The Dark Knight Rises

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
dswd2016
Posts: 43
Joined: Tue Mar 15, 2016 6:32 pm

The Dark Knight Rises

Post by dswd2016 »

How to Open or import BDAE files from game Batman The Dark Knight Rises?
dionyseuss
Posts: 10
Joined: Sat Nov 05, 2016 6:55 am

Re: The Dark Knight Rises

Post by dionyseuss »

Check out this thread for using hex2obj to convert the bdae: http://zenhax.com/viewtopic.php?f=5&t=3045

I made a little progress with the batman_low model.

Image

One of my values must be a little off. Maybe someone else wants to jump in!
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: The Dark Knight Rises

Post by Acewell »

batman.bdae :D
Image
i'm not sure about the UVs yet though :?

batman_bdae.png
dionyseuss
Posts: 10
Joined: Sat Nov 05, 2016 6:55 am

Re: The Dark Knight Rises

Post by dionyseuss »

Nice! I got batman_low.bdae.

I was way off on the vertex list start
Also, the cape is a separate submesh.

Image
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: The Dark Knight Rises

Post by Acewell »

awesome! it looks like the UVs are "WordUV" and the position is 72 :D
dswd2016
Posts: 43
Joined: Tue Mar 15, 2016 6:32 pm

Re: The Dark Knight Rises

Post by dswd2016 »

Acewell wrote:batman.bdae :D
Image
i'm not sure about the UVs yet though :?

batman_bdae.png



Thanks for helping me. I need to learn how to use this program, could you give me any suggestions to get this result?
dionyseuss
Posts: 10
Joined: Sat Nov 05, 2016 6:55 am

Re: The Dark Knight Rises

Post by dionyseuss »

It took me about a week of trying to get hex2obj to work. I tried the tutorial first, but could not get anywhere with it.
    Start by searching the bdae file for the number '000001002' in your hex editor. This will give you the first face index.
    Next, you need to find the number of faces. You can do this in the hex editor, but I use hex2obj: Enter 2000 in the Count field and press go
    In the lower left of hex2obj, you will see a bunch of numbers get spewed out. These are the face values. They should start with 1 and be numbers of kind of the same size without any big jumps.
    If there is a disconnect in the numbering you have reached the end of the list. You can modify the Count value to make it fit your last vert. At the bottom of the list you will see a number next to max face index. This will probably be a number 400 - 700ish. If it is at 63,000 you have not set the Count value correctly.
    The Max Face index value needs to be entered into the Vertices count field on the right.
    Next you need to find the Vertex start index in your Hex Editor. This is the tricky part.
    Each vertex has its own row of bytes in the bdae file, but you don't know how long the row needs to be.
    You can adjust the row size in the options of your hex editor.
    Its best to experiment with numbers, 24, 32, 52, 80, 88 etc until you can see a pattern in the numbers.
    Once you have this scroll up until you reach the start of the block (where the pattern of numbers ends)
    Enter the start number in the Vertices StartAddr 0x field in hex2obj and the row size number in the FvF field.
    Press the mesh button to see the mesh, if it doesn't work, or gives you a messed up mesh, you need to choose a different Vertex start address.

Maybe there are better ways of doing this, this is what works for me.

girl_with_jacket_low.bdae
Image
dswd2016
Posts: 43
Joined: Tue Mar 15, 2016 6:32 pm

Re: The Dark Knight Rises

Post by dswd2016 »

Thank you very much, I'll follow your suggestion.