Wednesday, 12 June 2013


Here is a easy way to get models from Black Ops 2 w/o using 3D RIPPER. (download link at bottom of page)

The program is called LIME created by TOM_BMX (NOT ME!)! Its a program that is ran right beside Black Ops 2 sp or mp exe, it detects ALL models from any map you load, even DLC/ zombies models as its all loaded into memory, and it just gets it for you. There are THOUSANDS of models in Black Ops 2 in your disposal!

The models can be mass converted and bined to maya or converted to obj if you want, very handy tool!

All you have to do is download the tool, and run it right beside Black Ops 2. Here are a couple videos of the tool in action!


Download link below:

Tell Tom thanks! :)

Monday, 10 June 2013

Extracting & Converting 3d model from Soul Calibur 4

Converted models have a skeleton and are ready for animation.
Note: The article is designed for users familiar with working in 3ds Max and does not cover detail things such as, for example, texturing objects, setting up materials, etc.
For the conversion process, we need the following tools:
  • 3ds Max (i use 2008 х64) should work on versions: 7-2011
  • SPD Unpacker v0.2.1 (*.spd unpacker) Author: Tosyk [download]
  • Microsoft .NET Framework v3.5 (libraries for SPD Unpacker) Author: Mic*oft [page]
  • FBX Plug-in (3ds Max plug-in for *.fbx file importing) Author: Autodesk [page]
  • gw::OBJ Importer (3ds Max plug-in for *.obj file importing) [page]
1. Unpacking game archives. All Soul Calibur 4 game resources are on the disk, in this case is the drive for xbox360. To unpack the resources suggest to use this tutorials [page].
2. Model converting. In this article I will explain how to convert characters. However, the conversion of objects is no different. Archives containing resources relating to the characters are located at:
<unpack path>\Soul-Calibur-4-(xbox360)\creation\model\
And have the prefix R_ALL_*. For example the first such archive is:
<unpack path>\Soul-Calibur-4-(xbox360)\creation\model\R_ALL_00b_360.spd
In such archives are located characters with a full set of primary (in game terms) paraphernalia. In all other archives in the same folder contains additional accessories/objects/textures for these (those with the prefix R_ALL_*) characters.
For example, I'll convert file with character Kilik, a file with this character:
<unpack path>\Soul-Calibur-4-(xbox360)\creation\model\R_ALL_00c_360.spd
Uncompress *.spd files most convenient using SPD Unpacker I made, it based on two programs:
  • xbdecompressor.exe (decompressor) Author: Mic*oft
  • spd_ex.exe (*.spd unpacker) Author: Orez [page]
what the authors thank you!
To unpack you need drag and drop R_ALL_00c_360.spd on the c4_spd_un.exe. In this case, instead of a file R_ALL_00c_360.spd folder is created with the same name (in this case - R_ALL_00c_360), inside that folder will be located textures folder with the textures (*.dds) and files:
  • R_ALL_00c_360_dec.fbx - 3d model with skeleton
  • R_ALL_00c_360_dec.obj - 3d model without skeleton
  • R_ALL_00c_360_dec.mtl - material file (need for *.obj)
  • R_ALL_00c_360_dec_map.txt - texture list from textures folder
Source file R_ALL_00c_360.spd will also be moved to that folder.
In 3ds max 2008 has built a plugin for importing *.fbx files, but for better compatibility of 3ds max with *.fbx files, I recommend that you install the latest version of the plugin to import *.fbx - run the installer and follow the instructions. In 3ds Max, run the importer File -> Import -> Autodesk (*.fbx) and select your file. In the next window (fbx plugin's settings) you need to press Ok. After loading the model in 3ds max in the preview window will be this:
I suggest a little bit optimize/improve the model:
  • remove flicker - select all (Ctrl + A), right-click on the model -> Object Properties check the Backface Cull checkbox. This can save a model from the mapping of polygons on the reverse side, often these polygons intersect with the polygons to face us, which causes flickering
  • increase the model - select all (Ctrl + A) and use the Scale-tool to increase model on 10000%, so a character (in this case Kilik) will growth by about 183 cm
  • placement of accessories - all items of clothing/armor of the characters are in the zero point of coordinate, it is a feature of the converter, and nothing can be done about it. With the Align-tool drag all the accessories in the right places, it's very easy to focusing on the axis of the objects and the correct position in the screenshots from the Internet. That settings of Align-tool, suitable for all except the jaw:
  • remove the animation - select all (Ctrl + A), and remove the first frame of the animation from the animation strip, it will reduce the number of lines displayed in the preview window, by the way when you import *.fbx file in the settings of the importer you can remove the check mark in the Animation section
  • split model - in one scene there are 2 suits of the same character, but have a common skeleton, the first ordinary costume, and the second so-called rage costume differs in that it looks raged. For convenience, you can select all the elements of each suit and sign selected in the separated group
After above manipulations you get a ready-made model (I hid the bones):
To identify the file which the character is, I propose to use the list of matches, it is based on the list, authored by Firsak [page]:

3. Textures and materials. Textures are unpacked with the models in the textures folder and have the format *.dds. But in the game Soul Calibur 4 integrated "powerful" editor of color settings of the character/costume/accessories. Developers have divided all the possible places of painting the elements of the character through separate channels and file masks.
In this section, I will tell you how to set up Vray material for Soul Calibur 4 character so that in the rendering color corresponded to that represented in the game. As an example, I took a basic element of a suit for Ivy (Isabella Valentine):

After setting up the materials and the Vray renderer you can get renders like this:

In order to identify the color for each character Mario_Kart made screenshots of the game editor [download] [page]. However, you need to consider the color infelicity in the visualization, because on the color in case of 3ds max affects a lot of conditions and on colors in the game is almost did not affect.
Also, just as an example, I publish the model of the character Kilik in the *.max format for 3ds max 2008 [download].
5. Rendering. 3ds max and Vray.

Extracting & Converting 3d model from Mafia 2

Note: The article is designed for users familiar with working in 3ds Max and does not cover such things as, for example, texturing objects, setting up materials, etc.
For the conversion process, we need the following tools:
  • 3ds Max (i use 2008 х64) should work on versions: 7-2011
  • M2CharMC v0.4 (model extractor from *.sds) Author: Tosyk [download] [UPDATED]
  • M2ObjMC v2.4 (model extractor from *.sds) Author: Tosyk [download] [UPDATED]
  • OpenCOLLADA (3ds Max plugin to open *.dae files) [download] [page]
  • ExSDS v0.3 (*.sds unpacker) Author: CJay [download]
  • Gibbed Illusion Tools (tool kit) Author: Gibbed [download] [page]
1. Unpacking the game archives. Install the game Mafia 2. If the installation is done by Steam service, then on the hard drive should already be unpacked steam-archives. Before using the disk versions of the game, you must first extract the files. Game archives are located at
<install path>\mafia ii\pc\sds\
and they have the *.sds extension. In these archives are all resources.
2. Model conversion. Game models are in
<install path>\mafia ii\pc\sds\hchar\ - characters
<install path>\mafia ii\pc\sds\cars\ - cars
<install path>\mafia ii\pc\sds\fmv\ - objects and characters (from the cutscenes)
<install path>\mafia ii\pc\sds\traffic\ - pedestrians
<install path>\mafia ii\pc\sds\wardrobe\ - objects in the closet
<install path>\mafia ii\pc\sds\weapons\ - weapons
<install path>\mafia ii\pc\sds\player\ - main characters
<install path>\mafia ii\pc\sds\city\ - objects of the city
It is quite possible that the models are also present in other archives, but I wrote only about the most important of them. To convert the models and textures, I wrote 2 tools that facilitate the model conversion process. Each of the two programs extracts the model from *.sds files and converts it into a format *.dae.
  • M2CharMC v0.3 (character converter)
  • M2ObjMC v2.3 (game object and car converter)
Converters are based on two programs:
  • Mafia2ModelDumper (model dumper) Author: DerPlaya [page]
  • mesh2rdm (game model converter) Author: Rich Whitehouse [page]
Note: Why not use the original program? Because after the conversion with Mafia2ModelDumper *.dae-files is not impossible to properly use in 3ds Max.
For example converting I took two files.
<install path>\mafia ii\pc\sds\hchar\joeciv.sds
<install path>\mafia ii\pc\sds\cars\shubert_taxi.sds
joeciv.sds contains the character Joe (the summer version). shubert_taxi.sds contains a model of the car Shubert (version of a taxi). So, drag-and-drop joeciv.sds (or several files) on the M2CharMC (m2char_mc_v0.4.exe) and after a short conversion process near the source file (in my case it joeciv.sds) will be a two files:
  • joeciv.JOECIV.Hips.L0.dae - high-poly model
  • joeciv.JOECIV.Hips.L1.dae - low-poly model
Note: You can open *. dae files  in 3ds Max. However, the built-in importer cope with the format is not the best way, so I recommend using the OpenCOLLADA importer.
After importing joeciv.JOECIV.Hips.L0.dae (I chose the high-poly model) in 3ds Max you will see:
In the same way, but the with M2ObjMC program convert shubert_taxi.sds. Import model in 3ds Max. In viewport you'll see:
3. Texture conversion. Textures are packaged in *.sds files along with the model and the extracting with ExSDS tool. Interface:Files extract with command Operations -> Extract All. Recoverable files are in *.dds format.
4. Also. For this game currently released 7 DLC:
  • Vegas Pack
  • War Hero Pack
  • Renegade Pack
  • Greaser Pack
  • Made Man Pack
  • Jimmy's Vendetta
  • Joe's Adventures
Format of archives in the DLC is the same as in the original (*.sds), but these files are encrypted. From them we can extract a model, but can not extract texture. To decrypt files, use Illusion DecompressSDS, part of the Illusion Tools from Gibbed. The program is console only and does not have an interface. To decrypt the *.sds you need to drag the source *.sds file on Gibbed.Illusion.DecompressSDS.exe.
In the resources of this game is hard to find eye for characters, since they all shared. They may be located in the most unexpected *.sds files, so I am publishing an archive of the most common eye textures. [download eye texture].
For cars as well as for the characters were used shared textures, as well as models (wheels), they are placed in the archives:
<install path>\mafia ii\pc\sds\cars\cars_universal.sds
<install path>\mafia ii\pc\sds\cars\cars_universal2.sds
For some files *.sds can find a copy, but with "_z" suffix , for example, for file shubert_taxi.sds this copy is called shubert_taxi_z.sds. Suffix "_z" means "winter ",most likely this file contains the variations of winter textures.
Found a model that is extracting is not correct, it:
<install path>\mafia ii\pc\sds\hchar\franca.sds
or its conversion you need to use the original dumper from DerPlaya [page], and open model in XSI, or in latest version of Blender.
5. Rendering. 3ds Max and shaders.

Extracting Games Resources From Xbox-Dvd

The article described in detail extraction of resources located on xbox drives.
In this article I used the program:
  • Xbox Backup Creator v2.7 (to extract resources from the xbox drive) Author: Redline99 [download] [page]
1. Insert the disc into DVD-drive (or use the image of the game), in my case the game was Mortal Kombat vs. DC Universe.
2. Run the program Xbox Backup Creator:3. Click on the tab Image Tools, appears:4. Next, click Image Browser: It's a browser of what is on the disk, there are videos and files (in the Asset folder):5. You can export the entire disk by right-clicking on it, and then Extract:as well as separate folders (or files):6. Videos in *. wmv format (in this case). Playable an ordinary player:

3ds Max Real Time Shaders

Applying/setting/features of DirectX Shader of 3ds Max.
Note: The article is designed for users familiar with working in 3ds Max and does not cover such things as, for example, texturing objects, setting up materials, etc.
In this article I have used tools:
  • 3ds Max
  • Xoliulshader v1.6 (shader for 3ds Max) Author: Laurens Corijn [download] [page]
1. The entry can be skipped. Quality of the graphics (textures, and the number of polygons in the models) in the modern games have already reached such a level that almost does not need additional tools to improve the image, such as shaders, but for the "juiciness" pictures shaders still needed. And in such an application is admissible as 3ds Max continues to qualitative visualization require adjustment of the external / internal renderer. Picture is excellent, but non-interactive, to help achieve interactivity with minimal loss in quality comes shaders. In fact shaders are deceiving us, making believe that what we see: the shadows, reflections, glare, it's all actually real, but it is not (of course in contrast of visualization, which calculates the most of the conditions when rendering)! Shaders are automatically "draw"for us a flat picture, seeming real! They have to do it, just so organized and can be different: a shader for water, or shader for human skin, or a shader for the cue ball.
2. Setting up a model. To better display the model with the shading, I recommend to remove all the seams on it. These seams:
To do this, select the object in 3ds Max, create new script (MAXScript -> New script). In the window that appears (MAXScript Editor) insert this script (only for objects with a skeleton with a Skin modifier):
for obj in selection do
$.modifiers[#Skin].mirrorEnabled = off
modPanel.setCurrentObject $.baseObject
modPanel.addModToSelection (Edit_Normals ()) ui:on --Add Edit Normals Modifier under the Skin Modifier
actionMan.executeAction 0 "40021" -- Selection: Select All
$.modifiers[#Edit_Normals].EditNormalsMod.Average useThresh:on threshold:0.01 --Average selected by 0.01
modPanel.setCurrentObject $.modifiers[#Edit_Normals] --Select Edit Normals Modifier
maxOps.CollapseNodeTo $ 2 off --Collapse Edit Normals Modifier

Before running the script make sure that the Modify panel is activated, simply click on it: Next in MAXScript Editor evaluate it (Evaluate All or Ctrl+E). After a short process the selected object will look like this:
Note: For objects without Skin modifier and bones you need to add Edit Normals modifier, in it in the section Average check the Use threshold checkbox, set the parameter to 0.01, select all normal and click on Selected button.
3. Setting the shader. Download the archive with the Xoliulshader. Extract the contents of Xoliulshader_v1.6.rar in the folder:
<install path>\Autodesk\3ds Max 2008\maps\fx\
В 3ds Max open Material editor. In a free slot add DirectX Shader (rosy ball). In this material, click on the underlined button:
and choose Xoliulshader_1.6_noshadows.fx (works on most systems).
4. Setting the shader. Set up only the most important:

  • Shader Hue Adjusment - affects the "redness" of an object, we need primarily for the skin, the epidermis imitates, I put 0.3-1.1
  • Half Lambert Shading - controls the strength of lightening shadow, I put 1,2-1,8
  • Diffuse Map - primary diffuse texture (color)
  • Spec Map - texture (low chroma) is responsible for the highlights on the model, the values range from 0.02 to 0.5, if there is no such texture (often with an index _spec/_sp/_s at the end of the file name), then just put on a maximum Glossiness Level and reduce Specular Global Level to 0.08
  • Normal Map - parameter responsible for the bumping of the texture and need to be blue-purple color (standard of the nvidia). There is an important parameter Flip Green - on/off as needed, depending from the obtained results. The difference is very noticeable on the face!
  • Use Fresnel Reflections - reflection of the light environment on the object. Very important parameter, after enabling and configuring it seems that the object is inscribed in the environment
  • Fresnel Power и Fresnel Muliplier - setting the strength and depth of the Use Fresnel Reflections parameter mostly never changes, but you can configure it a bit
  • Reflection Map - texture (black & white) indicates the shader in the which places will be reflected (white places), and in which no (black places). Configuring if there is a reflection texture
  • Cubemap - important texture giving the light, color and reflection of the environment, you can download it from [here]
  • Cubemap Blur - blur environment
5. Visualization. 3ds Max and shaders.