You can pose bones in Gmod. Use the Joint Tool.
You can pose bones in Gmod. Use the Joint Tool.
Hry guys i managed to get a frame with gpa, but im not good with hex editor to separate data and find positions...any hint?
I'm busy ripping the model of nathan drake from uncharted 3 and fixing head models from Star Wars Battlefront
I'm planning to extract a character, maybe Montagne with H2o files for hex2obj .
Anyway, I report that MichaelDarkAngel , the creator of the tool ARchive_neXt ( 3d models and texture extractor for Anvil engine) will add support for rainbow six siege files before to add support to AC: Syndicate.
Any caritative sould willing to share the MP5 folding helmet stock made by B&T manufacturer?
I mean the 3D model with textures. It's something impossible to find over the Internet and R6:S seems to be only source to get it.
Implementation into my game by attaching it to my weapon model will be a problem of mine. But please, I just need someone to extract it from specific game for me, as I'd have to download it illegally since I virtually got no money and wait for it's completion during hours and just for this extremely little thing; sounds really crazy. And better not to mention extraction process familiarization difficulty 'cause it's new engine, as I believe to know.
It's for making a recreation from a real firing exercise performed by a special unit from my country. Here I leave an image respecting what I'm talking about:
Cheers to everybody and thanks in advance!
PD: I'm sorry for double post =(
No, those were the old 2014 E3 models
By that time, operators weren't implemented yet, and there were 3 classes only, wich used those generic SWAT models. The only models that made it to the final game are the generic terrorists shown in the non scripted at all gameplay trailer.
BTW, I agree with you, they look pretty nice and it's such a shame that Ubisoft scrapped them
I have to ask, how do you attache the IntelGPA to a process like R6S that is launched by another application ( UBI ) or a Steam game ?
Been lurking this thread for a while -- great work on the current extractions.
Is it possible to extract first person character meshes? Specifically the upper torso.
Still ripping ? I love to see the OKP-7 Sight and GSG-9 Bandit.
Would be great to have all this great Models, or is here a Tutorial or something how to rip the models from Ingame?
best Regards from the new Member
intel gpa can capture frame from codex version of game but cant show erg so its only possible to extract mesh with hex editor
seriously guys , c'mon guys , can anyone compress all R6S models in a .zip / .rar file and upload it .
As far as I'm aware, it's not really 'easy'. The only one who has ripped characters/stuff from this game is luxox_18. He once told us that he uses Intel GPA, and that meshes are hard to locate, but easy to extract.
He's been busy extracting things from other games recently, but you can try sending him a PM
There is an absolutely fantastic Pecheneg machinegun (bull-pup style) in this game - the one and only model of that weapon. It would be great if it was ported one day...
I'd try to do it if everytime I try to install Intel GPA, the installer wouldn't tell me about a missing DLL
You don't understand half of what we're saying, do you?
Does any one of you know a tool that can export High-poly meshes from games ? and can you do it for me specially on games that i don't have / cain't buy / cain't download ?
Also , a new question , Why in-game models look so great and awesome and when you extract them they'll look terrible ? i need explanation ?
Also and last , i use Crowbar 2016 lastest version to decompile models from Garry's mod , why when i finish decompiling it , i don't see the Running / walking / landing / gun swep ........ anims . please help ? ( Sorry for making the reply so long and also sorry for my bad English if it was ,
Extracting high poly models from a game is not possible because games never actually use the high poly models. High poly models are...well...high poly models, but they're only used for baking normal maps for the low poly models. This combination in-game alters how the light wraps around a model, making it seem higher poly than it really is. If you were to use high poly models for everything, your game would be unplayable as you would get about 1 frame every 10+ hours, and that's if you're lucky.
The shaders are what especially make a difference when comparing an old engine like source to the new engines like R6S uses. Particularly all new engines use PBR (physically based rendering), while older games do not. Reflections especially are now rendered in real time instead of being pre-made for small parts of each map like they used to be.
As for the Crowbar tool, the creator is still working on fixing some of the kinks in it. Animations it extracts are often broken in the process (though fixable with the know-how). It could also be using animations from a separate directory, in which case I don't think it actually includes that when it compiles, it just references the location when the game goes to find the animations.
https://www.youtube.com/watch?v=5j2ZXZher6s ( please don't watch the video just go to the description and order it by top comment and then search for my comments , with 10 replies , the icon is the same )
Is luxox_18 the only one here that rips models and convert them into .obj ?
That dude usually ends up snipping everything, I'd rather to trust luxox
Luxox seems to be the only person who can rip from this at the moment. Best to just wait and let him do it in his own time.