2020, 06:19 »

and make a tool that export in mdl format...
do you have such plans or softwares coming soon ?

How laughed out loud. Dude. You still could not find tutorials on Google how to create a model for Source Engine Huh? Please stop torturing Gildor with your stupid questions.
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MARK2580
grml4d
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Re: converting models to hl2/hl
« Reply #39 on: July 05, 2020, 11:52 »

torturing ? you mean : trying to make him becomes a "Ninja Turtle"   angel azn blank laugh
i found a good one in a video that i downloaded from youtube..

https://www.youtube.com/watch?v=1KYLmPyDnik&feature=youtu.be

for the STUPID  Tongue  Shocked : Smiley  Huh?
i do my best not to ask them ..  but like in softwares : there are are always few impossibles cases that can occurs.. and they oblige to have an answer already made.. to prevent some "divided by 0" case


the problem i have is mostly : to not have models with textures , head and weapons when i use umodel...
it renders models with textures but all others "softwares" that reads his files [ after conversions or not ] are all showing models with only triangles.. no textures..

the mdl format for goldsource is able to show models with a lot of triangles.. if you played echoes mod.. you can see that models of alyx or others monsters : they are exactly the same...

my steam account has a lot of batman or source games..  i am not against reusing some models from unreal ..
for exemple .. i want to create a kind of robots with new arms .. [ having gluon guns ] for repairing cars or planes...

https://half-life.fandom.com/wiki/Robot_Grunt

can you make it please ?
i am not very good at 3ds.. that is not handling so well the good old mdl..
« Last Edit: July 05, 2020, 11:55 by grml4d » Logged
Gildor
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Re: converting models to hl2/hl
« Reply #40 on: July 05, 2020, 19:30 »

the mdl format for goldsource is able to show models with a lot of triangles.. if you played echoes mod.. you can see that models of alyx or others monsters : they are exactly the same...
I suppose HL Gold has simple textures mapped to models. Unreal, starting with version 2 (year 2003) is using MATERIALS (also called "shaders"). Learn the difference between "texture" and "material".
Google shows lots of links for different software showing the difference.

This is an example of how materials are constructed in UE4. Materials may have 100's of "nodes", and it is hard to extract just a few textures from them.
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grml4d
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Re: converting models to hl2/hl
« Reply #41 on: July 07, 2020, 10:42 »

you can call it shaders or materials or textures.. that is the same..as a bmp .. the difference comes more from the rendering of the card video that is rendering ... half-life started in 1998 with 2 ways of rendering : software + opengl and also glide3dfx [ for the geometry ] ...with transform & lightening and updates : it is able of rendering in 32 bits only..and opengl..
of course some have added the "shaders effects" to it ..

the point is not so much about half-life but your own software..  that export only the shape but not the textures : i mean a bmp that has all the "wrapped" textures / colors that are all wrapped onto the models..

what is missing when i use the umodel is this kind of windows when i watch a model .. :



it does the model with the textures [ for some ] ; when i open the "saved files in others softwares : there is no textures ,, only the triangles..  may be using targa is a bad choice ? and it is better to use direct x image file formats [ the famous dxtc invented by former cards maker : s3 ..[ if i remember  well .. ] it was made with direct x 6 .. no ?

so in my opinion .. you [ and your fellows friends doing the same kind of softwares.. ] [ like this one tutorial : https://www.unwrap3d.com/u3d/tutorial_uv_mapping_repaint_mesh.aspx  ] you should try to make easy to handle with quick good results software ..
i mean look at this texture :



only an artist doing this 24/7 can create new ones..  an average user that want to create his little mod .. is not able.. or that turns like with black mesa : more than twenty years to copy a game....  or like crysis and the "last batman arkam" : games that became playable with cards made 5 to 10 years laters they there created..

the game that makes billions is only using "boxes" for models and every thing .. : minecraft is not it ??
good luck findings "textures"
« Last Edit: July 07, 2020, 10:49 by grml4d » Logged
Gildor
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Re: converting models to hl2/hl
« Reply #42 on: July 07, 2020, 11:33 »

UModel exports materials in simplified form, as .mat file. ActorX Importer automatically picks up these .mat files and maps materials to the mesh, so it appears close to what you can see in UModel.
https://youtu.be/KSZaX0YQ2qg?list=PLJROJrENPVvK-V8PCTR9qBmY0Q7v4wCym&t=487

.mat file included diffuse texture and normal map. "HL Gold" has only diffuse, bump mapping wasn't invented at that point of time.
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grml4d
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Re: converting models to hl2/hl
« Reply #43 on: July 08, 2020, 11:46 »

the movie is great..
now that i have a lot of tools for 3ds and tutorials.. i should make it to obtain models..

what you could add is the windows like the first of my previous post : showing triangles and the texture of model..
with a dual zoom and may be dual  display windows..  that could help to "edit" and create new models...
the triangles being a good borders to limit painting and where that exactly "applies"

for those having an old 17" with a recent 26" [hdmi] that should be be great .

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grml4d
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Re: converting models to hl2/hl
« Reply #44 on: July 19, 2020, 12:58 »

good News .. i am Back with good news ;']

first thing i say .. is to add a support for the TGA images..i mean for umodel viewer to render them .
that goold old file format is still "unknown" by windows and most of the softwares..
i tried to find some quick display utilities.. but there are none freeware..

second thing is that is quite possible to drastically reduce the size of the extracted folder ...

i give a link to an other forum : https://www.deviantart.com/lezisell/art/The-Bureau-XCOM-Declassified-Ethereals-XNA-XPS-407946057
that has some help about the "incredible filesystem" of xcom the bureau.. and why some models are so "repeated"

so i started to extract ..: that means to select all options : cooking and the other box group ..
to help newbies for the effects of these boxes : they reduces the number of folders and puit all files in the same folder..
so when you want to repon a model.. you do not use the pakage name , but the "last name"
here are few screens to show what i mean :

https://i.postimg.cc/tgzzwtR3/EHO-FILEminimizer.jpg

https://i.postimg.cc/CK0Nc60M/EHO-A-FILEminimizer.jpg

https://i.postimg.cc/K8SrYsR7/monsters-2x3d-01-FILEminimizer.jpg

in the case of the first : the folder having the model is named EHO_sEER_sHIELD while without options used the name is : xgame\cookedpcconsole\pawn_sheer_shielder_sf ..
umodel.exe always read packed files .. while 3dsmax always read the extracted files .. so the difference in the name of folders is very important ..
umodel.exe always shows the two names ..so that is easy to "remind" and find the good folder .

here are the resulting folders and its size when using one more option at each extraction.. [ one checkbox ]
https://i.postimg.cc/hvYsMDDN/average-extraction-FILEminimizer.jpg

here are the result before i reduced size using simple tools and after
https://i.postimg.cc/ZnWFWG8H/wise-comp-result-deletion-FILEminimizer.jpg

first i did was to use a renamer... to change extention from : pskx to psk .. 3ds max does not care but others psk readers are not liking the x at end, the i used a duplicate file finder and remover...

https://i.postimg.cc/8kXZTHRw/duplicate-action-auto-FILEminimizer.jpg
https://i.postimg.cc/JnPPD39r/duplicate-result-FILEminimizer.jpg
https://i.postimg.cc/t4WktGLm/duplicate-result-del-FILEminimizer.jpg
https://i.postimg.cc/13G0Vcqk/duplicate-result-deletion-FILEminimizer.jpg

that was quite long for the final deletion.. but the hd was full of files and files quite fragmented either..
it took 3 days to reduce it by 90 % : deleting only exact same files that are having a copy...

i think umodel.exe can help skipping this step by checking the CRC of the file it wants to add in the folder..
i mean crc like the 7zip or torrent tools are use to handle for checking the validity of the files they received or extracted
in 7 zip : there is crc32 crc64 , sha 1 sha 256...

so what happens if i use the 3dsmax import plugin..?

https://i.postimg.cc/zfYd9GCr/3dsmax-result-FILEminimizer.jpg
https://i.postimg.cc/8ccwhJSh/3dsmax-result2-FILEminimizer.jpg
https://i.postimg.cc/rFdQsrgT/3dsmax-result3-FILEminimizer.jpg


https://i.postimg.cc/4yjvVWwg/monsters-2x3d-00-FILEminimizer.jpg
https://i.postimg.cc/K8SrYsR7/monsters-2x3d-01-FILEminimizer.jpg


here are "all case" you should face... with one "tool" being very good with all models : umodel.exe
and all kind of results 3dsmax can "give" : most of the time the texture is missing...

in fact for this .. the trick is simple . you have to set the material folder to point to the same folder that where is the model..
the first 3 images show that well ... i opened a model of ufo that is fully white b ecause the materials/textures folder is not set by the importer as the same to use as the one of the the psk.. if i point it to the same folder and reload the psk file then the texture is well applied [ sometimes ]
the two last images shows not.. i did not searched the error and where it come from..   Tongue  grin

as umodel is able of well displaying models and materials.. that should be soon that 3dsmax will have the right files in the right folders in all cases..   
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