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#1 08/17/07 21:08

sutur
Member
Registered: 08/17/07

Model Extraction/Mukade Reference Material

I have been frantically searching the web trying to find reference material for the character 'Mukade' in the game Oni.

If there was any way anyone could possibly shed some light on my situation, I would appreciate it hugely. I am having a very difficult time modelling mukade from the game as you only get to see him from the back.

My first attempt at modelling saw me create mukade completely, but he isn't quite right as you can see from the screenshots below:

http://fc01.deviantart.com/fs9/i/2006/0 … _Sutur.jpg
http://fc03.deviantart.com/fs9/i/2006/0 … _Sutur.jpg
http://fc02.deviantart.com/fs9/i/2006/0 … _Sutur.jpg
http://fc03.deviantart.com/fs8/i/2005/3 … _Sutur.jpg
http://fc01.deviantart.com/fs7/f/2005/2 … otties.jpg

He's too stocky and well built, his fingers are stubby and he's not quite the ninja I was intending on creating.

Perhaps there is a way to extract the meshes from the game? That would be ideal!!

Thank you all for your time, I really, REALLY want to complete this character in full!

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#2 08/18/07 12:08

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Model Extraction/Mukade Reference Material

Your modeling skills and the inspiration you drew from Mukade's character are very impressive.
I'll gladly help you polish this model in every way I can. You can also consider asking Guido.
http://wiki.oni2.net/index.php/Mukade#Related
Thus, Guido has drawn a nightmarish sequence that is disturbingly close to your first pic wink
He hasn't put it online, but he might, maybe along with some new art (reference plates...)

I can provide extracted meshes in any format you like, or simple ways to view them ingame.
Scripting and/or the Developer Mode let you manipulate the camera quite freely and easily.
So you get a good view of yourself as Mukade or of a passive enemy-Mukade. No problem.
The easiest way to gain access to the Dev Mode is to download the latest Daodan DLL:
http://geyser.oni2.net/EXE/pc.east/
Read the daodan.txt if you feel like it. Place the DLL in your Oni folder and run Oni. If it complains, replace your Oni.exe as well.
Dev Mode will be accessible with the "thedayismine" cheat (or "x" to save on typing). You get manual camera control with Enter.
(darn it, I should really add a permanent page about this on the wiki: will do so tonight and post the URL as soon as it's there)

Additionally, I have been extracting meshes from Oni to ASCII for some time now:
http://oni.bungie.org/community/forum/v … 2205#p2205
http://oni.bungie.org/community/forum/v … 2361#p2361
It's a dirty extractor, but I could easily adapt it to any documented format.
Perhaps its biggest limitation ATM is that it extracts one mesh at a time...
But you shouldn't have any trouble recombining the body parts in Maya.

So... what format should I export it to? OBJ? ASE? Plain RAW, maybe?
I've had a look at FBX and I might give it a try, but it'd take some time.
I've been considering OBJ as a popular and versatile ASCII format.
http://people.scs.fsu.edu/~burkardt/txt/obj_format.txt
Can Maya import Wavefront OBJ 3.0?

P.S. Mukade's eyes are not red like those of the other ninja, but pale blue smile
TXMBwin_splash_screen.jpg
They're also largely periscopic (i.e., not where human eyes would be).
TXMPBOSS2face.jpg

P.P.S.
If you use Oni's meshes as a reference to model a new Mukade from scratch, make sure to make a low-poly version as well.
That way, I would be able to release the player/enemy model as part of Serious Konoko (no direct copyright infringement).
http://forums.seriouszone.com/showpost. … stcount=14
Serious Konoko is only an example. Generally, we have no right to redistribute models extracted from Oni, only new ones.

P.P.P.S.
If you don't object to "unrelated" inspiration, here's to you.
It's a trailer video for the 2001 French action movie Vidocq.
(contemporary of Oni, yeah) (watch out for the Alchemist)
http://www.youtube.com/watch?v=RQ4VgvLR1Aw

Last edited by geyser (08/18/07 15:08)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#3 08/18/07 23:08

sutur
Member
Registered: 08/17/07

Re: Model Extraction/Mukade Reference Material

Geyser,

I can't explain how much I appreciate your time given.

I had a brief look at the links you provided regarding all the tools I can use to help me create a better mnodel.

Of course, it will unfortunately be some time before I complete the model, but if in that event it would be my pleasure to let you use it. You can use the current model if you like, I have a lo-rez version of it in maya 'MA' format, and would be happy to E-mail it.

I took the precaution of downloading all files provided in your post just in case the link later goes dead!!

However, if you've already managed to extract mukade's meshes yourself, it would probably be wise for me to request them in obj format (which I am sure I can convert later) in case there is some complication in extracting the files myself!

Consider it a trade, the original game meshes for mine!

I have messaged you my Email address, but since I'm at an Internet cafe, you will have to wait a couple of days for me to return with my own low-rez mesh of mukade to attach by Email to you.

Many thanks again!

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#4 08/19/07 12:08

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Model Extraction/Mukade Reference Material

Hm, what downloadable files did I provide apart from the Daodan DLL? smile
The Daodan DLL is not going anywhere. I've even grouped the links here:
http://wiki.oni2.net/index.php/Daodan_DLL
That's a wiki page which should always stay up to date with accurate links.

I'd gladly toy around with the current model. It's really far from ugly smile
More generally, I encourage people to release intermediate "milestones".

Maybe OBJ export would be better than MA, but MA is ASCII so it's OK...
And if you have Maya PLE you don't really have much of a choice, right?

Extracting meshes requires quite some manual work ATM: leave it to me.
I didn't receive an email or PM from you yet. My email address is here:
http://wiki.oni2.net/index.php/User:geyser (upper right corner, Contact)

I don't have an OBJ exporter yet. I will probably write it tonight, though.

P.S. Like all the ninja and some comguys, Mukade wears tabi boots:
http://en.wikipedia.org/wiki/Jika-tabi
The texture of the soles is inconsistent, though.

EDIT: Got the new object-oriented M3GM handler to work tonight.
Spent 5 hours on a stupid/mystical "feature" of C++ streams neutral
Will export a few OBJs tomorrow, maybe the whole armor even.

Last edited by geyser (08/19/07 19:08)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#5 08/19/07 22:08

Loser
Member
From: somewhere in da Czech Republic
Registered: 01/14/07

Re: Model Extraction/Mukade Reference Material

Ehm...I don't have much experience, but maybe this is what you want (OBJ format) ???

Last edited by Loser (08/19/07 22:08)


"I am just a mere reflection of what I would be."

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#6 08/20/07 02:08

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Model Extraction/Mukade Reference Material

Something like that, yes. I forgot all about Mirex's Biturn.
1) Not sure if Biturn extracts the meshes 100% correctly
2) What did I say about redistributing original meshes? wink

Hm, I look like a fool now. Gotta beat Mirex... smile
Heh: Mirex's normals are flipped for some bones.
And some viewers crash while loading the OBJ...
Hm.

Last edited by geyser (08/20/07 03:08)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#7 08/22/07 13:08

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Model Extraction/Mukade Reference Material

Uploading the mesh tree for Mukade's "high" LOD.
The meshes are in separated OBJ right now.
Will combine them along the skeleton ASAP.
It's rather hard to beat Mirex with manual work smile
But at least the normals and such will be OK wink


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#8 08/22/07 20:08

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Model Extraction/Mukade Reference Material

Mirex didn't mess the normals; Bungie did. They mirrored meshes around a lot.
So the normals are pointing the right way; it's just triangles listed clockwise...
I fixed that when exporting "my" Mukade, so you can turn backface culling on.

I set him  upright, facing in the Z- direction (that's the way it is in SE2).
In Poser characters face along the Z+ axis instead. Which one is better?
The pose is not the standard one, but I can adjust arms/legs/etc at will.
The vertical offset for the pelvis is just zero. Shouldn't be a problem smile

The big problem is with the textures. I can't find a viewer that shows them.
Some viewers crash on Mirex's TGA (unhandled color depth, probably).
And Poser doesn't seem to load the (BMP) textures either. Dunno.

I don't know if I can make the OBJ work with textures.
Let alone with specular ones (Mukade's snihy armor).
The specular info is there, but only in DDS format.

Might try FBX export next...

Last edited by geyser (08/22/07 20:08)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#9 08/29/07 02:08

sutur
Member
Registered: 08/17/07

Re: Model Extraction/Mukade Reference Material

Hi,

Sorry for the late reply.

I've been working on a new character so it will be some considerable time before my second revision of Mukade is finished.

However, I can't begin to explain just how greatful I am for the help you've provided. I am so much more confident I can make a much better version of Bungies model (for god's sake, did you guys see all the triangles!?!?).

I didn't think I would ever get reference material this good and I promise to keep you guys posted as much as possible.

Geyser, you wanted a low-rez version of my mukade character and I will E-mail it to you after this post. Bear in mind that I was new to modelling...I really hope you don't have to texture this guy because you can forget even attempting to fix the UV on this son-of-a-bitch! It is also NOT made for gaming so as it is, it's probably too high a poly count, anyway do what you want with it, just so long as you give me due credit wherever used.

Thanks again.

BTW here some screenshots of the new guy I'm working on...think I'm going to call him Ankor:

http://fc01.deviantart.com/fs21/f/2007/ … _Sutur.jpg
http://fc02.deviantart.com/fs19/f/2007/ … _Sutur.jpg
http://fc01.deviantart.com/fs19/f/2007/ … _Sutur.jpg
http://fc02.deviantart.com/fs19/f/2007/ … _Sutur.jpg
http://fc01.deviantart.com/fs19/f/2007/ … _Sutur.jpg

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#10 08/29/07 07:08

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Model Extraction/Mukade Reference Material

Oops! I replied to you before I read this, so the (already rhetorical) question "Were the OBJs of any use to you?"  is even more rhetorical now smile
15k polies is indeed a bit much, but for a boss character it's OK. And most probably he's just gonna stand there in all his Mukadeish creepiness.
The UV mapper I have in SE2 is quite basic and crashy, so yes, I've forgotten about remapping him already. Will try to manage with materials.
So, "Sutur" or "sutur"? smile

Your Ankor looks not unlike one of my recent (and pretty pointless) contributions to the SS2 community:
http://geyser.oni2.net/SE2/Models/OrcArbiter.png http://geyser.oni2.net/SE2/Models/OrcArbiter2.png
I didn't actually model any of it, just did some ripping/reimporting, recombination and weightmapping.

Last edited by geyser (08/29/07 07:08)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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