[PC] Deus Ex: Human Revolution

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[PC] Deus Ex: Human Revolution

Postby semory » Sun Sep 01, 2013 5:59 am

Extractor Program Version 2
Extractor Program Version 3
Version 2 fixes a problem with skeleton not loading for Adam.
Version 3 adds secondary UV maps.

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Ripping Instructions:
  • Create a new folder somewhere called "DEHR" (you can call it anything you want though).
  • Copy bigfile.000, bigfile.001, bigfile.002, bigfile.003, patch0.000, patch0.001, and patch0.002 from main game into a new subfolder (i.e. "DEHR\main").
  • Screw bigfile_English.000 as it contains nothing important.
  • Copy bigfile.000 from the Missing Link DLC into a new subfolder as well (i.e. "DEHR\missing_link").
  • Screw bigfile_English.000 as it contains nothing important.
  • Place ripper.exe and zlib DLL into the "DEHR" folder (or whatever you called it) and run it.
  • Say "YES" when it asks if it can delete unimportant files (unless you want a million files on your hard drive).
  • Say "YES" when it asks if to process "000" files.
  • Say "YES" when it asks if to process "DEX" files.
  • Say "YES" when it asks if to process "PCD" files.
  • Say "YES" when it asks if to process "MOD" files.
  • Come back maybe one to two hours later depending on the strength of you computer. The program touches everything so it takes a while. This is amazing because if you spend 6 to 8 hours playing a game, at least one hour is spent watching some kind of loading screen :D.

Model Instructions:
  • OBJ: For quick previewing in Noesis or other editor.
  • SMC: Model + skeleton. This file can be loaded into Blender 2.49b using the provided plugin.
  • BONECOUNT.TXT: A text file generated in the same folder where you put the EXE. This lists all model files and the number of bones in each model file. From this, you should be able to tell which models are main characters and which ones are not.

Other Instructions:
  • You may also use Rick's unpacker.
  • Using Rick's unpacker, unpack only the files that you want.
  • Run my ripper.exe on the model files, saying "No" this time to everything expect for when it asks to process model files. You may have to rename the output files from Rick's unpacker to ".model" for this to work.
  • Rick's unpacker is really useful for finding "common" textures that aren't in the same directory as the models (eyes, hands, etc.).
  • One disadvantage of using Rick's unpacker is that if I decide to implement auto-texture, you won't be able to use Rick's unpacker because texture files are referenced by numeric identifiers and not by filenames.

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Re: [PC] Deus Ex: Human Revolution

Postby Dazzy » Sun Sep 01, 2013 6:16 am

dus dese haz bonez?! :o xD
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Re: [PC] Deus Ex: Human Revolution

Postby semory » Sun Sep 01, 2013 6:26 am

of course they haz bonez silly :P. i was just too lazy to load it in Blender.

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Re: [PC] Deus Ex: Human Revolution

Postby semory » Sun Sep 01, 2013 6:36 am

BTW, in the Missing Link files there's like a Lara Croft classic prop model or something but I couldn't find the textures for it lol.

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Re: [PC] Deus Ex: Human Revolution

Postby Dazzy » Sun Sep 01, 2013 6:38 am

Yeah, i know im silly :herp:
Omg i like this game tho... only played it a bit, but i still like it :P
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Re: [PC] Deus Ex: Human Revolution

Postby semory » Sun Sep 01, 2013 6:39 am

Oh I forgot the smc script in the 7z file... redownload 7z file if you got it already.

Note: It is hard to texture these models. Lots of shared textures. Impossible to find without named folders. Use Rick's unpacker on the files as well to find them.

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Re: [PC] Deus Ex: Human Revolution

Postby semory » Sun Sep 01, 2013 6:44 am

Oh I know, I haven't had time to play it either. To many good online games to play for now.

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Re: [PC] Deus Ex: Human Revolution

Postby rexil » Sun Sep 01, 2013 7:44 am

Thank you Steve :)
°°°°°Why so Serious?°°°°°

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Re: [PC] Deus Ex: Human Revolution

Postby semory » Sun Sep 01, 2013 6:53 pm

No problem guys, I'm going to update this one more time with semi-automatic texturing lol. The material files come in pairs and are quite complex. Did dusan's TR underworld exporter have automatic texturing? Best I can do so far is assign material objects in blender using names that match the material filenames. From there you can check a text file that displays the names of the textures associated with the material file. Any texture not in the model directory you can then just search for by filename. But figuring out which file is a diffuse or a normal map or a specular map I haven't been able to do yet (diffuse and specs use the same identifiers in these files and I can't tell them apart).

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Re: [PC] Deus Ex: Human Revolution

Postby thePWA » Sun Sep 01, 2013 7:29 pm

Holy shit... GOLDMINE :D
Stop! Waitaminute! Fill mah cup with some liquor in it!

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