12-04-2015, 08:56 PM
Possibly, if I ever manage to get them all done, hahaha...It takes me a long time to do much of anything.
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12-04-2015, 08:56 PM
Possibly, if I ever manage to get them all done, hahaha...It takes me a long time to do much of anything.
12-06-2015, 03:26 AM
(12-04-2015, 08:56 PM)Carpaccio Wrote: Possibly, if I ever manage to get them all done, hahaha...It takes me a long time to do much of anything. I know what you mean mate. I have so many ideas for what I rip, but what I see in my head, ain't what I see on the monitor. Not saying that's how it is for you, but yeah... I just wanted to see them, because this guy used Buzz Lightyear that I ripped and created the entire Star Commnad team. It looked pretty great, and it nice to see what came out what I helped contribute. I haven't gotten around to anymore Injustice models, sorry. I really wanted to try out some of the other games my missus bought me for Christmas... XCOM: Enemy Unknown works, Defiance is a no go. Bourne fails when trying to extract certain textures. And I tried one I've had forever, Hellboy: The Science Of Evil. Here's what I got up too: ARMOUR: Female B.D.U ARMOUR: Female Carapace ARMOUR: Female Kevlar ARMOUR: Female Skeleton Insectoid:
12-06-2015, 11:39 AM
Well I'll be sure to let you have a look at what I do if I ever manage to get them all done. I'd love to have some interest in my otherwise rather pointless projects, haha.
Take your time anyway, man. I can wait. Do what you like, it's your process to determine.
Thanks Car...
UPDATE: Of Updatiness... I present my first art work... I call it... Z'evolushion D' Sextoid... This piece includes member of that XCOM rock band, SEXTOADS. On the left, Mikey d'Sex, from XCOM 5: Enforcer. Second is The Don, from iOS XCOM: Enemy Unknown. Then theirs Leon S. Sextoad from X360 XCOM: Enemy Unknown. Lastly we have the Angry menace, Gaph, from XCOM: Declassified: The Bureu. ENEMIES: | XCOM 5: E[ PC ] || XCOM: EU[ iOS ] || XCOM: EU[ X360 ] || XCOM: D[ 360 ] | PROPS: | Pooltable[ iOS ] || Treadmill[ iOS ] || Pooltable[ X360 ] || Treadmill[ 360 ] | Just lettin everyone know, I may open up a new thread in project organization for XCOM, too make everything easier;
12-08-2015, 10:06 AM
Huh...you know, I've never actually played an XCOM game...always wondered what they were like. I know they have some cool alien designs here and there...
01-27-2016, 07:02 PM
01-28-2016, 02:48 PM
You know how to riping from Resident Evil 6?
(01-28-2016, 02:48 PM)sutinoer Wrote: You know how to riping from Resident Evil 6? MATE, if it's Resi Evil, I know... OH I KNOW. Sorry, I love my Resi Evil. Would love an Orgi with Ada Wong, Claire Redfield, Jill Valentine and Rebecca Chambers a lot more, but aye. First thing, you want to extract the .arc files. Locate the .mod model file and change the extension from .mod to .re6pc. Copy the attached plugin into the Noesis plugin folder. Open up Noesis and navigate to the model double click... VOILA. PS: You're gonna need arctool for the textures, as Noesis doesn't work with the textures. [spoiler] #************************************* #Author : Chrrox, Co-Author : Codeman02 #************************************* #Noesis Python model import+export test module, imports/exports some data from/to a made-up format from inc_noesis import * import noesis #rapi methods should only be used during handler callbacks import rapi #registerNoesisTypes is called by Noesis to allow the script to register formats. #Do not implement this function in script files unless you want them to be dedicated format modules! def registerNoesisTypes(): handle = noesis.register("Resident Evil 6", ".re6pc") noesis.setHandlerTypeCheck(handle, re6CheckType) noesis.setHandlerLoadModel(handle, re6LoadModel) #see also noepyLoadModelRPG #noesis.setHandlerWriteModel(handle, noepyWriteModel) #noesis.setHandlerWriteAnim(handle, noepyWriteAnim) noesis.logPopup() return 1 #check if it's this type based on the data def re6CheckType(data): bs = NoeBitStream(data) idMagic = bs.readInt() if idMagic != 0x00444F4 ![]() return 0 return 1 #load the model def re6LoadModel(data, mdlList): ctx = rapi.rpgCreateContext() #rapi.rpgSetOption(noesis.RPGOPT_BIGENDIAN, 1) bs = NoeBitStream(data) #bs.setEndian(NOE_BIGENDIAN) idMagic = bs.readInt() header_version = bs.readUShort() # mod file version header_bonecount = bs.readUShort() # word Bones[1 to bonecount] header_grpcount = bs.readUShort() # word Groups[1 to grpcount] header_Matcount = bs.readUShort() # word Materials[1 to Matcount] header_vertexcount = bs.readInt() # total vertex in vertex buffer header_TriangleCount = bs.readInt() # total face count header_VertexIds = bs.readInt() # Integer Triangle[1 to TriangleCount] header_vertexbuffersize = bs.readInt() # vertex buffer data size in bytes to alloc on the fly when reading header_padding = bs.readInt() # always &H00000000 ???? no, sometime have a value :0/ header_bonegroupsA = bs.readInt() # bone groups sections used for skeleton header_groupidtrc = bs.readInt() # ???? header_ptrBoneOffset = bs.readInt() # zero if only one bone header_groupidtrOf = bs.readInt() # unused header_ptr_group = bs.readInt() # groups array info Offset header_ptr_vertex = bs.readInt() # vertex buffer pos in file header_ptr_triangle = bs.readInt() # triangle buffer pos in file(index buffer) modHeader2 = bs.readInt() # end of file - 4 ???? bs.seek(header_ptr_group, NOESEEK_ABS)#modHeader2[9]#== seekset meshInfo = [] for i in range(0, header_grpcount): unk00 = bs.readUShort() vertCount = bs.readUShort() unk01 = bs.readUByte() unk02 = bs.readUByte() groupid = bs.readUByte() # groupid lodLevel = bs.readUByte() unk04 = bs.readUByte() vertFlag = bs.readUByte() vertStride = bs.readUByte() unk05 = bs.readUByte() vertStart = bs.readUInt() vertBase = bs.readUInt() fvfInfo = bs.readUInt() faceStart = bs.readUInt() faceCount = bs.readUInt() faceBase = bs.readUInt()#? unk07 = bs.readUShort() unk08 = bs.readUShort() vertStart2 = bs.readUShort() vertCount2 = bs.readUShort() unk09 = bs.readInt()#? # 0 1 2 3 4 5 6 7 8 9 meshInfo.append([vertCount,vertStride,vertStart,vertBase,faceStart,faceCount,faceBase,lodLevel,fvfInfo,groupid]) #print(meshInfo[i]) for i in range(0, header_grpcount): bs.seek(header_ptr_vertex + meshInfo[i][3], NOESEEK_ABS)#vert bs.seek(meshInfo[i][1] * meshInfo[i][2], NOESEEK_REL)#vert print(meshInfo[i][7]) if (meshInfo[i][1] >= 0x14) and ((meshInfo[i][7] == 0x1) or (meshInfo[i][7] == 0xFF)or (meshInfo[i][7] == 0x3)) : bfound=1 rapi.rpgSetName("LOD_" + str(hex(meshInfo[i][7])) + "_" + str(i) + "_" + str(meshInfo[i][1])+ "_" + str(hex(meshInfo[i][8])) + "_" + str(bs.tell())) #+ "_" + str((bs.tell())) vertBuff = bs.readBytes(meshInfo[i][0] * meshInfo[i][1]) if meshInfo[i][8] == 0xB0983013:#12 == morph target objects: vertexpos + normal rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xDB7DA014:#16 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 12) elif meshInfo[i][8] == 0xB6681034:#16 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0x0CB68015:#20 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xA8FAB018:#20 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xA7D7D036:#20 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xC31F201C:#24 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xCBF6C01A:#24 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0x207D6037:#24 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, meshInfo[i][1], 0) rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xD1A47038:#24 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xD8297028:#24 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0x2BE814D4:#28 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0x7CD414D4:#28 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0x14D40020:#28 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 20) elif meshInfo[i][8] == 0xA320C016:#28 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0x49B4F029:#28 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0x5E7F202C:#28 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xD877801B:#32 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xB86DE02A:#32 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0x926FD02E:#32 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xA14E003C:#32 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xB392101F:#36 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0xBB424024:#36 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) #rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 24) elif meshInfo[i][8] == 0x63B6C02F:#36 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) elif meshInfo[i][8] == 0x64593023:#40 rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1],20) #or 32 for uv2 elif meshInfo[i][8] == 0x2F55C03 #64rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, meshInfo[i][1], 16) else: bfound=0 print("unkown FVF "+ str(hex(meshInfo[i][8]))) rapi.rpgBindUV1Buffer(None, noesis.RPGEODATA_FLOAT, 0) #rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_SHORT, meshInfo[i][1], 0) if bfound == 1: print("face base : " + str(hex(meshInfo[i][6]))) bs.seek(header_ptr_triangle + (2 * meshInfo[i][4])+(2 * meshInfo[i][6]), NOESEEK_ABS)#faceoff faceData = [] for a in range(0, meshInfo[i][5]): face = bs.readUShort() - meshInfo[i][2] faceData.append(face) faceBuff = struct.pack("<" + 'H'*len(faceData), *faceData) rapi.rpgCommitTriangles(faceBuff, noesis.RPGEODATA_USHORT, meshInfo[i][5], noesis.RPGEO_TRIANGLE, 1) mdl = rapi.rpgConstructModelSlim() mdlList.append(mdl) rapi.rpgClearBufferBinds() return 1 [/spoiler] Python Script:
fmt_residentevil6.zip (Size: 2.29 KB / Downloads: 389)
FORGOT TO MENTION: In the level that you play as Sherry Birkin and she's been captured with Weskers son, she's butt-ass nekkid under the robe... Good hunting
Hobbit: Fight For Middle Earth
Elf, Human, Orc Transformers: Victory Is Sweet Optimus Prime, Bumblebee Star Wars: Rebel Strike Hera, Sabine Teenage Mutant Ninja Turtles: Rooftop Run Donatello: 2012, Leonardo: 2012 School Of Dragons Deadly Nadder: Ice Crystal, Deadly Nadder: Stormfly, Deadly Nadder: Warpaint, Nightfury: Toothless
02-02-2016, 08:01 AM
02-02-2016, 10:04 AM
I kind of lost track of things, did you ever manage to get around to the Injustice models I was wondering about before? Raven and Doomsday from the PC version?
02-02-2016, 05:30 PM
(02-02-2016, 10:04 AM)Carpaccio Wrote: I kind of lost track of things, did you ever manage to get around to the Injustice models I was wondering about before? Raven and Doomsday from the PC version? Raven has been submitted to tmr, Doomsday, not yet. I have to make room on this laptop. As soon as I have enough, he's on my to-do list!
02-18-2016, 05:21 AM
02-18-2016, 07:30 AM
02-18-2016, 08:50 AM
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