Extracting Mass Effect Models [Updated] - Darkion's Blog

Guest

Please use Adblock for best experience! Get it here
X

Extracting Mass Effect Models [Updated]

By darkion, on 2012-04-04, read by 9852 people

 

 

In this tutorial, I am going to show you how to extract models from Mass Effect 2, or 3 .

You are going to need :

- umodel

- ActorX script

- Autodesk 3ds Max [ or Maya ]

 

Now, let's start !

Download the umodel and extract it to anywhere, I recommend that you extract it to the main directory of the C:/ drive... Now, launch the Command Prompt CMD - you can do that by typing "cmd.exe" in the search -.

In CMD, navigate to the folder which contains the umodel viewer . Now Go to the main directory of your game, Mass Effect 2 in my case, in the "CookedPC or CookedPCConsole" folder , find a suitable *.PCC file for you, I've chosen "Jack" " BioH_END_Convict_02 "

Copy it [ DON'T CUT IT ] to the umodel folder, back to CMD, type umodel.exe -export "Yourpccfile", so in my case it's going to be umodel.exe -export "BioH_END_Convict_02.pcc"

 

You can press TAB button to auto complete the file name.

We have finished extracting the model... Now, open the 3ds Max.

From the menu bar, click on MAXSCRIPT, and then click on "Run Script"... Navigate to the "ActorX" script which you have already downloaded before.

A window will pop up, click on "Import PSK" button... Navigate to the folder where you extracted your model, BioH_END_Convict_02 in my case.

"Import PSA" button is used to import animation to the current model.

In that folder, you'll see several subfolders :

AnimSet
Material3
MaterialInstanceConstant
SkeletalMesh
StaticMesh
Texture2D

 

Your model is usually in the "SkeletalMesh" folder.

The PSK files are located in SkeletalMesh, so open that folder, ignore the 1KB files, import the other files.

- ARM For the Armor.
- HED For the head.
- HGR For the helmet.

Once all of those are imported, open your perspective view port and take a look. 

Bones are also attached to the model in case you want to change its pose


It's time to apply materials to the model.

Body textures

 

Open the material editor in 3dsmax by pressing "M" or by clicking on the "Material Editor" icon in the toolbar.

 

If your material editor looks different than the screenshot below, click "Compact Material Editor" option from the "Modes" menu.

 

You'll see several grey spheres which represent blank materials.  Armors usually need a single "Standard" material, a "Multi-Sub Object" material is needed for the face.

Leave the second sphere for the face. Click on the first one. Click on the small button near the "Diffuse" editor .

A list will pop up, Click on "Bitmap"

 

An Explorer window will be opened, navigate to the Texture2D folder which I mentioned before.

You'll see a lot of texture files, but we only need a few. For the armor, we need to select a Diffuse map. Armor textures usually contains ARM_Diff_Base in their names.
Diff_Base will always be diffuse files. Select it, you'll notice the sphere now has the color of the texture.  
 

If you have low resolution textures, or you want very high resolution texture, you may want to use TexMod to extract the textures manually or you may download HD Textures from BioWare social network in the projects section.

 

With any diffuse file, make sure to check "None/Opaque" on the Alpha Source channel.

To return to the main material, click on the "Go to Parent" button.

You also have to set the specular map by clicking on the small button near the "Specular"  right under the "Diffuse"

Select Bitmap and then navigate to the specular texture, it usually comes with RGB colors

Finally, apply the Bump for higher resolution model and lighting effect, to do so, navigate to the main window of the Material Editor, there is a drop-down menu called "Maps", expand it,you'll see a long list of maps. There is an empty slot called "Bump"  Click on it, this time, don't use Bitmaps, instead, use a "Normal Bump" material. 

Once you have the Normal Bump opened , you'll have two slots, Normal and Additional Bump.  Click on "Normal" and click "Bitmap." , navigate to the Bump texture, it usually comes with Pink color , select it, then once again, click on "Go to Parent."

Finally, drag and drop the material sphere onto the armor to apply it.

Press Shift+Q from your keyboard to render the model.

 

 

Head textures

 

 

Head uses a different type of textures, it uses "Multi-Sub Object" which means multi-textures for one slot.

Navigate to the second sphere, and change its type from "Standard" into "Multi-Sub Object" by clicking on the "Standard" button.

 

 

 

If you haven't selected a blank sphere, the application will ask you whether if you want to keep the old materials or not. You may want to keep them to save the time re-assigning them again

You will now see a menu which has many sub-materials, you can set your own number from the button at the top. We are going to need 5 of them for Jack.

 

You will also notice ID numbers for each sub-material.

Assign the following:

ID #1 : Jack's eyelashes.

ID #2 : Jack's head [neck and scalp]

ID #3 : Jack's face.

ID #4 : Jack's eyes.

ID #5 : Jack's earpiece [this one is only for Jack's model, just like the visor for Garrus and EDI, you can skip this one]

 

 

Keeping IDs in order is very important as doing the opposite will result texture misplacement

Basic textures' IDs order may be used for other models as well

 

At this point, you will do the steps earlier [the steps for assigning body's texture] for each individual sub-texture.Let's do the eyes texture, click on the "none" button of the eyes slot (ID#4), and then select "Standard" from the Standard Materials menu.

 

 

Assign the diffuse map just like you did for the body textures. Repeat this step for the rest 4 elements [head, face, earpiece, eyes]

For the eyelashes, you have to assign two textures, one for the eyelash color, and the other one is for the alpha which gives the model more feminine eyelashes.

To do so, assign the color texture in the diffuse as the previous steps. Once you've done that, click "go to parent" icon.

 

 

After that, expand the Maps menu and then check the opacity box

 

Click on the "none" button to assign the texture, choose Bitmap, and select the eyelashes alpha texture, which usually looks like this

 

 

Finally, drag and drop the head texture sphere onto the head and render your model.

 

 

 

MAz2012: 2012-04-08 ● 1:03 PM #1 Quote Reply

Thank u very much for this tut crazy

Noah: 2012-04-18 ● 10:24 AM #2 Quote Reply

When I export the files from the PCC the textures in the "Texture2D" folder become extremely low res, is this a problem with umodel or am I doing this wrong?

Darkion: 2012-04-18 ● 2:38 PM #3 Quote Reply

Quote (Noah)
 
When I export the files from the PCC the textures in the "Texture2D" folder become extremely low res, is this a problem with umodel or am I doing this wrong?


Hi, Noah!
The problem is in the umodel itself, wait for an update... But in the meantime, extract HD textures using Texmod's logging mode smile

Noah: 2012-04-19 ● 5:34 AM #4 Quote Reply

Quote (Darkion)
Hi, Noah!
The problem is in the umodel itself, wait for an update... But in the meantime, extract HD textures using Texmod's logging mode


Alrighty then! Thanks for the help! biggrin

Mimi: 2012-05-21 ● 1:42 AM #5 Quote Reply

Thank you, I guess it does worth a try biggrin

Gildor: 2012-06-19 ● 7:01 PM #6 Quote Reply

Hi. Your tutorial has a few problems
1) ActorX Importer has different homepage - you erroneously linked to the Exporter page on EpicGames site
2) you typed "-extract" instead of "-export" in the command line
3) 3ds Max ActorX Importer can load mesh textures automatically, you should watch video tutorials on gildor.org to learn how to do that - this will save you a lot of time

Darkion: 2012-06-19 ● 8:24 PM #7 Quote Reply

Quote (Gildor)
Hi. Your tutorial has a few problems
1) ActorX Importer has different homepage - you erroneously linked to the Exporter page on EpicGames site
2) you typed "-extract" instead of "-export" in the command line
3) 3ds Max ActorX Importer can load mesh textures automatically, you should watch video tutorials on gildor.org to learn how to do that - this will save you a lot of time


Hi, thank you very much for your highlights... I've fixed the code and the link as well, but I can't access the website which you have provided for the tutorials though... I'm looking forward to watching it biggrin

Gildor: 2012-06-28 ● 12:14 PM #8 Quote Reply

Quote (Darkion)
Hi, thank you very much for your highlights... I've fixed the code and the link as well, but I can't access the website which you have provided for the tutorials though... I'm looking forward to watching it

Hi,
The tutorials are here: http://www.gildor.org/en/projects/umodel/tutorials
it's very strange that you can download tools from this site but cannot watch the movies ...

Jan Tomicek: 2012-10-28 ● 1:06 AM #9 Quote Reply

Hi,

I've just read your post about exporting textures and models from ME and it's really great!

I'd like to do maybe something little bit different, but I don't know how. More specifically, I'd need to export the galaxy map (the overview and single solar systems too), so that I could render it in 3D Max. Is that possible?

Thanks a lot for your answer!

Darkion: 2012-10-29 ● 3:10 PM #10 Quote Reply

Quote (Jan Tomicek)
Hi,

I've just read your post about exporting textures and models from ME and it's really great!

I'd like to do maybe something little bit different, but I don't know how. More specifically, I'd need to export the galaxy map (the overview and single solar systems too), so that I could render it in 3D Max. Is that possible?

Thanks a lot for your answer!


Hi happy
Do you mean the Galaxy Map textures or the whole model?

Jan Tomicek: 2012-10-31 ● 8:34 PM #11 Quote Reply

Hi,

I mean the whole 3D model... But if it's not possible ... Galaxy map textures wil have to bu sufficient.

THX

Darkion: 2012-11-03 ● 11:42 PM #12 Quote Reply

Quote (Jan Tomicek)
Hi,

I mean the whole 3D model... But if it's not possible ... Galaxy map textures wil have to bu sufficient.

THX


Hmmm... I don't think the galaxy map has a single model. I mean, you have to extract each planet's model and arrange them manually using 3dsMAX.
Same thing for the textures.
I'll double check it...

Jan Tomicek: 2012-11-05 ● 4:19 AM #13 Quote Reply

Quote (Darkion)
Hmmm... I don't think the galaxy map has a single model. I mean, you have to extract each planet's model and arrange them manually using 3dsMAX.
Same thing for the textures.
I'll double check it...


Okay. Thanks for trying... By any chance...you don't know names of those models and textures?

Jan Tomicek: 2012-11-20 ● 3:25 AM #14 Quote Reply

Quote (Darkion)
Quote (Jan Tomicek)
Okay. Thanks for trying... By any chance...you don't know names of those models and textures?

I will search for them. Keep in touch


Okay, thx a lot. If you'll find the the texture of the whole galaxy (I mean the first "picture" you see when you use the map...on which the solar systems are marked) I'll be great and sufficient wink

Darkion: 2013-09-07 ● 7:24 PM #15 Quote Reply

Quote (Rodri)
Honestly, I've been looking for soinmhteg like this a couple months ago. After countless search results, I simply called it quits and just used whatever I thought the best looking was, but now, I come here and find this?! Dude, seriously EXACTLY what I had in mind.Cheers


Glad to hear it biggrin

1-10 11-11
Create a website for free