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Thread: [Skinning]Extract wireframes from existing models

  1. #1
    Act 5 Project member
    Join Date
    Mar 2007
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    [Skinning]Extract wireframes from existing models

    First off this is very easy to do with Blender 3D a free alternative to 3D Studio Max, Maya and the likes.

    First off you will ofcourse need these little tools that will help you along the way:


    Locate the arc file from which you want to extract the mesh. I'm looking to find the Hyena mesh from the original Titan Quest. It'll then be located in the Titan Quest installation directory "/Titan Quest/Resources/Creatures.arc". Once opened locate your monster and extract the mesh. It's suffix is *.msh.
    I've located the Hyena model in this screenshot:


    Highlight the .msh file and go to Extract->Selected file and save it a place you'll likely be able to find it again.
    *This step can also be done with some of the standard tools coming with Titan Quest if I'm not totally wrong. I prefer this method though.

    Once extracted open the .msh file in MeshdrawCS. This will be done with File->Import->Import TQ Mesh.
    Here I have imported the Hyena mesh:


    Once loaded all you have to do is export the mesh as .OBJ format. This can be done with File -> Export -> OBJ File.

    Now we're ready to open the file in Blender. If you're unfamiliar with Blender it's not a big deal, but a quick walkthrough can help alot. So I recommend you read a little into this tutorial on Blender: http://www.blender.org/education-hel...face-tutorial/

    Allright once opened Blender can seem a bit confusing for people not familiar with it but don't worry. It's not a tricky task we're on here.
    First off delete the default cube. We do not need that.

    Now to load the mesh go to File->Import->Wavefront (.obj) and locate your file and open it.


    First we need to get into Edit mode. First select the Hyena by rightclicking on it. It is selected when it has a pink outline.
    Then go to the Mode button in the menu bar in the bottom of the window and change it to Edit mode.


    Now change the window to UV/Image Editor so we can export the wireframe. It can be found in the lower left corner:


    It whould look something like this now:


    To export it go to UVs->Scripts->Save Uv Face Layout...


    You will be met with a dialogue at first:

    Hover over the buttons to see what they do.

    Once you click OK you will then be prompted with a save dialogue. Now retrieve the file you just exported and open it up in your favourite image editing program. You will notice it's black and white. In Photoshop just add the layer on top of your skin and set it to multiply to show only the black lines. Invert it and set it to screen if you want white lines.
    Also notice the UV frames tend to be rotated/flipped at some weird angles. just rotate them back in to place. This is easily done if you extraxt the original texture and match it up.
    You should know enough image editing to go from here.

    Have fun and enjoy.

    *Image quality is low due to filesizes. Hopefully you will make do with what I uploaded.

  2. #2
    Junior Member sphl2206's Avatar
    Join Date
    Jul 2008
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    28

    Re: [Skinning]Extract wireframes from existing models

    Great Guide Thanks !
    I had been searching all last weekend to find a right version of
    3ds max 2010 and didn't find any thing compatibility with 64bit, so finally u post this program for me.

  3. #3

    Re: [Skinning]Extract wireframes from existing models

    I'm at work so haven't got access to MeshDraw, but I'm sure there was an option to export an image of the current UV map directly from it???

    If that's all you want, then there's no need to open Blender.

    I'll have a look at Blender when I get home, if there is an easy way to create new UV maps then I may be able to create some new character meshes. The UV map is always the bit I get stuck on in my own code so using Blender could be the answer. Don't really have much time for it these days as far too busy coding at work :-(

  4. #4

    Re: [Skinning]Extract wireframes from existing models

    hi there. I've just found this and haven't touched TQ modding in about 3 years...is it possible to send an edited OBJ back into MSH and back into TQ? I think it's time I brought a shotgun to hades..in my armor from 2099

  5. #5

    Re: [Skinning]Extract wireframes from existing models

    ive tried that using helmets and armors... for me doesnt work.
    just by exporting to OBJ (using meshdraw) and import again (even without editing the obj) and export again as mesh, the game dont read it anymore.
    maybe you have more luck on other items.

    you can, however, edit the vertices using mesdraw. the effect its far from good, but you make something near a shotgun.

    i have plans for a gun. not a shotun, im making some tests on a "knife-thrower" and a "automatic balista" to shot daggers and arrows at fast speed.

    but its really hard edit the meshes using only the meshdraw since the textures end messed up, some vertices are united with others (then when you start to move it all the model get broken), and when all looks like will be ok... you get a in game cliping or a crazy loose vertice or someting...

  6. #6

    Re: [Skinning]Extract wireframes from existing models

    ahh, bummer. Wish they would release a real exporter already!

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