SoulWorker Online .blend to .model export/converter
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- Posts: 4
- Joined: Tue Jan 31, 2017 8:23 pm
SoulWorker Online .blend to .model export/converter
Hi, i've been wanting to modify .model files from the game SoulWorker Online and I stumbled upon this thread which has a python script that imports .model, .anim and .action files into Blender.
Fortunately this still works but the problem is that I want to export/convert the .blend file back into a .model file in which the game can still read it and I've searched for hours on end for anything that can do such a thing and got nothing(unless im blind).
If anyone is willing to help, i'd very much appreciate it.
Sample files are provided below.
Fortunately this still works but the problem is that I want to export/convert the .blend file back into a .model file in which the game can still read it and I've searched for hours on end for anything that can do such a thing and got nothing(unless im blind).
If anyone is willing to help, i'd very much appreciate it.
Sample files are provided below.
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- Posts: 124
- Joined: Sat Aug 29, 2015 1:13 pm
Re: SoulWorker Online .blend to .model export/converter
Hi
Here is a way to export back.
1.Doubleclick "Blender249.blend"
2.There are 2 text windows. First from left is for import models, second is for export.
3.From first text menu select "text => run python script" or press alt+p to import "model" file.
================
At that moment script create new text file like: 000-0-0.txt.
It is information about offsets for vertices in binary file and its format. "f"=float
================
4.From 3d window select mesh object , go to edit mode (press TAB) and modify vertices.
!!!!!!!!!!!!! You can only move vertices, don't remove or don't add new.
5.Close edit mode (press TAB one more time DON'T FORGET) .
6.From second text menu select "text => run python script" or press alt+p to export model.
7.Open folder with model file.
8.You see new file with ".bak". It is your new mesh.
9.To check new mesh make step 3, but select this new ".bak" file for importing.
10.If all is ok, copy original file and move somewhere to safe.
11.Rename ".bak" to original file name
12. If you want to continue modyfing ==> import new "model" file
This way works only with models imported with script.
Some chaotic is this, but simplest for me.
I tested this method with Skyrim models and was not too bad.
Here is a way to export back.
1.Doubleclick "Blender249.blend"
2.There are 2 text windows. First from left is for import models, second is for export.
3.From first text menu select "text => run python script" or press alt+p to import "model" file.
================
At that moment script create new text file like: 000-0-0.txt.
It is information about offsets for vertices in binary file and its format. "f"=float
================
4.From 3d window select mesh object , go to edit mode (press TAB) and modify vertices.
!!!!!!!!!!!!! You can only move vertices, don't remove or don't add new.
5.Close edit mode (press TAB one more time DON'T FORGET) .
6.From second text menu select "text => run python script" or press alt+p to export model.
7.Open folder with model file.
8.You see new file with ".bak". It is your new mesh.
9.To check new mesh make step 3, but select this new ".bak" file for importing.
10.If all is ok, copy original file and move somewhere to safe.
11.Rename ".bak" to original file name
12. If you want to continue modyfing ==> import new "model" file
This way works only with models imported with script.
Some chaotic is this, but simplest for me.
I tested this method with Skyrim models and was not too bad.
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- Posts: 4
- Joined: Tue Jan 31, 2017 8:23 pm
Re: SoulWorker Online .blend to .model export/converter
Omg, thank you for this.
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- Posts: 4
- Joined: Tue Jan 31, 2017 8:23 pm
Re: SoulWorker Online .blend to .model export/converter
I have a question, I want to change the material of one part of the model to another material and keep the changes but it doesnt get saved when exporting and importing?
For example, I want this part of the model
to be the same material as this part of the model
so it ends up like this and I can export it exactly like this.
For example, I want this part of the model
to be the same material as this part of the model
so it ends up like this and I can export it exactly like this.
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- Posts: 124
- Joined: Sat Aug 29, 2015 1:13 pm
Re: SoulWorker Online .blend to .model export/converter
Try to edit in text editor file "materials.xml" from folder filename+'_data' like:
Replace diffuse from one material to second or replace material to another .
Code: Select all
<root>
<Materials override="TRUE">
<Material name="MT_BODY" diffuse="..\..\..\Textures\white.dds" Lighting="None" mobileflags="0" pass="AUTO" transparency="opaque" doublesided="FALSE" depthwrite="TRUE" zbias="0,0,0" specmul="0" specexp="2" parallaxscale="-0.03" parallaxbias="-0.015" ambient="150,150,150,255" sortingkey="0" alphathreshold="0.25" lightmapsize="128,128" lightmapgran="0" lightmapID="-1">
<Shader library="..\..\..\shaders\SWCellShading.ShaderLib" effect="BodyToonEffect" paramstring="CullMode=back;DepthWrite=true;PassType=pre_basepass;MaterialParams=0,2,-0.03,-0.015;AlphaThreshold=0.25;OutlineThickness=0.012;OutlineColor=0,0,0,1;BodyColor=0.9921569,0.8705882,0.7529412,1;DiffuseHue=1.2;ShadowColor=0.9686275,0.7529412,0.6039216,1;ToonTexture=Character\Common_Textures\ToonTexture.dds;globalAlpha=1;LightVec=-1,1,-1;BodyShadowColor=0.9686275,0.7529412,0.6039216,1;MaskTexture=Character\Player\PC_A\Textures\PC_A_Parts_Default_Body_03_Mask_01.dds;BoneColor=0.9686275,0.7529412,0.6039216,1;" />
<AuxTexture index="0" filename="..\..\..\Textures\AlphaBlack.dds" />
</Material>
<Material name="MT_UNDRESS_TOP" diffuse="Textures\PC_A_Parts_Default_Body_03_Top.dds" Lighting="None" mobileflags="0" pass="AUTO" transparency="opaque" doublesided="FALSE" depthwrite="TRUE" zbias="0,0,0" specmul="0" specexp="2" parallaxscale="-0.03" parallaxbias="-0.015" ambient="150,150,150,255" sortingkey="0" alphathreshold="0.25" lightmapsize="128,128" lightmapgran="0" lightmapID="-1">
<Shader library="..\..\..\shaders\SWCellShading.ShaderLib" effect="DefaultToonEffect" paramstring="CullMode=back;DepthWrite=true;PassType=pre_basepass;MaterialParams=0,2,-0.03,-0.015;AlphaThreshold=0.25;OutlineThickness=0.012;OutlineColor=0,0,0,1;DiffuseHue=1.2;ShadowColor=1,0.7176471,0.8627451,1;ToonTexture=Textures\ToonTexture.dds;globalAlpha=1;LightVec=-1,1,-1;" />
</Material>
</Materials>
</root>
Replace diffuse from one material to second or replace material to another .
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- Posts: 4
- Joined: Tue Jan 31, 2017 8:23 pm
Re: SoulWorker Online .blend to .model export/converter
Ah alright, thanks again.
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- Posts: 19
- Joined: Sun Dec 04, 2016 1:05 am
Re: SoulWorker Online .blend to .model export/converter
how can I repack this modified .model into .v file ?
when I repack zip file to .v file, client can't read .v file and it cause error.
when I repack zip file to .v file, client can't read .v file and it cause error.
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- Posts: 19
- Joined: Sun Dec 04, 2016 1:05 am
Re: SoulWorker Online .blend to .model export/converter
I used quickbms script
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- Posts: 3
- Joined: Thu Feb 16, 2017 8:22 am
Re: SoulWorker Online .blend to .model export/converter
@Szkaradek123 can u re-write script for blender 2.78? i'm max users and too hard for me with older version.
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- Posts: 1
- Joined: Tue Feb 27, 2018 3:30 pm
Re: SoulWorker Online .blend to .model export/converter
Can you get the face BlendShapes too from the files? Edit: oh NVM they have facial bones
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- Posts: 1
- Joined: Wed Sep 05, 2018 7:49 pm
Re: SoulWorker Online .blend to .model export/converter
hay can any one give me script that works for anim files coos when i get them in blender the dont do noting only show joints
i tested Blender249[SoulWorkerOnline][model][anim][action][bak][2017-02-10]
Blender249[SoulWorkerOnline][model][anim][action][2016-06-01]
non works i got game from steam
unpaked whit QuickBMS rar
i tested Blender249[SoulWorkerOnline][model][anim][action][bak][2017-02-10]
Blender249[SoulWorkerOnline][model][anim][action][2016-06-01]
non works i got game from steam
unpaked whit QuickBMS rar