Extract GR2 to Blender with mesh AND skeleton and re-export to GR2

1. Leader model textures have some additional protection and cannot be opened by any known program.
One does not simply open these files. You have to change the header in the hex editor and then get a black square.
 
Firaxis use their own proprietary encoding on the Leader textures. I doubt that you'll get around that with a Hex editor.

The best idea I have for getting at Leader textures is this:

Make a perfectly square mesh in Blender, output to FBX and convert to gr2. Assign a Leader shader in Nexus Buddy 2, preferably Opaque_Matte or whatever the simplest one is, and assign one of the Leader base textures. Switch a leader scene/fxsxml to point to your square gr2 and view in game. If you can set the scene up so that the square points directly towards the camera then you can use Print Screen to capture the texture. Tedious, but it could work - and once you have the square gr2 and fxsxml set up it is simple but repetitive work to screen grab other Leader textures.

I've had a look around and I think this will work, but I haven't had enough time to get it working yet.
 
Edit the header of the dds file... to this... And then save the file and open it in the Photoshop, GIMP or Paint.net

So I take it this is the method to replace the texture, not to reuse the existing one. Is that correct? Does each texture need to be edited this way, or can one re-use one revised file to use as a blank template?
 
So I take it this is the method to replace the texture, not to reuse the existing one. Is that correct? Does each texture need to be edited this way, or can one re-use one revised file to use as a blank template?

Novator was attempting to unlock the Leader texture but without any success. I wouldn't spend your time editing DDS files with a Hex editor - there are simpler ways to make black squares!

The technique I described looks like it could work well. If can get my square mesh perfectly aligned to the camera this could actually be a workable way of getting our hands on the Leader textures.

Seeing as the camera itself is a gr2 - I'm going to see if I can just insert my plane in that.

Edit: Can't edit the camera gr2 as the file doesn't contain any meshes or animations.
 
I kind of like her that way. Reminds me of Lady Cassandra from Dr. Who:
Spoiler :
Lady_Cassandra.jpg
 
The technique I described looks like it could work well. If can get my square mesh perfectly aligned to the camera this could actually be a workable way of getting our hands on the Leader textures - this is a screenshot of my square textured with theodora_skin_diff.dds.


Seeing as the camera itself is a gr2 - I'm going to see if I can just insert my plane in that.

Edit: Can't edit the camera gr2 as the file doesn't contain any meshes or animations.


I think your mesh is inverted. can you post so I can test it out? did you do with a mod or by usingthe DLC locations?
 
but without any success
Now I know the size. 1024x1024 :3
Make a perfectly square mesh in Blender, output to FBX and convert to gr2. Assign a Leader shader in Nexus Buddy 2, preferably Opaque_Matte or whatever the simplest one is, and assign one of the Leader base textures. Switch a leader scene/fxsxml to point to your square gr2 and view in game. If you can set the scene up so that the square points directly towards the camera then you can use Print Screen to capture the texture. Tedious, but it could work - and once you have the square gr2 and fxsxml set up it is simple but repetitive work to screen grab other Leader textures.
...and then get a half of the texture with bad proportions. I know this method. And what will you do if you need to get a texture with an alpha channel?
 
I think your mesh is inverted. can you post so I can test it out? did you do with a mod or by usingthe DLC locations?

I'm quite busy until the weekend, but I'll upload the files then if I don't get a chance before.

I used the DLC folder technique. I created a Test folder under Leaders with my gr2 and fxsxml in it, and then edited the Scene.xml. Will give full path details when I upload the files.

I hoping I can find a Camera.fxsxml/gr2 that points straight forward rather than at a slight angle. Perhaps there is a default camera or something. Getting the rotation and position right otherwise is going to be very hard.

I'm guessing it is possible to mod the interface to suppress the dialog box? That way if we can get the square straight on to the camera we can get the highest resolution texture grab possible.

Novator said:
Now I know the size. 1024x1024 :3

That's helpful to know. I wasn't trying to be negative about your hex editing - without experimentation we don't get anywhere, but unless Firaxis release a DDS decoder I don't think it will be possible to access the image data.

...and then get a half of the texture with bad proportions. I know this method. And what will you do if you need to get a texture with an alpha channel?

Yes, alpha would be a problem, but the rotation and position are things that can be fixed with some effort. I'm not sure too many of the textures use a alpha channel anyway.
 
I don't think it will be possible to access the image data
ITS. POSSIBLE. RIGHT. NOW.
Alexander_skin_diff!

Alexander_accessories_diff!
 
Ok. I think, I have another method. In civ iv we can use dds picture as a static lh. And in civ v too. So we can use textures as a static lh.
 
Ok. I think, I have another method. In civ iv we can use dds picture as a static lh. And in civ v too. So we can use textures as a static lh.

I just tried it with Wu_skin_diff.dds and only got a black screen. looks like they have to be unencrypted.


I think the bismarck or gandhi or wahington cameras are straight on.
 
How can I use my gr2 model in the game? I have a dlc with a static picture.
 
For those guys, whose Milkshape ASCII import plugins don't work. I have something.
http://folk.uio.no/jonmd/blender/smdimport/ But you still have

A4. Milkshape 3D 1.8.4: Select Import-> Half-Life SMD and select the .smd file you just generated. Uncheck "Rename Bones" in the dialogue - leave Triangles and Skeleton checked. Now select Export -> Half-Life SMD and enter a filename to export to.

Try it.
 
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