Getting the DS1 levels will be hard work indeed.
I have another problem, I can not find axes or weapons melee.
Hey man, how has the EarthGov gunship progressed?
Thanks for the EVA suit with the visor down, it's very much appreciated! Cheers!
(I didn't know that was you :D)
The skeleton of the helmet is very bugged out so you have to start from scratch. I'm still waiting for someone on xentax to include the original weights of the bones and add that to the bone import script
This is indeed awesome progress!
Say, how much work is it to convert them so they are useable in Source Filmmaker because I am seriously considering hiring somebody to do this for me. He could also release it to the public since I don't give a fuck about private models, just want to see more Dead Space Art because EA killed the franchise
Quality Wise(Textures, Bump Maps, Dynamic Shadows, etc) they should look like The Spitter ported by Aliensoldier, the fleshy look and all:
I only have very basic knowledge of modelling and not enough time on my hands to learn it so hiring someone to do this would be the only way. How much time would it take someone who is skilled in porting to get 1 model ready? Just so I can measure if it's affordable for me to do this or if I should just forget about it.
I sadly can't contact Aliensoldier about all of this since he never comes online anymore.
So if you can skin the models with the original skeletons, otherwise they are ready for SFM or what ever.
And yep, Aliensoldier hasn't been online in a while, not even on Steam. I really would like to ask him how he managed to give the Guardian its animations from the game as seen on his youtube channel.
So basically drag and drop them into models and materials and it's done?
It's probably a lame question I know but Rigging is one of the subjects I have virtually no knowledge of except for the things in SFM.
Edit: Thanks for the quick reply by the way!
You basically also anwered my other question though which is going to make the negotiating thing a whole lot easier should I really hire somebody for a Workshop release(with proper credit for you since you ripped them in the first place). This really shouldn't be too much work aka not that expensive for me because they basically are 100% complete.
Cant believe you ripped so many models with bump maps and all. Dead Space is my favourite franchise and the only way of finding new content for it is to create it yourself since the franchise is well Dead
Again, thanks for doing this! Are you still ripping new stuff?
Well you pretty much extracted every single Necromorph there is which is awesome but I kinda can't think about anything else as well.
The Stalker? Or maybe the updated Necromorph Models from Dead Space 2? The textures on the Leaper which is on the front page look a bit low-resolution I recon it's ported from the first Dead Space? Or are they the same model?
Do the character models come with face flexes/bones?
And yes the character skeletons come with flex bones for the face and if they have hair (like Daina and Kendra) they have hair bones for the physics.
Figures, the models weren't supposed to be seen from that close. Nothing lighting and post-processing can't fix.
I just went through it all and it's basically just the Fodder, Swarm and the Creeper, minor stuff. It's basically everything the games offer.
Damn Flex Bones + Hair Physics, this really is some high quality stuff.
I was wondering if somebody could make some nice workshop screenshots of these models
Something similar to this:
I'm glad I found this forum because I've been searching a way to get dead space 3 models onto 3ds max.
Unfortunately whenever I import bones to the weapons, it doesn't automatically rig parts of the model to the bones such as weapon parts or the helmet parts, guess this would mean I would have to manually do it. Other than that, it's what I was looking for. Thanks
I wrote an optimized way to convert models of dead space 1 for myself. Maybe someone could find this usefull:
content of the unpack_str_batch.cmd:Code:1. all resources are in separate .str files: - extract them with 'Gibbed.Visceral.StrUnpack.exe' from rick's 'RickVisceral110423' tools; - characters are in ..\dead_space_pc\global_assets\global_assets\ds_assets\char_str\ - to extract and sort .str files put 'unpack_str_batch.cmd' near the folder contents the .str (ex: global_assets\ds_assets\char_str\hmn\) and run it; - all the files related to the models will be in '_orig_files' folder and textures will be in 'textures' folder; 2. meshes are in .geo format: - import meshes with 'fmt_DeadSpace1_geo.py' into 'noesis'; - batch convert meshes into .obj format with following 'noesis' parameters: -scale 174 -flipuv - import into '3ds max' with the following parameters: - turn on Flip ZY-axis; - all other parameters are default; 3. textures are in .tg4d (container) + .tg4h (header) formats: - put all .tg4h files near the .tg4d files; - convert .tg4h files with 'tex_DeadSpace123_tg4h.py' and 'noesis'; - to batch convert textures use noesis 'Batch Process' with the following parameters: - Output path: $inpath$\$inname$.$outext$ - turn on Recursive; - it's better to convert normal maps into .tga for further converting, see below: - search for *_n.tg4h and rename them into *_n.pvr; - convert all the rest .tg4h into .png with 'Batch Process' of 'noesis'; - rename *_n.pvr back into *_n.tg4h; - convert *_n.tg4h into *_n.tga with 'Batch Process' of 'noesis'; - convert *_n.tga into *_n.png with correct RGB;
Code:@ECHO OFF For /F "Tokens=*" %%A In ('Dir /B /S *.str') Do ( md "%%~dpA\_orig_files" md "%%~dpA\textures" "<PATH_TO_THE_TOOL>\Gibbed.Visceral.StrUnpack.exe" "%%A" "%%~dpA\_orig_files" move "%%~dpA\_orig_files\tg4h\*.tg4h" "%%~dpA\textures\" move "%%~dpA\_orig_files\tg4d\*.tg4d" "%%~dpA\textures\" rd "%%~dpA\_orig_files\tg4h" rd "%%~dpA\_orig_files\tg4d" ) pause
Wtf why are my email notifications about new comments to this thread not working???
Also another problem with his script is that it made the models super small so that the skeleton didn't fit too properly
Edit: Oh, that's the script I've been using. But it seems you found the fix for the small meshes.
I am at the moment rigging the Brute and it's a mess. It has tons of bones in the stomach area and in the weird pustules on its back as well as on its arms where it has its armors (presumably these are the bones for the dismembering function). Because the bones are screwed up, these small detail bones and really hard to try to rerig. I would need the origina, animations, apply them to the model and see how the verticles are supposed to move. But unfortunatly, nobody has even tried looking into it. It's sad. I have bunch of Dead Space mods for L4D2 and I would really like if the necromorphs had their original animations.
Apparently the animation files are somewhat similar to the ones from Battlefield so maybe that's a start.
This is what he had to say about it:
Code:1. use this command on export out of noesis: -scale 174 -flipuv 2. in 'deadspace bones.ms' change 5-th line: from fscale=100 to fscale=174 3. load objs in '3ds max'; 4. import skeleton in '3ds max' with changed script; 5. however you need to rotate the skeleton on 180 degree by Z.
I was wondering if somebody could rig the female npc skeleton? It could be then used to all the female characters as they all share the same skeleton with maybe some exceptions.
There's the DS1 version of Nicole with the skeleton applied onto it, I tried rigging it a bit but the face is tricky to make.
I checked Stross' skeleton and it was the same, except there were no ponytail bones and also there were some nose wrinkle bones near the nostrils. Otherwise it was the same as the female one.
The scale 174 trick for bones and the mesh do not work for me. I applied the scale parameter to Kendra when I was export the geo files into obj and it didn't work. I then combined the meshes into one file and then tried the command again with the singular FBX model and it still stayed small. I also changed the scale parameter of the bones script from 100 to 174 and the skeleton was still too large.
Nevermind, I'm dumb :)
Oh and as for the skeleton, the bones as well as the ds2/ds3 model import scripts are a bit broken meaning they will move the stuff to away from 000XYZ coordinates. You have to select the move tool, select the entire skeleton and insert 0 to XYZ coordinates and make sure it moves to the center of the ground platform.
I wonder if the DLC suits from the first game are in the files for the PC version. I mean if the dlc files are in the second game, the dlc files should be in the first game right?
However, I have a feeling the files have been encrypted into some weird formats that need to be decrypted until I can have access to all the str files.