#Space Marine Too: The Electric Boogaloo (Ver.2)

1 messages · Page 1 of 1 (latest)

placid crystal
mortal goblet
raven basalt
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Hoh very nice! Please do tell me if/when you get the AdMech assets from the game. Luv me tech lads

fair shale
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Or literally anymore SM2 Assets

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Mad respect

fallen valve
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Shader + Mesh Fix Time
@placid crystal

fallen valve
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Added 1 extra option due to some parts.

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For reference:

  • New Shader
  • Mesh Fixes ( Merge By Distance [ .01 ] + Weighted Normals [ Face & Angle ] )
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Also new name to fit it most likely working with possibly weapons and static assets.

fallen valve
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Titus fully dealt with minus head and hair.

woeful creek
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warhammer except it isn't gatekept

fallen valve
woeful creek
fallen valve
fallen valve
lapis patio
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Perfection

placid crystal
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Teamwork!!!

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Remind me to nix the double Gadman with the next update!!

placid crystal
fallen valve
placid crystal
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yupyup

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I'll also keep an eye out for the highest lod parts moving forward.

fallen valve
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Titus being an example of that pass done on all parts at once, even switching to face & angle by copying that to all selected.

placid crystal
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I was worried that merging by distance would scoff up the UV's so I've tried to avoid that... but, knowledge is power.

fallen valve
placid crystal
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Also, I must've missed Titus' eyeballs somethere in the rip.

fallen valve
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His eyeballs, and the textures for his head and hair.

placid crystal
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I just finished applying the new shader, and made mesh fixes to Chiaron and Gadriel too.

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WIll have the update up in about half an hour or so.

fallen valve
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Nice

fallen valve
placid crystal
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So far with the weapons, turing occlusion to 1 blacks out the mesh completely

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So I set those to 0

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Also, update is out!

fallen valve
placid crystal
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Nice

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Space Marine Too: The Electric Boogaloo (Ver.2)

stiff lichen
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Fucking beautiful

fallen valve
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If their are more maps in the textures, lemme know so I can update the shader.

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..or make a new one if needed.

placid crystal
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I managed to pull bloodied textures for Titus from the title screen, will upload those in a later update.

fallen valve
proper prawn
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Bro I will send you my left liver if you also rip the Guardsmen. ❤️

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I am sending the right one over right now.

delicate pewter
proper prawn
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Am I gonna correct it? No. 😄

mellow crescent
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Is this all of the armor pieces?

supple breach
fallen valve
fallen valve
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Also for anyone's reference, the reason I don't just input metal to metal, is because of how Blender does metal vs most game engines.
\
Blender: Switch From Main BRDF To Metal BRDF
|
Most Game Engines: Mix Metal Into Specular Within The Same Large Calculation

This is why I do things a little more complex in the shader.

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Its why say RE Engine Resident Evil materials for example don't quite look right in Blender when handling the metallic shading, because REE, like most game engines, is just mixing in the metal calc into the specular calc, not calculating the metal on its own entirely.

sly lagoon
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Rigged?

fallen marsh
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One thing we still have to figure out is making a temporary IK setup to use until some actual tools to rip the official rigging become available

fallen valve
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Its mostly solid parts, minus the suit section, and the neck of the chest, so to weight it all shouldn't be a large issue for anyone who has weighted Halo Infinite parts in comparison.

queen plank
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I need da bugsLICKA

timid shale
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I just want the guardsmen and the Chaos guardsmen

fluid sage
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not ready yet, it is specular and glossiness with some minor modifications.

placid crystal
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Love the magic that's happening here.

fallen valve
placid crystal
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I'll see what I can do tonight 🙂

fallen valve
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If need be I can always help you make a new post if it doesn't let you add new images to the current post.

quick saddle
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Will we ever see the Guardsmen? I would love them

light vine
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can someone rip the normal marine?

placid crystal
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I have a rip ready, just gotta put it together.

velvet atlas
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any chance the custom space marines are gonna be up soon?

placid crystal
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Probably sometime after work or in few days, I'll see what more I can do. Working on some boltguns right now.

velvet atlas
light vine
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is there gona be a rig?, and is the online mode ones gona be ripped?

placid crystal
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No rig yet, Ninja RIpper only pulls model and worldspace data

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Hoping someone with time and patience can rig one up though. One day.

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Or, wait for tools to develop.

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Either way, I was only able to pull models and textures.

light vine
placid crystal
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It's beautiful.

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Lovely little noodle marine

light vine
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yes ill try to get it as good as can and when done post here

fallen valve
west roost
west roost
light vine
light vine
west roost
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I assume giving our boy controls for it rig it not easy

light vine
west roost
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aaaa

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I don't think that normal brother

light vine
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it works for me

west roost
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what version are you on

light vine
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4.0

west roost
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4.1 goo engine

light vine
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?

west roost
light vine
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huh idk what that is lol

west roost
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it a custom version of blender focus on toon animations or renders

light vine
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oh maybe thats why?

west roost
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let me check

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nope

light vine
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odd

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try go to the shading tab and look in there for the helmet

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dose it have the textures for the helmet?

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@west roost

west roost
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hold up

light vine
west roost
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it works

light vine
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cool

west roost
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I wonder when are we going to get the Tyranids models

light vine
light vine
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oh

west roost
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I think I miss spell their name

light vine
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i call them bugs lol

west roost
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fair

delicate pewter
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and lets not forget about the guardsman, cant wait to rig them to starfield

west roost
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I want them for blender

light vine
delicate pewter
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i salute you Rigmaster

west roost
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I giving titus ARP

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job done

light vine
west roost
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Need more

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give me more things to rig

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@light vine

light vine
west roost
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Me want more rigs to work with

light vine
west roost
light vine
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when more is ripped ill do more

west roost
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YEEEESSSSSS

light vine
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im waiting for the online ones

west roost
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there a deathwatch one

light vine
west roost
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oof

supple breach
supple breach
supple breach
marsh anvil
supple breach
gilded iris
velvet atlas
# supple breach

fun fact! I did not know the kneepads of the spave marines worked like that untill the game

obtuse hull
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Good afternoon everybody. I'm sorry for the inconvenience, but I'm trying to create a rig for the deathwatch space marine, but I'm not getting the desired result, and the following ends up happening:

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With this in mind, could someone explain to me how to create a custom rig for this space marine and for the primary space marines placed in this section?
Thank you for your attention.

supple breach
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its not hard since the armor dont bend

light vine
obtuse hull
light vine
obtuse hull
finite kite
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@light vine will there be a way in the future to select each peice of armor and choose the individual color as oppsed to the UV map, also is there ever going to be a day we might have access to the customation parts to add to the model?

fallen valve
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Hell, I don't have the game yet to even debug anything on my own.

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So I am going by what I can figure out from the textures alone, that being only baked out armor and weapons so far.

finite kite
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got it, i will be happy to help in the proccess if your willing to teach me, as i would love to help devolp this lol

fallen valve
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Its not a simple thing to teach, so you will simply have to wait.

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..and my own time is limited.

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Just bought it now, so will see what I can do with debugging the game.

finite kite
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It's worth the wait man, cant wait to animate with this lol

fallen valve
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Knowing I read before that it should have an offline mode, means I should be fine if I disable EAC the way I usually do.

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Means I can still load the 3D assets enough to debug them.

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It'll be about 15-20 ish minutes to download from the looks of it.

fallen valve
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Oh my god, hdetm...well then, this is like their work they did for CEA and H2A.

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Holy...pretty dam similar workflow.

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He @jagged herald Yo Haus, do you have info for the model and texture formats back from CEA and H2A?

light vine
finite kite
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That's fair

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Tho I would be willing to help

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But I respect ur decision

light vine
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rn im setting up the death watch to look like a normal marine

delicate pewter
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any news when it comes to the imperial guardsman?

light vine
fallen valve
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Huh, tried injecting into the game multiple times, nothing seems to attach.

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So unfortunately, it looks like we are just going to have to pull from the files themselves.

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Well the engine has certainly stuck to its roots.

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I'll need to look into this more.

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I just need to see if Haus can be around to help me get an understanding of these file types.

heavy halo
fallen valve
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Huh...so they don't do occlusion in the blue like I thought...must be a leftover, as their texture file doesn't reference it...

heavy halo
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the deathwatch armour is mark viii

fallen valve
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We are missing textures however for every piece.

jagged herald
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oh god, not the saber engine again

fallen valve
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Its even more Saber this time.

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Space Saber one could say.

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I notice it is clean cut the Saber engine, even for what I know of CEA and H2A.

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They moved away from blinn phong spec gloss though, thank god.

fallen valve
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Which is funny.

jagged herald
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at least they got rid of the stupid pkzip encryption that they tried to use in quake champions

fallen valve
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Yep, much better now.

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Anyway, I just laugh now cause I'm like..
I had this nightmare once...welcome back to it I guess.

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H2A especially made me wanna mind flay someone.

jagged herald
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i don't have the game, but i have debug symbols for the beta. when i have time i might take a look, but i don't know if i want to subject myself to re'ing games anymroe

fallen valve
jagged herald
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the hlsl shader code should be in one of the paks if its anything like their other games

fallen valve
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The problem is they used ninja ripper for these rips, meaning all the textures are messed up too, not in their correct formats.

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As in it got these post-GPU, not pre-GPU, when it swapped and messed with everything.

fallen valve
jagged herald
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PICT/PCT files are the textures, and they're pretty rudimentary. It's usually a couple of fields like the height, width, dx format etc and then the raw texture bytes

fallen valve
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The model format being the most pain point right now.

jagged herald
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they change their format a lot. CEA is nothing like H2A, but quake is similar to H2A so they might be using that format

fallen valve
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Cool, if you got info on all that, could help.

jagged herald
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i barely remember working on either. that time was a fever dream in my life. the code is there on github though

fallen valve
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libsaber, structures, geometry correct?

jagged herald
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yea, TPL/Templates = models, PCT/PICT/Picture is textures, LG/LevelGeometry is maps

fallen valve
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Cool cool

fallen valve
jagged herald
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i'm at work right now. i'll ping you if i find some free time

fallen valve
west roost
placid crystal
placid crystal
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Welcome.

late grotto
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ill try one last thing n try grabbing em from a different scene

placid crystal
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I noticed only a couple pieces ripped properly, but no helmet or armor, just bobbins.

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So I'll try again once I return to the ship

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Taking the slow scenic route and ripping every little bit of weaponry I find.

fallen valve
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Also occlusion isn't used, not as far as I can tell, meaning its a leftover.

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   format_name = "MSCG+MRGH"
   format_descr = "MetGray(r)+Roughness(a)"
placid crystal
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Kinda thought so, there's a neck piece that uses a different texture from the suit and torso, and helmet

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I'll post them as soon as I can

placid crystal
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How can I use that reference?

fallen valve
west roost
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Do we have bolters

late grotto
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Just no uvs

placid crystal
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Damn

fallen valve
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On a note, old shader on the left, new shader on the right, mostly perfecting the reflections to match Saber's very wack system.

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The two shaders in comparison, left old, right new.

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I also turned down the default 'light' intensity. Saber's engine fakes emission lighting, with a more advanced mode in the process which I'd have to understand at a later time.

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A quick change to the texture type names as well, although we are still missing texture types.

placid crystal
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Oh nice.

fallen valve
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The texture types missing are: HDETM & CC, which can layer up to 4 times for the CC to create the custom marines we have in game.

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HDETM is their Height / Detail Mask Texture.

ancient siren
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though I would share a salamander I made using this!!

west roost
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gib

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is it rigged

fallen valve
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Ah, I was looking at the wrong one.

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Their is regular titus helmet and an alt titus helmet.

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I wonder what _ts means in his alt textures.

placid crystal
fallen valve
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Title Screen

placid crystal
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Need them for all the pieces?

fallen valve
placid crystal
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kk, I'll put them into a zip for you

fallen valve
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Anyway, ye, he has his primary gameplay material set, and his secondary title screen material set.

fallen valve
placid crystal
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in-game

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have a screenshot

fallen valve
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Makes sense.

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Got one of the front of the helmet?

placid crystal
fallen valve
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So it looks as if too, we will need an actual model importer, cause their appears to be material slots missing.

placid crystal
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mhmh

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*mmhmm

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I noticed that when I was working on the uv setups

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There were between three to five, sometimes six channels, but they were all borked to holy hell

fallen valve
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Their usually should only be 1 needed, as was with H2A.

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The material slots rather are the parts missing.

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That is outside what we can do though, even me, due to the game having a pretty good defense against debugging like I was trying.

placid crystal
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hdtems, but no visible cc yet

fallen valve
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Must not get used for Titus.

placid crystal
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WIll take a look at the regular space marine and see if there are any

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I thought so

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Has anyone else made it to the point where you unlock the armory for your MP marines?

fallen valve
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Did you ever get his face or hair textures yet?

placid crystal
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Thinking the CC maps might be in there

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Yup, one moment

fallen valve
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A side by side, left is old, right is new.

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*Minus HDETM for the moment.

placid crystal
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I'll keep looking for those.

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Might take a few days, mind you, since I do work alot.

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But I'm pretty happy with the progress thus far.

fallen valve
placid crystal
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Everyone's done some good work.

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The face for sure, the armor pieces are trickier to pick out with what looks like blood spots as dark splotches... so I'm not too sure.

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Gonna work from this frame, will let you know what I find.

fallen valve
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So what I will need from the looks of it is his damaged textures, which is what the HDETM is for.

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So for now, I won't do HDETM till we have some form of texture exporting.

fallen valve
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Also missing his eyes.

placid crystal
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Yeah, working on that too, lol

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Gonna make an update to this pack with the new hdtems and hopefully his eye meshes.

fallen valve
placid crystal
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The way NR rips everything is like stitching a butchered pig back together... and I have to play hide and seek with the pieces.

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kk, no problem.

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Funny enough, I found Gadriel's head, eyes, hair and helmet piece.

fallen valve
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I can only assume the texture resolution is lower than it otherwise should be is graphics level.

placid crystal
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Possibly, that appears to be an issue with the rip

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The closer I can get to the object in question, the highest resolution I can find. But not all are hi-res.

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Like with the Deathwatch Marines, some of their pauldrons came out lower res than the others.

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So I probably have to do a second pass and get in as close as possible.

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Could also have to do with my own PC graphics setup, since I can't handle ultra settings

fallen valve
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His head at the current quality level we can pull.

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Set up as close to accurate as I can set him up as.

placid crystal
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Oh, we're missing his service studs, too

fallen valve
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Also holy fuck Titus' ear.

placid crystal
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Maybe he got nibbled on by a tyranid?

fallen valve
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That is one lucky fucking Tyranid.

placid crystal
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Found the head mesh with eyes this time.

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Gonna prep it for the pack.

fallen valve
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Want me to set up the shading for stuff first before you shove it into the pack?

placid crystal
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Sure.

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I'll send it over.

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Or... Put it in it's own separate blend file since these rips are a bit fucky with fbx

fallen valve
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Uuuh, might have found a way to debug the game...thanks you shitheads known as cheaters

placid crystal
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oh

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nice

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kinda

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bu still nice

fallen valve
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Its the dumb thing I tried earlier, I just didn't do it right.

placid crystal
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Finally found the eye textures, lmao

fallen valve
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Welp, I got into debugging the game, wow.

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So easy.

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All it took was a single ini change.

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So not a ton of info gleamed that I didn't already know from the files themselves, and no textures either due to how they process them, at least with Nsight, might try RenderDoc next.

fallen valve
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RD won't even try to connect, and the game crashes out anyway, which means this will require the game files themselves to be exportable at this stage.

placid crystal
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interesting

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Well, we knew there would be some roadblocks

fallen valve
placid crystal
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yupyup

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version 3 incoming

fallen valve
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So I can make some updates to the shader and the materials on the SMs.

late grotto
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still looks cool

fallen valve
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@placid crystal
So, figured out what I could for the Face, Eyes, and Hair.

Splitting the shader down the middle four ways.

  • Default
  • Subsurface
  • Opacity
  • Eye

Meaning 4 shaders for different purposes.

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Now this is in Eevee, so support for Subsurface is not the best here.

heavy halo
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oh ok so

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the deathwatch marine has a thicc neck-guard as you can see

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that's mark viii armour - so if you were wanting to do mark vii you'd have to trim it down

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really it don't matter tho

light vine
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iv done that already

heavy halo
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swag

light vine
edgy locust
heavy halo
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swag!

edgy locust
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What!

jagged herald
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yep, same(ish) format as H2A

fallen valve
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Nice nice, glad your takin a look at it.

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I tried taking a look at the file formats myself but it wasn't as easy to decode your stuff on said formats.

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Mostly cause a lot of the format research stuff I look into is very direct in where stuff is in a file format.

Although that makes sense for the formats I have dealt with before.

west roost
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@fleet moon

native blaze
jagged herald
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it's kind of shocking how saber managed to make their file formats even worse. makes me want to commit die.

fallen valve
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Oddly, I can't seem to find where they store their shader code.

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I see a resource file for it, but not the actual data for it.

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I must be missing something.

woeful creek
placid crystal
fallen valve
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I think so.

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The mesh vertices at least.

light vine
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when will the online marines be out?

fallen valve
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We will most likely need the latter due to the masking.

placid crystal
#

Funny enough, I might've stumbled across masking and cc maps in my latest dive.

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But he's right. Soon. This kind of thing takes time, and I'm afraid I don't always have alot of it, with my work schedule and fatherly responsibilities and all. But soon.

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Still alot of pieces to stitch together, and I'd like to be as accurate as I can.

fallen valve
placid crystal
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Yup, and in the meantime, research!

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And exploration! I haven't even reached the Chaos stuff yet!

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Or played the game that much... For that matter, lol

fallen valve
# placid crystal Or played the game that much... For that matter, lol

I got as far as the hanger before the first main mission post-tutorial, where I made a bunch of screenshots for reference.

Then went to go research the shaders more, which is a problem when the actual shader code seems to not be stored in the game as of current, as far as I can tell from what is stored in the game files.

They have a reference file for them, but not anything packaged in the data files.

#

I can go back and use H2A as reference, but not quite entirely, just sort of for the things that haven't changed.

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Oddly, the shaders get compiled somehow on initial bootup, but how, yet to figure that out.

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I even found where the compiled shaders go in your OS for later reference, but not where the actual uncompiled data is in the main game files.

placid crystal
#

hm

fallen valve
#

The shader cache is what I am hoping is something information wise, but this format is a little odd at the start.

jagged herald
#

Shaders are precompiled. Your best bet is to open the .td files in a text editor

fallen valve
#

Cause that is what I am looking at right now.

jagged herald
#

yeah the .sdc files in that are the compiled binaries

fallen valve
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I genuinely had to write the formatting down otherwise I lost track at some point.

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Then each entry ( 18 + 2 ) has a u32 integer and then a u8 integer ( plus some null bytes ) ..
Is the bulk data compressed?

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Cause it seems like their is a bulk data total, and then possibly a bulk data total uncompressed.

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The whole reason for needing to figure this out is the fact that they handle the shader model workflow different now to what they did with H2A.

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Its similar, but not quite the same.

jagged herald
#

bulk data?

waxen ledge
#

d

fallen valve
# jagged herald bulk data?

Yes, Their is the header ( u32 x 4 ) , then each entry group ( size + number of entries in group ), then each entry in that group ( unknown u32 integer + unknown u8 integer ) then after all that, is a giant lengthy amount of the 'bulk' data that seems to be all the bulk data of each entry jammed together with no spacing in between.

With no way yet from the entries themselves at the top to determine where each bit of bulk data of each entry sits.

#

I can split the data up by the group data size but unsure if that would be correct, as they could interleave the entry bulk data regardless of associated shader group.

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Although it is probably that simple.

jagged herald
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what file is this?

fallen valve
# jagged herald what file is this?

Using PC DX12 MTL Stencil as my reference sdc file.

Also figured it out more properly now.

Header is - group total, entry total, bulk data total size, sanity check ( 01 )
Group is - group bulk data size, group entry total
Entry is - unknown u32 integer ( entry hex ID ? ) , unknown u32, null 4 bytes

Then the bulk data...which I am unsure how to read.

jagged herald
#

I don't really know anything about shaders so I probably can't help there...

fallen valve
jagged herald
#

doesn't mention anything useful about them, no

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probably gonna call it here for now. already spent way longer than I care to. Posted most of my research to reshax

fallen valve
#

The bulk data.

#

Thank a fellow in the ImHex server for that one.

jagged herald
#

ah nice. anything useful in them?

fallen valve
#

So basically each group's bulk data is a zlib compressed package of some sort.
Yet to actually make a script yet to uncompress them.

#

So knowing what is in them is yet in my grasp.

fallen valve
# jagged herald ah nice. anything useful in them?

Based on the total entry byte sizes of 1 group though, the file I was looking at nearly doubles its 1st group when uncompressed, meaning either source shader code or compiled d3d bytecode is held within, which either way can be viewed or parsed then viewed.

velvet atlas
jagged herald
#

dxil

fallen valve
#

Was about to post my pattern for the file type:

import std.core;

struct SDCHeader {
    u32 GroupTotal;
    u32 EntryTotal;
    u32 BulkDataSize;
    u32 SanityCheck;
    };
    
struct SDCEntry {
    u32 EntryID;
    u32 EntryUncompressedSize;
    padding [4];
    };
    
struct SDCGroup {
    u32 GroupBulkDataSize;
    u32 GroupEntryTotal;
    SDCEntry Entry [GroupEntryTotal];
    };

struct SDCGroupData {
    u8 ZLibCompressedData [parent.Group[std::core::array_index()].GroupBulkDataSize];
    };

struct SDCFormat {
    SDCHeader Header;
    SDCGroup Group [Header.GroupTotal];
    SDCGroupData BulkData [Header.GroupTotal];
    };
    
SDCFormat Format @ 0x00;
#

The second u32 of the entry is still unknown to me though.

jagged herald
#

nah i just chopped off the header and decompressed it to see what was inside

fallen valve
#

@jagged herald So it looks like the 2nd u32 of the entry is the entry's uncompressed size.

jagged herald
#

nope. i just manually extracted the other streams and they're also dxil though. there's 4 streams in that file and they all begin with 78 01

fallen valve
#

Oh so the script can just read multiple zlib streams in 1 file?

jagged herald
#

nah it probably corrupted the other streams with the file i uploaded. i just deleted the header with a hex editor and ran it through a decompressor

fallen valve
#

Cool cool, so ye, each entry references only 1 shader, in its decompressed form, using the entry uncompressed size.

#

Ala the total of every entry's uncompressed size in a group should match the uncompressed size of that group's bulk data.

#

Now to save this script for further use later.

import struct
import zlib

"""
struct SDCHeader {
    u32 GroupTotal;
    u32 EntryTotal;
    u32 BulkDataSize;
    u32 SanityCheck;
    };
    
"""
class SDCHeader:
    def __init__(self, data):
        self.GroupTotal, self.EntryTotal, self.BulkDataSize, self.SanityCheck = struct.unpack("<IIII", data)

"""
struct SDCEntry {
    u32 EntryID;
    u32 UncompressedSize;
    padding [4];
};
"""
class SDCEntry:
    def __init__(self, data):
        self.EntryID, self.UncompressedSize = struct.unpack("<II", data[:8])


"""
struct SDCGroup {
    u32 GroupBulkDataSize;
    u32 GroupEntryTotal;
    SDCEntry Entry [GroupEntryTotal];
}    
"""
class SDCGroup:
    def __init__(self, data):
        self.GroupBulkDataSize, self.GroupEntryTotal = struct.unpack("<II", data[:8])
        self.Entries = []
        entry_data = data[8:]
        for i in range(self.GroupEntryTotal):
            entry = SDCEntry(entry_data)
            self.Entries.append(entry)
            entry_data = entry_data[12:]

"""
struct SDC {
    SDCHeader Header;
    SDCGroup Group [Header.GroupTotal];
    u8 BulkData [Header.BulkDataSize];
}
"""
class SDC:
    def __init__(self, data):
        self.Header = SDCHeader(data[:16])
        self.Groups = []
        offset = 16
        for i in range(self.Header.GroupTotal):
            group = SDCGroup(data[offset:])
            self.Groups.append(group)
            offset += 8 + group.GroupEntryTotal * 12
        self.BulkData = data[offset:]

    def extract(self, filename):
        with open(filename, "wb") as f:
            f.write(self.BulkData)

    def extract_all(self):
        offset = 0
        for i, group in enumerate(self.Groups):
            zlib_data = self.BulkData[offset:offset+group.GroupBulkDataSize]
            offset += group.GroupBulkDataSize
            data = zlib.decompress(zlib_data)
            for j, entry in enumerate(group.Entries):
                with open(f"{i}_{hex(entry.EntryID)}.bin", "wb") as f:
                    f.write(data[:entry.UncompressedSize])
                data = data[entry.UncompressedSize:]


def main():
    with open("./test.scd", "rb") as f:
        data = f.read()
    scd = SDC(data)
    scd.extract_all()

if __name__ == "__main__":
    main()
#

Thank you Jumanji144 and WerWolv for the help.

delicate pewter
#

Shit that's a lot of work for some models, hats down to you gents and thank you.

fallen valve
#

Which tells the engine how to shade stuff basically.

delicate pewter
fallen valve
#

I had to write things down as I figured this all out as well.

delicate pewter
fallen valve
#

Not sure on Haus' end with the models and textures, but the materials are just text files ( yml or json or something ), and then the shaders are compressed up dxbc shaders that get linked to each entry in each shader group, meaning all it would require is for Haus to make some form of data viewer for the sdc files or just an exporter for them.

#

@jagged herald Would you be willing to include viewing and or export support for the SDC files in Index or whatever your going to use for SM2?

delicate pewter
fallen valve
#

What helps is Swarm is just rebranded Saber engine, like not even kidding, a lot of it is like the H2A iteration of Saber engine minus the new file types and the changes made to the existing file types like models and textures.

#

Okay, yep, the text files are all just yaml.

#

Well that's easy to deal with.

delicate pewter
#

o well lets hope that Haus can help with the viewing and export support the rest you seem to have it well in hand

fallen valve
#

On to me poking at the textures next.

midnight compass
jagged herald
#

i don't plan on rigging

polar mist
#

If anyone nabs the Chaos Marine models, lemme know :3

fallen valve
jagged herald
#

i havent figured out the node chain setup because saber changed a bunch of stuff with their vBuffer, and I don't have the time or drive to figure that out right now

fallen valve
fallen valve
#

@jagged herald Also don't know if you checked, but the per image information is inside the resource files:

__type: res_desc_pct
header:
  faceSize: 5592400
  format: 51
  mipLevel:
  - offset: 0
    size: 4194304
  - offset: 4194304
    size: 1048576
  - offset: 5242880
    size: 262144
  - offset: 5505024
    size: 65536
  - offset: 5570560
    size: 16384
  - offset: 5586944
    size: 4096
  - offset: 5591040
    size: 1024
  - offset: 5592064
    size: 256
  - offset: 5592320
    size: 64
  - offset: 5592384
    size: 16
  nFaces: 1
  nMipMap: 10
  sign: 1346978644
  size: 5592400
  sx: 2048
  sy: 2048
  sz: 1
imageOffset: 0
isCopyDst: false
isImposter: false
isLightmap: false
linkTd: res://td/ch_titus_helmet_02.td.resource
mipMaps:
- ch_titus_helmet_02_0.pct_mip
- ch_titus_helmet_02_1.pct_mip
- ch_titus_helmet_02_2.pct_mip
- ch_titus_helmet_02_3.pct_mip
- ch_titus_helmet_02_4.pct_mip
- ch_titus_helmet_02_5.pct_mip
- ch_titus_helmet_02_6.pct_mip
- ch_titus_helmet_02_7.pct_mip
- ch_titus_helmet_02_8.pct_mip
- ch_titus_helmet_02_9.pct_mip
pct: ''
source: <source>\characters\ch_titus_helmet_02.tga
texName: ch_titus_helmet_02
texType: ''
tileLayout: 0
tiles: []
useHeaderFromResource: true

Titus' Helmet for example.

jagged herald
#

yeah ,i already have that set up

fallen valve
#

cool cool, but ye, this makes it easy on me to build up the textures in python.

#

Is the raw image data just dds raw image data?

jagged herald
fallen valve
#

You my friend are bloody awsome.

#

This will help immensely.

spare knot
#

the codex states you shouldn't mess with armor for entertainment.

fallen valve
#

Now now..this is research..on how to beat our enemies better..and make more space marines..totally all that.

fallen valve
#

Shut up, Leandros.

delicate pewter
placid crystal
#

"This isn't supported by the codex astartes.... but I am looking forward to it."

fallen valve
#

The fun part of this will be reading what are effectively yaml files...

jagged herald
#

there are lots of libraries for that. i'm using one

#

already wrote a parser for saber's awful scripting material system. never again

fallen valve
#

I just need one to start reading stuff like the resource files..
Oh, I forgot I need to read the .cache files as well, lemme look at those before I move on any further.

jagged herald
#

Pretty sure the cache files are all just yaml files with a list of files contained in the paks

fallen valve
#

Not quite, their is some data in between, but won't be able to get a further look at them till I get back home.

jagged herald
#

Well damn, someone sent me money so I guess now I have to finish what I started ChiefCry

placid crystal
#

damnit

#

the haus always wins

#

I'm ready for bed

jagged herald
#

Yeah someone sent me a kofi

fallen valve
jagged herald
jagged herald
#

Pls no

fallen valve
woeful creek
#

We must once again drain our bank accounts for haus

#

Because the Warhammer gatekeeping days are over

#

We have won over the gatekeepers

fallen valve
quick saddle
#

Does this mean we will see Guardsmen soon?

placid crystal
#

eeeehhhhhh

#

Maybe.

#

Guardsmen have lots of pieces as well.... And my plate's a little full atm

#

But hopefully with proper tools. One day. in the 42nd Millenia maybe.

woeful creek
placid crystal
#

Never was for gatekeeping... But it also seems like there aren't very many people working on this... So, we're kinda doing the research relatively solo.

#

Plus, I prefer to put out assets with a little tlc rather than raw rips.

fallen valve
placid crystal
#

I'll see what I can do about that.

#

I have about 200 new gigs to play with on GDrive

#

Very rudimentary color ramp, but I know we can do better.

#

Also, that HDTEM is tiiiiny

#

Gonna post this to a new blend pack and forward it to you for research. It'll be packed and scaled down to the other Space Marines I did.

#

Just gotta wrap up a couple missing textures.

fallen valve
quick saddle
lapis patio
#

Has anyone acquired the chaplain helmet?

light vine
jagged herald
placid crystal
#

Still wip

lilac rover
#

@swift path

jagged herald
placid crystal
#

Hoooh?

fallen valve
placid crystal
#

Did you manage to pull a rig with it?

fallen valve
#

Not responding That could mean good or bad....

#

Apparently, yep.

placid crystal
#

Interesting

fallen valve
#

I imported this in with Better FBX mind you, don't know how Haus handles building of FBX files.

placid crystal
#

The best part is all the pieces are there, and in the right spots

#

Well, from what I can see.

jagged herald
#

you can delete the empties

placid crystal
#

Looks like a porcupine if I wasn't thinking about the node and bones.

jagged herald
#

weights are a little screwy

fallen valve
#

Oh god, the cine models are gonna kill people's PCs.

placid crystal
#

Yup

fallen valve
#

Lots of odd bits of geo.

placid crystal
#

Hmm, how many separate objects are in that file?

fallen valve
#

@jagged herald Is this with all lods shoved into the blender of this file?

placid crystal
#

That would make sense.

jagged herald
#

lods and collision volumes were filtered out on export, which is where the empties came from

placid crystal
#

So that's what we're looking at then?

fallen valve
#

Noticing this with the face.

placid crystal
#

Kinda like with Reclaimer?

fallen valve
#

Yes, but with no filtering like you can select in Index proper.

placid crystal
#

Or rather how meshes appear on loading the model file?

#

Kk

#

Well, hell, progress has definitely been made today! Excellent work Haus!

fallen valve
#

Also they have Render and Sim specific meshes too in here, which is semi-useful sim meshes wise.

jagged herald
#

meshes have splits and currently theyre going to their own meshes on export

fallen valve
#

He's my base for stuff right now.

#

Should be cc_titus as far as I understand.

fallen valve
#

Although its odd, cause the empties show that their should be more here..

meager birch
# jagged herald

do you have a guide to get indexv2 working with sm2? im very lost.

fallen valve
#

We still are figuring out things.

fallen valve
meager birch
placid crystal
fallen valve
placid crystal
#

Possibly

jagged herald
placid crystal
#

Heh

#

Cinetitus

jagged herald
#

i know that there are a few extra bones specifically for lods. havent figured out how they work though

placid crystal
#

Object physics? Most of the armor pieces jiggle and move with the slightest movement.

fallen valve
#

Anyway, I'll be back in a little, just heading to the store, and I'll look at cine titus then.

light vine
#

Is it possible to rip all running and walking animations?

fallen valve
fallen valve
light vine
fallen valve
#

@jagged herald Uh, looks like ya got a broken texture here.

jagged herald
#

apparently that texture is BC7A. Not sure how to handle that

fallen valve
jagged herald
#

thats the cine one?

fallen valve
#

yep

jagged herald
fallen valve
#

What changed?

jagged herald
#

i split the submeshes into their own meshes again

fallen valve
#

Makes sense.

#

Did you want the submeshes to be part of their parent mesh or?

jagged herald
#

i tried that and that was causing issues with the fbx

fallen valve
#

Fair, ye, FBX is funny that way, its why Porter evidently just built his own format and importer for his own tools.

I am not expecting you to do that or anything, its something I will keep in mind, for my own tools for SM2.

placid crystal
#

what about dae?

fallen valve
#

DAE is just more open a format.

#

Although GLTF might be the way to go because it is just more open and can store a lot of shit.

#

USD is the new kid on the block, but nothing quite yet stable for everything.

#

So if we don't use FBX, GLTF is the way to go.

placid crystal
#

Might be worth looking into then

fallen valve
#

USD would only be useful if we want everything to be set up using what Blender has available, rather than what is standard.

#

Later when I build up my own patterns for each format, then I can begin to create a plugin to import the native formats.

fallen valve
#

Well, looks like I could find no direct reference to BC7A...meaning we might have to figure out the differences ourselves.

fallen valve
jagged herald
#

yea

fallen valve
#

Ye, that must be super new, cause their is not even a dxgi documented reference of it.

#

Maybe directxtex has something about it.

#

Yep, not even a lick of reference in dxgi stuff, meaning this is either them picking a mode of BC7 and not saying mode, or this is a custom dxgi format.

#

They also mention DXT5A, which is also not an actual DXGI format, meaning either custom or a mode of DXT5.

fallen valve
#
  DXGI_FORMAT_BC7_TYPELESS = 97,
  DXGI_FORMAT_BC7_UNORM = 98,
  DXGI_FORMAT_BC7_UNORM_SRGB = 99,

Actually it could be typeless if not unorm or unorm srgb.
Guess your gonna have to experiment.

jagged herald
#

that's maddening

#

saber decided to just shove in both the old and new texture formats. wrinkle_mask uses the old one

fallen valve
#

Backwards compatible moment.

jagged herald
#

only 20/29956 texutures that use the old format

#

good job saber

jagged herald
fallen valve
#

Good thing I can import dds images with lattes dds importer.

#

So covering from the looks of, is for effect coverings, ala blood, mud, and water.

#

Which the hdetm mask is used for.

#

At least for something like titus' helmet.

sharp wraith
#

has anyone tried ripping the multiplayer textures

fallen valve
sharp wraith
placid crystal
#

I agree, with the amount of textures I've pulled, it is nonsense.

#

I don't need almost everything in a scene, damnit, just what I need.

#

It's eaten up a metric fuckton of my data :*I

neon vortex
#

Potentially dumb question but does anyone know what the CDT file in the TPLs are?

meager birch
#

i be Cooking, it will properly will be painful finding the textures from the ninja rip.

fallen valve
#

He @jagged herald , so looking into the files contained within an SDC shader group, it looks like some are just u32 integers, possibly markers or such, but I am unsure what the markers could be.

Wonder if you could see anything in your RE of the exe that could help.

jagged herald
#

@fallen valve Your SDCEntry is a bit off. the first uint32 is a CRC32 hash of the file name. The last uint32 that you have marked as padding is actually an LPString32, where a value of 0 means its empty

fallen valve
#

The first thing I figured out, second thing...uh, did not realize that.

fallen valve
jagged herald
#

length prefixed string. an lpstring32 is an int32 denoting the string length, followed by the text

fallen valve
#

Seems like they never use names anyway.

#

..or the names are stored elsewhere, ala in the bulkdata.

jagged herald
#

one of the hashed filenames is filenamespreload

fallen valve
#

Its different enough that using the SPIRV pattern as a template did not work.

fallen valve
#

Also I assume you know the stuff to get out the actual name instead of the hash?

jagged herald
#

you need to know potential filenames beforehand, hash them with crc32, and make a lookup table

supple breach
#

lots of titus

fallen valve
proper prawn
#

Bruh I dont even know how you guys are this fast in ripping stuff from the game, its been like what? 3 weeks? Max?
You guys are awsome, the 40k dudes do be eatin' good.

placid crystal
#

It's been stop and go for me, lol

#

But I'm taking a little time to do it right, until tools develop and more folks can have access to properly put-together models and possible rigs.

proper prawn
#

Heeeelll yeah. I'm new to blender do being able to just hop in and use made models etc is amazing
Means less modelling which... yeeeahh

lapis patio
fallen valve
lapis patio
fallen valve
#

Yep, looks like they don't use the occlusion baked out, but rather the screen-space occlusion.

edgy locust
#

Explain in Fortnite terms

edgy locust
#

Understandable

fallen valve
gleaming nexus
#

is the chaplain in this pack or not yet?

fallen valve
#

Not yet, we don't have index V2 in order yet to grab everything.

sharp wraith
#

you guys think itd ever be possible to rip the executions from the game?

fallen valve
#

Haus never actually touched animations..this would be the first.
Depends on if he is willing to look into it.

meager birch
# meager birch i be Cooking, it will properly will be painful finding the textures from the nin...

After spending a day and a half trying to find the correct textures out of 3000 extracted from the ninja Rip, I believe it’s a better idea to wait for the lads to finish decrypting space marine 2 file system and get an integrated with index V2. I’ll pop up the extracted files on another thread in case anyone wants the Thunder hawk files soon. I’ve also noticed there is a number of missing meshes, Which Is either due to mesh culling/ lod switches or Vehicle being slightly different depending on when the player is at during the campaign. (Ninja rip captured very early in the game.) another question that may be answered once the lads have finished their work.

placid crystal
#

I spent a few days working on these, ngl

#

Still have three left to do, and then get back to the weapon pack and the regular Space Marines and their armor sets

#

One thing NR also does is rips everything in the scene that is currently rendered... also while using up the resources in your memory or storage. Essentially, the less amount of storage space you have, the less of a complete rip you'll get. And, if you're looking to get everything, be prepared to prepare multiple rips.

#

It's tedious, very tedious, and very messy

#

But progress is definitely progress.

#

Also, holiday is coming and is one of the best times to invest in memory and storage! Doesn't hurt to invest in a 10TB+ external drive for future renders and projects!

fair shale
#

Even if they're discolored you got em!

placid crystal
#

I'll be adding CC maps to (their own separate Chaos Astartes Pack) eventually (within the next day or so)

#

Right now everything shows the base textures as they appear in the files

fair shale
#

You guys do the Lord's work 💪

meager birch
#

do you see why im not a happy mike right now! It will be needed to be imported with t-pose to get rid on the skew (note changing fov dosent do much to remove the skew)

placid crystal
#

T-pose import might have to be the right way to do it... But, hold onto that one too

#

So you can reference it when rebuilding the model

#

Don't know how to fix the skewing

#

Also, you'll notice the model appears squished into a box shape, you can fix that by scaling the mesh in the correct direction by 2

meager birch
woeful creek
viscid river
glossy cedar
#

They're from the chaos legions, so technically yes

viscid river
#

Oh cool

#

Here to hope the thousand sons will be added too

delicate pewter
#

That iron warrior would look so fine in Starfield, those shapes mmmmm in 2 words heretically sexy. Nice work Mister lore.

glass knoll
polar mist
placid crystal
#

But I'll hopefully have these set to go soon(tm)

viscid river
#

I dread the vertex groups you'll have to do for the exposed bodysuit

placid crystal
#

I think those are often just one straight color... But I could be wrong. I'll have to double check the cc files if there are any for the suits

viscid river
#

weight colors are icky to me
way outside my scope of competence

fallen valve
glass knoll
placid crystal
#

Yaaaaay!!!

#

We test tonight! I'll shoot for getting off work early tonight!

fallen valve
leaden edge
#

When I imported the Cadian meshes from NR (Ninjaripper), the Leg and boots were all squished so i had to guestimate whether or not the proportions were correct, as well as everything needing rigging.

fallen valve
leaden edge
#

Thanks, much appreciated. Id rather have good weight painting and correct proportions, so this will be a life saver.

fallen valve
leaden edge
#

Good, Good. Thanks.

fallen valve
#

Means you can set up the render meshes that are meant for sim rendering to be sim cloth or such, use the sim mesh as the collision for that cloth sim and then set up the solid collision meshes as collision so the sim stuff doesn't fly into the model.

placid crystal
#

Nice.

#

Excellent work!

glass knoll
fallen valve
glass knoll
#

So then SoonTM there will be a release?

fallen valve
#

Maybe, I don't know what else Haus wants to have as part of the Index V2 SM2 build.

#

So for now I won't say anything time frame wise.

glass knoll
#

Understandable. I’m really hyped for this, have been meaning to make a cinematic for a while but was always too lazy to make a bunch of custom models specially knowing how GW is about fan content

#

So SM2 assets will be a god send

fallen valve
#

Well as far as the way the Saber CEO is speaking, they don't care so much about ripping and modding, but it won't be up to them in all reality.

#

They will care if you cheat, but not if your just doing non-harmful modding.

glass knoll
fallen valve
glass knoll
#

Lmao

placid crystal
#

And our community has a pretty good track record of using our collective powers for good... And art.

glass knoll
placid crystal
#

Ripping.

#

And tearing.

#

But mostly ripping.

#

So long as you remember to credit Saber for the assets and GW for their franchises (and good ol Haus and Casey with the purple/pink name for their sorcery, and the Archive for being a proper asset archive), it should be good.

glass knoll
placid crystal
#

Fixed it, sorry about that

#

Just got home, digging into the thingy now

placid crystal
# fallen valve Purp?

I keep seeing Purp and apparantly my brain registers all purple/pink names as Purp.

#

Don't.... Don't get old.

#

Or if you do, make sure you're a Primaris.

placid crystal
#

🙂

Ready yourselves, brothers. These next few weeks are not supported by the Codex Astartes, but I am looking forward to them.

onyx flare
#

I want the Calgar model so badly- I plan on using parts of him for a vrchat project

#

Mostly I want his head but if I could get all of him that would be amazing

placid crystal
#

Nah, just keeping the references going

late grotto
delicate pewter
late grotto
#

ye

meager birch
late grotto
#

i didnt rip or rig it i just applied the textures

#

problem seems to be that mostly everything is weighted to the left arm

fallen valve
leaden edge
#

I believe I figured out the MP side of SM2 shaders.

I think.

I use NR to rip my custom
Marine, and some of the textures came out as what I interpreted to be an RGB style mask texture. Idk if it’s different with the raw files that you guys might be dealing with, but I hope I provided some insight with that.

fallen valve
leaden edge
#

Alr, good to hear

fallen valve
# leaden edge Alr, good to hear

Just to give you an idea of all of what I have to build into the GLT shader or build as a combiner ( for the macros which are combiners, not part of the main shader calculation ).
Customization and TintByMask being what I think is used for customization ( decals I think are handled seperately ).

#

Open in Notepad ++

leaden edge
#

Got it

fallen valve
#

This being the default preset, their is also metal and stone as a preset file for the glt shader.

#

I am also still working on the SDC file format, trying anyway, and still yet to pinpoint the exact part in the files where they link the shader file to the shader cache information.

meager birch
#

Got blender itch earlier. its rig has been fix a bit and IK added. ill post a copy when im done meddling with it. 🙂

glass knoll
#

you guys are awesome PU_FeelsWowMan

#

I started to build out my little cinematic environment

jagged herald
leaden edge
#

HELL YEAH!!

fallen valve
#

V1 and V2 will be archived here also tonight.

leaden edge
#

Hallelujah

fallen valve
#

Soon I will have the visualizer-device delivered to the objective brothers.

fallen valve
#

Much of its sub-modules are missing for now, but I can find the others with time.

meager birch
#

Personal preference, but it annoys me when the legs control the cloth around it like the Chaplin or other models I’ve rigged in the past.

late grotto
#

Yeeee

late grotto
#

how do i fix the normal issues in blender 4.0

meager birch
fallen valve
meager birch
fallen valve
meager birch
fallen valve
#

Good thing I posted my shader now, in its current state which should be able to handle a lot of stuff, even if not fully yet.

meager birch
fallen valve
#

The fun part comes with certain other shaders which I would need more reference info for.

late grotto
#

its only an issue i have in blender 4.0

fallen valve
#

Ah, ye, adam has a fun tendency to not have his files in good standing.

#

I can rip it out myself when I am home and send it to you.

late grotto
#

it looks perfectly fine in 3.4

fallen valve
late grotto
#

you sure its an issue with the model?

#

it hasnt just been stuff from rips

#

it does this with any model i export to 4.0

#

i could try 4.1

fallen valve
#

Given Adam's past issues with game files ( especially when I looked at his UE stuff) it should be just fine if I just send you a direct rip with all the files included.

#

Ye, I'm on 4.1, but I am also using Better FBX to import in my FBXs, so that may help.

late grotto
#

cause this is whqat it looks like in 3.4

meager birch
fallen valve
#

I have had no issues on my end on 4.1, but again, I'm using Better FBX cause Blender's native FBX importer/exporter is pure garbage.

#

Literally from a reverse engineering of the 2014 if I remember correctly for the native importer.

late grotto
#

im going to try opening it in a newer version as i recall there being smoothing issues in 4.0 iirc

meager birch
#

any ideas why im having issue with this Transparent texure ?(image is a png) blend 4.2

fallen valve
#

I want to see if they store the mask for that in the alpha.

#

Send me a screenshot of the viewport with the alpha of the diffuse connected to the surface input is what I mean.

meager birch
fallen valve
# meager birch

Okay so keep the alpha connected for now to the main shader, but just for the minute, to bypass this for now, take a mix shader and a transparency shader.

Connect the alpha to the mix factor of the mix shader, connect the main shader to the A of the mix shader, and connect the transparency shader to the B of the mix shader, and then connect the mix shader to the surface input.

Then just make sure your material settings / viewport display settings have the blend mode set to alpha clip.

#

I will have to look at the decals later to find out how they work.

fallen valve
#

Yes, let me go check the TD for that and see what the decals use.

hollow raptor
fallen valve
#

No, not in current version.

hollow raptor
#

dam

fallen valve
meager birch
fallen valve
#

Oh ye, its render mode now I think.

#

Eevee stil has the same settings from before, Cycles has the render mode setting.

meager birch
#

ah 'render method' was already set the blended

fallen valve
#

Then that means I need to update the shader, got it, might be able to do it here remotely without too much trouble.

placid crystal
#

About to make the change to the new shader, but i'm reaaaaaly happy with the extractions!

#

I need to add a front light to make him stand out.

fallen valve
#

I shouldn't need a reference for doing this since I already know how this would need done.

placid crystal
#

I noticed the shader has new duds, would you mind sharing a screen with your setup?

fallen valve
#

Use the main TD file as your reference, the material name in Blender has the material variant at the start and the TD file to open.

#

Its just a YAML file you can open in Notepad.

fallen valve
meager birch
fallen valve
#

Your welcome.

meager birch
fallen valve
#

@placid crystal Grab the hotfix first if you hadn't already.

delicate pewter
#

Any chance for those cadian imperial guards models pretty please ?

meager birch
fallen valve
#

I have a file of all the imperial guard stuff exported out, one moment.

fallen valve
delicate pewter
placid crystal
#

versus the previous with updated lighting

fallen valve
#

Ye, it should look accurate in terms of reflection functionality when properly lit.

#

Without a map to use as a test, for now I just use a generic warehouse HDRi.

meager birch
#

going to be evil while i go get food.

fallen valve
#

When I get around customization stuff, and finish that, I want build up my space marine, and change up the Iron Halo part a bit, a quad point Iron Halo, which can cover all sides, at the expense of increased power needs from the backpack unit.

meager birch
#

when you're import your index FBX. i'd say set your import scale to 100. My poor never dead is toy sized! XD

remote trench
#

Dreadimus Chadimus my beloved

fallen valve
glass knoll
#

scene is starting to come together

fallen marsh
#

The multiplayer armor is finally becoming possible

leaden edge
fallen valve
#

It'll take me some time to make the shader handle the customization side though.

leaden edge
#

i can provide a basic MP shader for those who want it.

Not nearly as good as CDR's, but it does its job.

glass knoll
#

also, Im kind of dumb when it comes to blender... how can I use these shaders?

#

is there a guide somewhere?

leaden edge
#

id ask someone else other than me, i aint the best at explaining anything

fallen valve
#

When I have some time, I'll begin to write some info for my shader.

#

Maybe the customization and tintbymask node will be a tonight build.

#

Probably just the customization node if it takes a fair bit to build.

supple breach
#

Is it mp sm time???

fallen valve
# supple breach Is it mp sm time???

It will take me some time if I build up the two macros for multiplayer stuff tonight, maybe I'll stream it so people can see how I have things set up.

supple breach
fallen valve
#

I have my shader in the uploads, it will either get worked on more tonight or later tomorrow.

glass knoll
#

im curious btw where I might be able to find the textures for the chaos marines? i for some reason only get the brown metal texture of the default black legion marine

fallen valve
#

Check the TD file for the material your looking at in notepad ++, which should tell you all the textures you need for the material variation / material your on.
Other than the main diffuse texture the TD is called.

glass knoll
#

I’ll have to try tomorrow when I’m on my pc again

full vault
#

Hey, not sure if this was reported yet but I've taken a notice that the majority of the bolt weapons and the combat knife seem to have messed up normals. Ripping using the index tool.

#

also visible in the index tool itself

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And this looks to be the case for quite a few of the bolt weapons. Though the chaos stuff is all good by the looks of it, but i may be wrong

fallen valve
full vault
#

Oh yea I could post it on the github

fallen valve
#

dm him if you want as well

full vault
#

Roger

placid crystal
#

Hmm, I'll take a look at this tonight too

#

Ripped the chainsaws from the game so I was gonna have a look

full vault
#

All the 4 melee weapons except for the combat knife seem to be fine

#

Also the muzzle flash particle texture sheet seems to be glitchy and green? Ill throw a picture in a bit

#

I just remembered this so I may add it to my github post

full vault
#

The mysterious green muzzle flashes...

placid crystal
#

I removed my ninja ripper function, since I'm using index, but you could try firing your weapon, pausing it mid shot, going into photomode to get a good look and then ripping

fallen valve
west roost
ornate cliff
#

tho the lods sometimes wont be attached to the armature, but you can parent stuff as a quick fix

ornate cliff
#

cant wait till the MP stuff is setup ala the spartan pack cause these are some BEAUTIFUL assets

#

I wanna see everyone's custom chapters

placid crystal
#

Lost all of my shoulder icons in the last cleanup, does any aspiring individuals still hooked up to NR have access to those, including the color maps?

delicate pewter
placid crystal
#

Just doing it right, lol

#

As best as I can

#

And this is without CC maps attached. Still need a proper setup for that, but the files are indeed packed.

delicate pewter
#

That looks crazy good. Beautiful job. Love that rusty look.

placid crystal
marsh anvil
glass knoll
# placid crystal

Any chance you’ve figured out how to get the right blue textures on this?

fallen valve
placid crystal
#

You madlad

fallen valve
#

Unsure if I will be finished this afternoon given the customization macro is lengthy as fuck.

placid crystal
#

I bet

#

My hands are little tied today as well,

fallen valve
placid crystal
#

Oh man, this project might just be getting alittle bigger, lol

leaden edge
#

Gonna send a shader for MP that i created for those who dont want to wait for it to be done, standby.

#

literally scrapped it together in like 20 minutes

fallen valve
leaden edge
#

sounds good. Also- Quick question.
I mostly use EEVEE for rendering; How do i get rid of all the noise generated from your shader, if possible..?

fallen valve
#

noise?

placid crystal
#

in the regular viewport?

leaden edge
#

both in rendered view and viewport

placid crystal
#

I too have this issue

fallen valve
placid crystal
#

But use cycles for the render

leaden edge
#

alr gimme a sec

leaden edge
# fallen valve Show me what you mean.

(Rendered View in EEVEE on left, Material Preview on Right)
Turning up samples reduces it, but I have to enter ridiculously high amounts. (8192+)
This is on the default 16.

(The Left pauldron and anything other than the helmet is using the shader I created.)

#

Samples on 16384

#

Cycles rendering eliminates this entirely.

fallen valve
#

Odd, I am not on 4.2 so I am unsure why that has such a problem.
On 4.1, everything seems to be fine for Eevee rendering.

leaden edge
#

odd.

#

ill probably go back to 4.1
only used 4.2 so i could easily remove unused weights

fallen valve
#

I have yet to move to 4.2 simply cause of addons existing in 4.1, and not existing in 4.2 .

leaden edge
#

fair enough

fallen valve
#

Hell, I only use 2048 samples in Eevee 4.1, and it works fine,

leaden edge
#

huh.

placid crystal
#

This little pack is getting bigger by the minute, so I might wind up doing separate releases.

#

MP Chaos Marines (once I get proper CC maps setup) and then Campaign Chaos Marines.

#

But the MP Bad Boys are just about done.

fallen valve
placid crystal
#

yupyup

hollow raptor
placid crystal
#

Wrapping up the last bits for the Chaos Release, should be ready by tonight, then back to the Deathwatch

hollow raptor
#

can you change the colors?

placid crystal
#

The maps will be included, but I haven't figured out a proper way to do so.

fallen valve
placid crystal
#

Soon, tm

fallen valve
#

That is two entire macros worth of nodegroup making.

hollow raptor
leaden edge
#

it has the bare bones of it.

#

the cc mask is the texture that has no other colors other than Red, Green and/or Blue.

#

(built off of Spartan's shader)

#

all i needed to really edit/add was this right here. Only a single seperate color node and then 3 mix nodes and we have a basic version of the MP Shader.

fallen valve
#

So it will look wrong on assets which modify the albedo tint.

leaden edge
#

again, i scrapped it together in like 5 minutes because i gotta go to work soon so its not gonna be great.

meager birch
#

@fallen valve just fyi im seeing a number of hdetm files as I'm setup up material don't know if your shader has a spot for them yet.

fallen valve
meager birch
meager birch
#

this is coming along nicely

lapis patio
#

Has anyone by any chance extracted the Corus Blackstar (Deathwatch dropship)?

placid crystal
#

Might be able to find it

meager birch
#

seems to be only a 2 low LOD version in the files but their is a number of destroyed part.

placid crystal
#

ah

placid crystal
delicate pewter
delicate pewter
#

bro all this assets will look beautiful in Starfield

meager birch
sharp wraith
#

hey is there a file for the campaign space marines with rigs?

placid crystal
#

Not quite yet, but it's on my to-do list. Gotta re-do the Deathwatch and then start on Titus and the boys

oak forge
crimson condor
#

is there an extra step i'm missing, i'm taking the textures through index v2 but they don't seem to have the same quality as whats on the titus rip. do i need to extract them as dds then convert them somehow? currently i'm just exporting them as png and throwing it into unity as is with a shader that supports packed maps

#

the shader seemed to work for titus just fine

#

nevermind exported as tga and they seem to have improved

meager birch
oak forge
#

Ohhh, alrighty, I'll have to wait until I get the PC version of the game. Thank you for letting me know!

meager birch
crimson condor
meager birch
#

A lot of the data is layered on top of each other in the textures, hence spartans shader

crimson condor
#

mmmm gotcha, so the best bet atm is to just bake it in blender?

fallen valve
placid crystal
#

I ripped some chains words but I have yet to dig into them just yet

remote trench
#

Chainswords you say? That including the Thousand Sons versions?

placid crystal
#

Aye, I have those as well

#

I'll have a better look at it tomorrow

west roost
#

I want to down those models

lapis patio
#

Low poly or not

#

I require

placid crystal
#

Think I solved it.

#

I just ripped an artificier chainsword and noticed it has some wierd triangles going on by the hilt, but after applying a weighted normals modifier it cleaned it up