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I've had this for a while, and wasn't doing anything useful with it, so I decided to release it to the public.
This tool allows you to convert model files from silkroad's data.pk2 to files that can be read by blender, and can also convert these files back. That means this tool allows you to put custom weapons in the game.
(For example, I pulled this prank with it:
You can download it here:
Now it does go with a manual, so please READ THIS before you use it, and read it again before asking any questions.
Manual:
Short interface overview:
1 - This area is used to convert files taken from the data.pk2, and convert them into object files, which can be read by blender. Just select a file, press convert and it will place the converted file in the same folder. You CAN select multiple files at once.
2 - This box is still only for viewing purposes, it splits complicated meshes like mobs/characters/armors up in several groups. THIS IS STILL WIP
3 - This area is used to convert files from the object format into silkroad .bms files. You start off by selecting a file, then you input the other fields and select the type. Once all the field are correct you can press convert and it should work.
4 - In this field you have to fill in the group the model belongs to, usually this is just the name of the file, how you can find the model group can be found in the extended manual.
5 - Here you put in the name of the material associated with the mesh, how you can find this is also in the extended manual.
6 - You can select the type of model here, which is important for the placement ingame, it's pretty self-explanatory. If you modeled a sword select 'weapon', if you modeled a hat select 'hat'.
7 - This little log area will tell you how things are going.
Import and Export settings to use with Blender:
Extended manual on how to import a mesh into silkroad:
If you have any questions, feel free to ask, but if it's in the manual I might get mad!
PS: THIS RELEASE HAS BARELY BEEN DEBUGGED, SO ERRORS MIGHT (and probably will) OCCUR!
*RESERVED FOR FAQ*
EDIT: If you happen to make something with this, drop a screenshot, I'm curious what people are going to come up with!
ALL CREDITS GOES FOR perrytje I DON'T HAVE ANY CREDIT FOR THAT I'VE JUST COPIED IT BECAUSE NEW SRO ERA WILL START IN PSRO SECTION WITH THIS FUCKIN EPIC RELEASE !
Original thread
This tool allows you to convert model files from silkroad's data.pk2 to files that can be read by blender, and can also convert these files back. That means this tool allows you to put custom weapons in the game.
(For example, I pulled this prank with it:
You must be registered to see links
)You can download it here:
You must be registered to see links
Now it does go with a manual, so please READ THIS before you use it, and read it again before asking any questions.
Manual:
Short interface overview:
1 - This area is used to convert files taken from the data.pk2, and convert them into object files, which can be read by blender. Just select a file, press convert and it will place the converted file in the same folder. You CAN select multiple files at once.
2 - This box is still only for viewing purposes, it splits complicated meshes like mobs/characters/armors up in several groups. THIS IS STILL WIP
3 - This area is used to convert files from the object format into silkroad .bms files. You start off by selecting a file, then you input the other fields and select the type. Once all the field are correct you can press convert and it should work.
4 - In this field you have to fill in the group the model belongs to, usually this is just the name of the file, how you can find the model group can be found in the extended manual.
5 - Here you put in the name of the material associated with the mesh, how you can find this is also in the extended manual.
6 - You can select the type of model here, which is important for the placement ingame, it's pretty self-explanatory. If you modeled a sword select 'weapon', if you modeled a hat select 'hat'.
7 - This little log area will tell you how things are going.
Import and Export settings to use with Blender:
IMPORT:
EXPORT:
EXPORT:
Extended manual on how to import a mesh into silkroad:
Step 1:
Know what you want to replace and get a model. In before making this tutorial I ate some French cheese, so I decided to make a baguette, or stick bread.
Step 2:
If you have your model in blender, you have to put a texture on. The most basic way is to first split your screen, you can do this by right clicking the black border in Blender, like so:
After this you set your second screen to UV/Image editor, like so:
Now the most basic way to set a UV map is to tap A one or two times, untill all the vertices in your model are orange (Make sure the mode in the model window is in EDIT MODE). After that you can press U, and select 'project from view'. This will put an image your model onto the UV editor. You can then save the layout to use in photoshop:
(This is the most basic way to UV map your model, you can do it way more accurate, but just look some tutorials up on that.)
After you made a texture for your model you can test it in Blender, by going to image>open Image in the UV editor. Also make sure you put the drawing mode in the model window to 'Textured'.
Step 3:
You now have to position your model. Import an original silkroad model into blender and move your weapon untill the part where you hold your weapon is the same as the part where you hold the original weapon (I put my window on wireframe mode now, to see it better. (DO THIS IN EDIT MODE, NOT IN OBJECT MODE, the pink dots of the new and the original mesh have to align)
Step 4:
Once your model is aligned, you can export it, make sure to select your model in object mode, and use the export settings as given above.
Step 5:
Before we can convert the model, we have to find the model group and the material name of the model. Take the file of the mesh you are going to replace, and open it in a Hex editor such as XVI32. You are looking for two words at the beginning of the file like this:
Use these in the converter, and convert your model, if everything went right it should say so in the log.
Step 6:
You can import your mesh into the data.pk2 now. Make sure you overwrite the right file. Also dont forget to save your texture as a .dds, and convert it to .ddj. Then replace the texture with the same name as the material name of your model with your own texture.
If you did it right it could look a bit like this:
Know what you want to replace and get a model. In before making this tutorial I ate some French cheese, so I decided to make a baguette, or stick bread.
Step 2:
If you have your model in blender, you have to put a texture on. The most basic way is to first split your screen, you can do this by right clicking the black border in Blender, like so:
After this you set your second screen to UV/Image editor, like so:
Now the most basic way to set a UV map is to tap A one or two times, untill all the vertices in your model are orange (Make sure the mode in the model window is in EDIT MODE). After that you can press U, and select 'project from view'. This will put an image your model onto the UV editor. You can then save the layout to use in photoshop:
(This is the most basic way to UV map your model, you can do it way more accurate, but just look some tutorials up on that.)
After you made a texture for your model you can test it in Blender, by going to image>open Image in the UV editor. Also make sure you put the drawing mode in the model window to 'Textured'.
Step 3:
You now have to position your model. Import an original silkroad model into blender and move your weapon untill the part where you hold your weapon is the same as the part where you hold the original weapon (I put my window on wireframe mode now, to see it better. (DO THIS IN EDIT MODE, NOT IN OBJECT MODE, the pink dots of the new and the original mesh have to align)
Step 4:
Once your model is aligned, you can export it, make sure to select your model in object mode, and use the export settings as given above.
Step 5:
Before we can convert the model, we have to find the model group and the material name of the model. Take the file of the mesh you are going to replace, and open it in a Hex editor such as XVI32. You are looking for two words at the beginning of the file like this:
Use these in the converter, and convert your model, if everything went right it should say so in the log.
Step 6:
You can import your mesh into the data.pk2 now. Make sure you overwrite the right file. Also dont forget to save your texture as a .dds, and convert it to .ddj. Then replace the texture with the same name as the material name of your model with your own texture.
If you did it right it could look a bit like this:
If you have any questions, feel free to ask, but if it's in the manual I might get mad!
PS: THIS RELEASE HAS BARELY BEEN DEBUGGED, SO ERRORS MIGHT (and probably will) OCCUR!
*RESERVED FOR FAQ*
EDIT: If you happen to make something with this, drop a screenshot, I'm curious what people are going to come up with!
ALL CREDITS GOES FOR perrytje I DON'T HAVE ANY CREDIT FOR THAT I'VE JUST COPIED IT BECAUSE NEW SRO ERA WILL START IN PSRO SECTION WITH THIS FUCKIN EPIC RELEASE !
Original thread
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