Jump to content

How to Export Dark Souls 3 Models and Textures?


turkishjedi21

Recommended Posts

So, because skyrim special edition came out today, I wanted to get back into skyrim. This meant playing the game, and , well, modding it. I'm a new modder, but I enjoy doing it. So an idea popped in my head. I wanted to extract some dark souls 3 armors and (somehow) get them into skyrim. However, the first step in doing so is something I can't seem to figure out. I've searched almost everywhere and I cant find a way to extract Dark souls 3 Models and textures. Does anyone have/ know of a way to do this?

Link to comment
Share on other sites

  • 1 month later...

HI!

 

I want to do the same thing! Maybe we could figure this out together.

 

So you can find the files that contain the meshes and textures under:

OS (C:) > Program Files (x86) > Steam > Steamapps > common > DARK SOULS III > Game > [a bunch of Data#.bdt or .bhd files that have the meshes and textures in them]

 

The puzzle here is that you can't open these files without extracting them with specific software stuff...

 

I tried following what this video said:

 

 

But it doesn't work :( I suppose it only worked for Dark Souls 1 (despite the fact that they are the same types of files)

 

Apparently something called NinjaRipper is supposed to work with every game, but I never tried it. You could :)

 

But the ultimate goal, after extracting the meshes and textures as a .dds (something like that...idk) file... is to import those files into something called Blender (if you are artistic enough you can actually just make the mesh in blender but that is a different topic), and then exporting them as a .obj file. And THEN you import the .obj file into NifSkope (another program lol) and export it as a .nif file.... and that is the type of file that skyrim uses.

 

so... once you get the .nif files (which is the mesh) you have to get something called Gimp in order to convert the textures into a .dds file that skyrim uses.

 

Finally, (this is the part I am stuck on with the custom mesh/textures that I made) you have to use the creation kit in order to put the things in the actual game...

 

...so yeah.

 

good luck. Let's try to help eachother as much as we can, and praise the sun! \[T]/

Link to comment
Share on other sites

  • 3 months later...

Hello!

 

I'm interested in this topic also.

 

I would like to manipulate some models for a set of items.

 

What I'm most interested in manipulating the spell animations (not cast time or how the spell is casted), but the projectiles themselves.

 

So, I'm asking how far did any of you got with this models stuff and I'll reck my brains forward.

Link to comment
Share on other sites

  • 2 weeks later...
  • 2 weeks later...
  • 3 years later...

hello ! im looking into it too, ill keep you updated on anything i find (:


* edit: here's what i was able to gather from a modelling discord. im still learning 3d modelling and blender so i would appreciate if you could point out any errors i may have made:

  1. download uxm (https://www.nexusmods.com/sekiro/mods/26) and download yabber (https://www.nexusmods.com/sekiro/mods/42)
  2. launch the uxm application from the zip file you just downloaded, and change the executable path to "Program Files (x86)\Steam\steamapps\common\DARK SOULS III\Game\DarkSoulsIII.exe," then select "unpack"
  3. when you open the above directory (or really whatever directory you have steam ds3 in, that just tends to be the most common), you should see lots of new files (there's a list of references here: http://soulsmodding.wikidot.com/reference:main#toc4). you need to use yabber to unpack files into flvers (models) and tpfs (textures). basically just drag the file into whichever yabber application it applies to (use the readme text document to find out, usually its just yabber or yabber.dcx)
  4. to convert the flvers into a format for 3d programs, download bloodborne_model.exe by id-daemon: https://zenhax.com/viewtopic.php?t=7006 (for reference, v1 - first version, v2 - added maps support, v3 - added original model skeleton extraction). drag the flver file into whichever version you need. it should make new files, like .ascii, .flver, and .smd. i was able to open the .ascii file in blender with the xps tools addon, although i read you can also use blender source tools.
  5. in the bloodborne_model.exe file, you should also see bloodborne_textures, which, if you drop a tpf (texture) file onto it, it should give you a .dx10 file. or you can drag the tpf file onto the yabber application, and it will give you a set of .dds files. according to the zenhax thread, you can open this with a photoshop dds plugin. i dont have photoshop so i used paint.net, but i also dug a little further and found that a user named trixxedheartu posted this:

"This guy here posted a script for Dark souls Remastered that can Export TPF files and it works perfectly for Dark souls 3! http://zenhax.com/viewtopic.php?f=9&t=7916#p35266

You need to download his BMS script(It may say it's unsafe but its safe trust me!) and QuickBMS here http://hl.altervista.org/split.php?http ... ickbms.zip

Then open QuickBMS and then his BMS script then open the TPF file, I suggest making a new folder and typing "r" so you don't have the textures being overwritten and you only end up with one of the many textures, after that you'll have DDS files you can open in Photoshop! You might have to rotate by 180 degrees and flip horizontally to fix mapping issues though, I had to."

Edited by silksong1
Link to comment
Share on other sites

  • 4 weeks later...

Hello all. I'm currently trying to export a model from DS3 into Skyrim. I've been able to extract the model and texture but I'm having trouble loading the texture into 3DS max. I'm using Max2016 and when I try and load the DDS into a material I get an error: "Invalid Image File header".

 

My understanding is that the DS3 DDS files are a different format than Skyrim's, so I need to convert them, but what format/version am I converting it to? Any knowledge on what the correct format for Skyrim is or tool to do the conversion for me would be appreciated.

 

Also, if anyone is still trying to figure out how to get their NIF files into Skyrim then ask away, I can help.

 

EDIT:

 

Nevermind, got it working. The information posted by Silksong was very helpful. Some notes:

 

 

1. To convert the DDS files, I just opened them in Gimp and saved to a new DDS file. Not sure if there are any other settings so I left them as "uncompressed" since the images were noticeably sharper.

 

2. Gimp couldn't open the file for normals, I even installed gimp's extension for normals but no luck. Instead I opened the normals file in Visual Studio (2017), opened a similar DDS texture from Skyrim and used the same settings, then saved as a DDS file. Not sure if the data is actually correct yet, but at least I can assign it to a material in Max.

 

2. I originally used FLVviewer to export the FLVER files to DAE but something was messing up the face normals. The extracted .ASCII files from Bloodbourne.exe gave perfect results, I just had to install the latest version of blender and use the XPS addon since I couldn't find any other way to convert the ASCII file.

 

3. Still can't open Bloodbourne.exe's DX10 textures, tried all the programs and pluggins the internet recommended to me but none worked. I must be doing something wrong but I can manage for now.

 

Thank u'all for the valuable posts.

Edited by project1x
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...