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Question regarding meshes

Xtrakicking

Refugee
In the entityclasses.xml (zombies section) there are nodes that call for each of their corresponding meshes (Zombies/zombieStandardBoeRagdoll for example).

My question is if there's a way to access these files, using tools such as Derpopo's UABE to extract them somehow.

I've looked into the resources.assets file with it, but nothing. Any ideas?

 
hmmm...yes, of course, you can pull out the mesh, of course. Any of all zombies. With UABE...

Maybe i did not quite understand the question - it never caused difficulties...

Just, maybe, the names in xml don't always match. I.e. the name of the prefab does not coincide with the name of the mesh.

For clarity, use a utility called "Asset Studio" (it has a preview without the need to extract)

https://github.com/Perfare/AssetStudio

(by the way she can pull out the mesh together with the bones (for animation))

 
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well...yes, of course, you can pull out the mesh, of course. Any of all zombies. With UABE.
just, maybe, the names in xml don't always match. I.e. the name of the prefab does not coincide with the name of the mesh.

For clarity, use a utility called "Asset Studio"

https://github.com/Perfare/AssetStudio

(by the way she can pull out the mesh together with the bones (for animation))
Ahh, I see. Though, how does it know which mesh to use if it has a different name?

Additional question, would it be possible to swap their meshes with others?

 
I don't know, but it happens a lot. (about the mismatch of prefab names)

I used UABE to export the modified mesh back, but the animation didn't work after that. That was long ago. I did import with the help of RAW data. It is very difficult and inconvenient. I probably lost the "bones" data.

Maybe if i did extraction with "Asset Studio" - the result would be better.

 
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But now there is a way to simply add new with through conventional .unity3d-file. I think it's more appropriate.

 
But now there is a way to simply add new with through conventional .unity3d-file. I think it's more appropriate.
Mhh, so referencing unity3d files in the xmls in the mesh nodes would replace the meshes of the entities, like it does with textures?

 
Sphereii has done that in xml for the PG13 modlet in his forum thread , basically swaps out the stripper mesh for a nurse mesh to help the game streamers !

Code:
<set xpath="/entity_classes/entity_class[@name='zombieStripper']/property[@name='Mesh']/@value">Zombies/zombieStandardNurseRagdoll</set>
<set xpath="/entity_classes/entity_class[@name='zombieStripperFeral']/property[@name='Mesh']/@value">Zombies/zombieStandardNurseRagdoll</set>
 
What's your end goal Xtra?
Just a thought I had the other day at work. Couldn't stop thinking if it was possible, and it had to do with the meshes of the game. I'm slowly, but surely learning the ways of xpath and SDX for the texture mod, and the idea I had might just be possible if I put all those things together.

Thing is, if it's possible, I kind of want it to be a surprise. I think I'll keep the thought for now, while I try things out. If I end up stuck, though, I'll be sure to reach out.

 
In this case, is replaced by a model(texture+mesh), but there is a way to replace only the texture(material) as does Mumpfy. 


check this:


https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor&p=957707&viewfull=1#post957707

 


Ah yes, the textures are currently not a problem. In fact, it's on my to do list to update my texture mod so it uses the xpath system and the unity3d files, so it's less hussle to update with each patch and also to have way more variety.

The thing here is, if I replaced the mesh from a zombie to another unity3d mesh that's rigged so the animations are compatible, would that work?

 
i think the mesh replacement so far dosnt really work. at least havent see anyone doing that, and the ones that tried it as far as i know couldnt do it.

the material replacement works fine. just make sure to make it properly to avoid the lag, check my post and you will see what i mean about the lag issue.

and let me know if you need some info about it. the material replacement. on discord probably its easier.

 
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The thing here is, if I replaced the mesh from a zombie to another unity3d mesh that's rigged so the animations are compatible, would that work?
Unfortunately, i don't even have guesses about it.

 
Hi! I'm bumping this thread mainly because, as I had envisioned, I'm stuck on finding ways to make the idea I had come to life (and presently I don't have much time to investigate other trickier, more lengthy routes either), so I guess I'm going to reveal what my goal was.

So basically, I was wondering if it was posible to somehow add the old zombies back into the game (the ones that the game had before they were replaced with the new ones in A13 or so). My original idea was to see if replacing the meshes of the new zombies with the ones from the old zombies would work, since I figured they were still somewhere in the game and were compatible with the mocap animations.

I did find the names of the meshes from the old zombies, so I proceeded with the swap out. Sadly and predictably, all I got were many errors.

I know that if I put enough research in Unity, SDX, Xpath or similar systems, there's a possibility of finding a workaround, but I lack time and knowledge for that right now, so it is time to ask you guys what your thoughts are on this matter.

 
Hi! I'm bumping this thread mainly because, as I had envisioned, I'm stuck on finding ways to make the idea I had come to life (and presently I don't have much time to investigate other trickier, more lengthy routes either), so I guess I'm going to reveal what my goal was.
So basically, I was wondering if it was posible to somehow add the old zombies back into the game (the ones that the game had before they were replaced with the new ones in A13 or so). My original idea was to see if replacing the meshes of the new zombies with the ones from the old zombies would work, since I figured they were still somewhere in the game and were compatible with the mocap animations.

I did find the names of the meshes from the old zombies, so I proceeded with the swap out. Sadly and predictably, all I got were many errors.

I know that if I put enough research in Unity, SDX, Xpath or similar systems, there's a possibility of finding a workaround, but I lack time and knowledge for that right now, so it is time to ask you guys what your thoughts are on this matter.
Yes and no.

I've done it.

I had to rip the zombies + textures, toss them into mixamo to rig them, use mixamo to find appropriate animations, save all the anims, take the lot into unity, animate it, apply textures/materials, export it as a unity3d file and then use animationSDX to load it.

 
You can extract the old textures and if they fit on the new models, just point to the textures.
I've thought about it, but no matter how you look at it, without the meshes they'll just look like someone just painted over them, especially if you try to reproduce the naked guys.

 
Yes and no.
I've done it.

I had to rip the zombies + textures, toss them into mixamo to rig them, use mixamo to find appropriate animations, save all the anims, take the lot into unity, animate it, apply textures/materials, export it as a unity3d file and then use animationSDX to load it.
Well, that sounds like quite the process... I'm guessing that's the only way to do it, unless one finds the original old zombies Unity assets pack and adds them into the game with SDX.

 
Well, that sounds like quite the process... I'm guessing that's the only way to do it, unless one finds the original old zombies Unity assets pack and adds them into the game with SDX.
That's the only way I managed to do it with success. :) I mean, your way MIGHT work, but no guarantees

 
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