BloodBorne models

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

BloodBorne models

Post by id-daemon »

BloodBorne tools.

Usage:
1. unpack .dcx archives with current bindertool
2. drop .flver files onto BloodBorne_model.exe to get models
3. drop .tpf files onto Bloodborne_texture.exe to get textures

Model tool versions:
v1 - first version
v2 - added maps support
v3 - added original model skeleton extraction

Notes about models:
- Multiple UV pairs will only be exported to ASCII.
- to get animation skeleton, you need to put skeleton.hkx next to the tool when extracting. This file is usually found in animation archive of that character. This animation skeleton will not be perfect (some bones may be missing, and can be shifted somehow). This will be fixed later. If no skeleton.hkx file present, skeleton may be in another .HKX file for that model. Rename it to skeleton.hkx for convertion.

Map extraction: http://zenhax.com/viewtopic.php?p=30659#p30659

Image

textures:
Image

skeletons:
Image

*edit by aluigi* https://www.mediafire.com/file/x3hiiz4i ... e.rar/file
Last edited by id-daemon on Fri Jun 08, 2018 3:06 pm, edited 6 times in total.
Dropoff
Posts: 2
Joined: Sat Nov 25, 2017 4:00 pm

Re: BloodBorne models

Post by Dropoff »

Finally!! Thank you daemon!
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: BloodBorne models

Post by id-daemon »

Tool released.
Dropoff
Posts: 2
Joined: Sat Nov 25, 2017 4:00 pm

Re: BloodBorne models

Post by Dropoff »

id-daemon wrote:Tool released.


Thanks! But where i can get decrypted backup?
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: BloodBorne models

Post by id-daemon »

Dropoff wrote:
id-daemon wrote:Tool released.


Thanks! But where i can get decrypted backup?

Files are passed between people. Everyone who wants them will have them sooner or later. Ask around.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: BloodBorne models

Post by id-daemon »

Note for people who can't make skeletons working. They are ALMOST correct with only a few rare problems. Most of characters are fully working. If its not working for you, you probably doing something wrong. Take the model and animation skeleton, load them separately and connect in your editor.

Image
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: BloodBorne models

Post by id-daemon »

Map assets are fully supported, with textures applied automatically. Tool will be updated soon.

Image
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: BloodBorne models

Post by id-daemon »

All new model and texture tools. I'll save 1st version at 1st post in case of problems with new one.

Whats new:

1. fixed some models crashing (because of japanese names. non-standard chars replaced with "_")
2. map assets support
3. textures applied automatically!
- SMD will have material name and after "/" - only name of first texture which is usually diffuse
- ASCII will have mesh number, material name, and all textures, be that 4 or 14 of them
important note: ASCII and SMD files will have texture names as .TIF and .TGA, so you have to either convert textures to these formats, or do text mass replace .TIF to .DDS in ASCII/SMD because they are text files.
4. texture tool will now export DX10 textures with .DX10 extension, so their names will be original, for auto-texturing to work.
jmgg
Posts: 48
Joined: Sun Jan 25, 2015 4:15 pm

Re: BloodBorne models

Post by jmgg »

Thanks daemon!!!
jmgg
Posts: 48
Joined: Sun Jan 25, 2015 4:15 pm

Re: BloodBorne models

Post by jmgg »

Hi Daemon & Dropoff! Can you share the game files with me? Thanks in advance!
TobiasGunhurst
Posts: 1
Joined: Wed Dec 27, 2017 10:14 pm

Re: BloodBorne models

Post by TobiasGunhurst »

I'd also be interested in the decrypted backups.
Or if it's one of those things, I'd even settle for some info on how to decrypt backups and I'll just do my best. Haha.
I'm interested in using some of the game assets for a few projects I'm working on, including a Smash Brothers Stage based on the Tomb of Oedon.
Doctor Loboto
Posts: 376
Joined: Sun May 31, 2015 2:23 am

Re: BloodBorne models

Post by Doctor Loboto »

I've been searching for the DLC decrypted data to get some of the exclusive models, if anyone can help, please PM me with the information!
Eu Tyto Alba
Posts: 2
Joined: Thu Jan 04, 2018 8:43 am

Re: BloodBorne models

Post by Eu Tyto Alba »

Absolutely marvellous!! Thanks so much for making this finally happen, Daemon!

I've been looking forward to when people could start extracting models from this game since before its release.....
And now the scourge is upon us..... :twisted:
Last edited by Eu Tyto Alba on Mon Jan 08, 2018 6:32 am, edited 1 time in total.
Dethyl
Posts: 1
Joined: Sun Jan 07, 2018 10:49 pm

Re: BloodBorne models

Post by Dethyl »

Awesome! Is there a way to get the .dcx files? I have been trying to figure out how to obtain it off from my copy of bloodborne to no avail
noobzor99
Posts: 1
Joined: Wed Jan 17, 2018 1:41 am

Re: BloodBorne models

Post by noobzor99 »

I would love to get my hands on the bloodborne files - if anyone is feeling generous please give me a PM!
Thanks!
Slack
Posts: 1
Joined: Tue Feb 20, 2018 7:22 pm

Re: BloodBorne models

Post by Slack »

I'm a bit late to the party, as I've only recently fallen in love with Bloodborne. I'm currently on my fourth playthrough and I don't see getting tired of it anytime soon. I would love to have the models to play with, mostly for clay sculpture reference. It would be awesome if anybody is willing to hook me up. Please PM me!

Cheers!!
Eu Tyto Alba
Posts: 2
Joined: Thu Jan 04, 2018 8:43 am

Re: BloodBorne models

Post by Eu Tyto Alba »

Definitely having fun with these models. Thanks again for all your hard work id-daemon!!!

Image (click for large view)

Wearable Grey Wolf Cap
Wearable Beak Mask
Wearable Gold Ardeo

I do have questions about several things, but frankly feel incapable of asking them intelligently. Hence my not participating as a member of the ZenHax or Xantax community. If you'll humor me, I'll try my best to articulate my confusion...

For instance, this 9ft-tall work-in-progress is merely awaiting the texture for the griffin, but I can't find it. This model was a part of o214006, which had the pillar's texture but not the griffin's. From what you say in your tools instructions, map textures have .dx10 extensions? Would it be somewhere in there, and if so how do I work with .dx10s?

Image
cyberspeed
Posts: 104
Joined: Wed Mar 23, 2016 5:11 am

Re: BloodBorne models

Post by cyberspeed »

Eu Tyto Alba wrote:From what you say in your tools instructions, map textures have .dx10 extensions? Would it be somewhere in there, and if so how do I work with .dx10s?

You use Intel DDS plugin for Photoshop, and you'll have to change extension of .dds to be imported by Photoshop.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: BloodBorne models

Post by id-daemon »

Eu Tyto Alba wrote:textures have .dx10 extensions?

i give them this extension only to easier select them from other DDS files, they are also DDS, just in DX10 format.
RelUnrelated
Posts: 4
Joined: Sat Mar 24, 2018 4:27 pm

Re: BloodBorne models

Post by RelUnrelated »

Thanks so much, id-daemon, for your work on these tools. I'm confused about importing the files into Blender, though. The SMD and ASCII files have material names like "Material__11\N:\SPRJ\data\Model\map\m21\tex\m24_00_ash_300_a.tif" which Blender truncates because of the length, but at least I know which image file it wants. The model itself shows up fine via the SMD import tool.

What program are you using to import the SMD and ASCII files? I see no way for me to import the ASCII into Blender after opening the SMD. [Please bear with me, as I'm not a 3D modeller, but an old man with a Linux machine and a love of video games.]