swm31
New Member Lvl 1
Posts: 2
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Post by swm31 on Nov 30, 2019 21:35:27 GMT
Did anyone ever rip the npc and enemy models from Star Wars: Bounty Hunter?
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Post by Warhammer_81 on Nov 30, 2019 23:17:35 GMT
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Post by Acewell on Dec 1, 2019 2:02:36 GMT
do you happen to have the binary for this tool? the makefile is throwing errors for me.
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Post by Warhammer_81 on Dec 1, 2019 4:21:59 GMT
do you happen to have the binary for this tool? the makefile is throwing errors for me. I’m sorry, I don’t have a way to compile the makefile on my end or I would. If I find a solution I’ll post it here for everyone.
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Post by Rancor022 on Dec 1, 2019 6:06:36 GMT
ATTENTION The spoiler ban for Jedi: Fallen Order has officially been lifted! Post anything you want. Feel free to continue posting in the designated thread, that way we can keep the main thread a little more neat and tidy.
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Post by dlight on Dec 1, 2019 14:56:56 GMT
do you happen to have the binary for this tool? the makefile is throwing errors for me. will mosdef not work with all those vcruntime dependencies i don't fux with, but there you go.
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Post by Warhammer_81 on Dec 1, 2019 21:34:46 GMT
do you happen to have the binary for this tool? the makefile is throwing errors for me. will mosdef not work with all those vcruntime dependencies i don't fux with, but there you go. Thank you for this dlight ! The tool worked on all except four files, C2_31.ZAP, C2_40.ZAP, F3_20.ZAP, F3_30.ZAP. The .r2t texture files can be viewed in Noesis with this script (Not working 100%): forum.xentax.com/viewtopic.php?f=18&t=11621 As far as I can tell there is no way to view or convert the .bin 3D models.
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Post by dlight on Dec 1, 2019 21:50:50 GMT
alright. i haven't tested it with the game files, just compiled it. so... that's it. i'll not start digging in the files tho. i'm not sure there's anything too valuable to extract in there. it's a fairly old and lowpoly game. mmh.
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Post by aspiring3dmod on Dec 2, 2019 1:53:59 GMT
alright. i haven't tested it with the game files, just compiled it. so... that's it. i'll not start digging in the files tho. i'm not sure there's anything too valuable to extract in there. it's a fairly old and lowpoly game. mmh. Well there is 1 model that is interesting (only if it exists in the files) and that's temueras helmetless jango. Other than that and the coruscant police/security guards nothing else is valuable
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swm31
New Member Lvl 1
Posts: 2
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Post by swm31 on Dec 2, 2019 3:31:57 GMT
I just wanted the models so I could look at them outside of the game
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Post by Acewell on Dec 2, 2019 6:01:45 GMT
The .r2t texture files can be viewed in Noesis with this script (Not working 100%) since you have the files extracted already if you can upload some not working samples to the Xentax thread where i uploaded the script i will try update it.
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Post by dlight on Dec 3, 2019 1:01:13 GMT
alright. i haven't tested it with the game files, just compiled it. so... that's it. i'll not start digging in the files tho. i'm not sure there's anything too valuable to extract in there. it's a fairly old and lowpoly game. mmh. Well there is 1 model that is interesting (only if it exists in the files) and that's temueras helmetless jango. Other than that and the coruscant police/security guards nothing else is valuable jango? the temuera morrison facemap? i think the free radical bf3 got that (the clone pilot iirc) too in a lil higher res then the ps2. don't quote me on that tho.
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Post by Rancor022 on Dec 3, 2019 3:27:50 GMT
Battlefront 2 of course has the best Temuera head by far.
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Post by Servius on Dec 3, 2019 9:21:33 GMT
Rancor022,There's a chance we could bring in the peeps that participated in the Halo ripping thread back on facepunch. Do we know anyone from that group of people? I know they were in a similair situation as us in terms of multi-mass threads
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Dec 3, 2019 18:09:40 GMT
Hi guys! I was wondering if anybody could help me with the animations. Does anybody know how to animate the heads? What software do you use? Any good tutorial around that you know of? Thank you in advance
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Post by Rancor022 on Dec 3, 2019 18:40:40 GMT
Rancor022,There's a chance we could bring in the peeps that participated in the Halo ripping thread back on facepunch. Do we know anyone from that group of people? I know they were in a similair situation as us in terms of multi-mass threads I don't know anyone from those threads. If you do, feel free to invite them here!
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Post by aspiring3dmod on Dec 3, 2019 21:57:50 GMT
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Post by Warhammer_81 on Dec 4, 2019 7:20:23 GMT
Here are the standard TIE Fighter and Karius's Modified TIE Fighter from Vader Immortal Episode III. The package includes the standard TIE Fighter model as well. Both models use the same base model as DICE's Battlefront II TIE Fighter but with 4K textures and slightly more greeble detail. They come with a fairly crude cockpit interior model but it's all that was in the game: www.mediafire.com/file/fqqmspwck3z2jmq/TIE_Fighter_VIEP3_Model_Rip.zip/file
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Post by rscott on Dec 4, 2019 14:34:46 GMT
Anybody who can help me with ripping the plane in the star wars empire at war map editor? This is what i mean by plane: I don't have the game so can't install the map editor, but what does it save the map as< what type of file....In the lower Left after you have the B/W image..can you save images? If so that image can be used in Blender as a Height Map..combine that with a texture and you will have the same thing... You can even make up your height map inside blender and skip the EAW editor all together! I was just looking around and found this... Terre-Sculptor I think anyone doing Renders and the like might be interested in this!! Looks like a FREE version of World Machine which cost Mucho-Dinero!!
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Post by aspiring3dmod on Dec 4, 2019 17:43:18 GMT
Hey Scott, Im looking for the plane because i want to check the size in 3ds max so i can make props that cover the entire map instead of guessing
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Post by Gabrial Wolf on Dec 4, 2019 20:34:58 GMT
I'm getting really fed up. I want to use UE4 for cinematics with the fab ship models collected here but the rigging keeps going wrong. Wings spin on multiple axis instead of rotate. I've tried setting up in Blender then going to UE4 with skeletal mesh but that messes up as well and I'm getting fed up of video tutorials that skip or rush important parts of the process. It cannot be this hard.
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Post by rscott on Dec 5, 2019 14:34:33 GMT
Hey Scott, Im looking for the plane because i want to check the size in 3ds max so i can make props that cover the entire map instead of guessing I took a look at this tutorial on map creation...and it looks like each tile size is 640 x 640 times however many tiles you wish...and in the tut, he made his 10 x 10 tiles ( like most stuff you can make whatever size you want... but 640 was the default when he selected make a new map ) Vertices per patch was set at 311... So I think it is the map creator that keeps everything to some pre-set scale ( all assets etc that are plugged in) but 640 x 640 tiles times 10 x 10 should be a good reference. Having some of the assets would help also.
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Post by rscott on Dec 5, 2019 15:06:17 GMT
I'm getting really fed up. I want to use UE4 for cinematics with the fab ship models collected here but the rigging keeps going wrong. Wings spin on multiple axis instead of rotate. I've tried setting up in Blender then going to UE4 with skeletal mesh but that messes up as well and I'm getting fed up of video tutorials that skip or rush important parts of the process. It cannot be this hard. Yeah, I see this all the time on Blender Artist and Blendernation...Lots of people have problems... There are a couple of things that mess up animated assets going from Blender to Unreal...Scale and rotation not applied in Blender... and the difference of axis Blender Z is up and Unreal Y is up. Unreal also imports FBX 2018 so importing can mess up...as I believe Blender uses 2017 ( but don't quote me on that) Unreal will only accept a single animation per skeletal mesh on FBX import, but you can export several animations ..just one at a time... You need a GOOD EASY FBX to UNREAL exporter..there a several out there Paid and Free... I think you should try this ONE it is Free and simple.
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fdx
New Member Lvl 1
Posts: 1
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Post by fdx on Dec 5, 2019 21:15:35 GMT
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Fredly
New Member Lvl 3
Posts: 22
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Post by Fredly on Dec 6, 2019 19:30:07 GMT
Working with Battlefront's skeletal meshes in Unreal is extremely frustrating. You import them and they're scaled wrong and if you change the scaling the animations and bone rotation is completely off and animations basically implode the character. After about a year of trying to get it to work, I found the solution by jumping through random hoops in 3DS max. It's actually almost hard to give away how to do this because it's such a good, niche fix; but fuck it these forums have helped me so much over the years so here's a full tutorial, broken up by each program. FROSTY EDITOR 1. Export from FrostyEditor in meters, make sure you select the right skeleton. For most humanoid characters it's Walrus_HumanMale. 3DS MAX 2. Import your model into 3DS Max. Don't select smoothing groups. I have no idea why but selecting smoothing groups removes the model's smoothing groups. Maybe it's meant to replace the existing smoothing groups but still that's not very clear if so. Make sure that under Advanced Options > Units; Scale Factor : 1, and File units converted to: Meters. If you set it to meters and the scale factor isn't one, you exported from Frosty wrong. 3. Customize > Units Setup... > System Unit Setup; Change it so it's 1 Unit = 1.0 Meters. 4. File > Save As...; Save it as a .max file. 5. File > New > New All 6. Customize > Units Setup... > System Unit Setup; Change it so it's 1 Unit = 1.0 Centimeters. 7. File > Import > Merge...; Select the .max file you saved in step 4. Press the "All" button that's under the main scroll box on the left. All of the items in the scroll box should be highlighted now. Press OK. Note: if you're using anything older than 3DS Max 2020, there's like a 60% chance the program will crash when you press OK. I've done this with 2017 and 2020, and that was the case in the 2017 version, but they seem to have fixed it by the 2020 version. 8. Make any adjustments you need. Save, apply materials, delete LODS if you want, etc. 9. Search for "PROC" in the scene explorer. Rename any bones that have PROC in the name to something unique to that character. That may sound weird, but Frostbite uses these "PROC_n" (where n is a number) bones to add unique bones to certain skeletal meshes. This works in Frostbite, but Unreal won't allow you to use the same skeleton if you don't change the names. So for example, if you're working on a clone trooper I'd just add "Clonetrooper_" to the beginning of each of the bone names. 10. The rest is pretty straight forward but I'll put it here just in case you need it. File > Export > Export...; Export as FBX. Include > Geometry; Select the following: Smoothing Groups, Tangents and Binormals, Preserve Instances, Preserve edge orientation. Everything else under Geometry unselected. This is what I export as, but I honestly don't know what half of that does. If you have better export settings let me know, I'm a hobbyist. Advanced Options > Units; Make sure Scale Factor : 1.0. "Scene units converted to" should be centimeters. Press OK. UNREAL ENGINE 11. In Unreal, drag your FBX file into the content browser. Make sure skeletal mesh and import mesh is checked. If this isn't your first import of this skeleton, select the skeleton, otherwise leave it as "None". Then, I select Use T0 As Ref Pose, Preserve Smoothing Groups, Import Meshes in Bone. If you didn't delete LODs and instead grouped them and all that stuff, select Import Mesh LODs. All others in that section deselected. Again, similar to the export from 3DS max, this might not be the best import settings, but I'm a little more knowledgeable about UE4 so it's more likely. For this following part, I find myself changing this for each model because either it's inconsistent for each model or I just don't realize it's always a certain way. Set Normal Import Method to Import Normals and Tangents. You may get a warning about this when you import but it's not a big deal, you can change it after you import. Under Miscellaneous, I have Convert Scene selected and no others. Press Import. 12. If Message Log opens up and you see the warning "SkeletalMesh compute tangents [built in]: Build result data contains 0 or NAN tangent value. Bad tangent value will impact shading." then open your skeletal mesh, under the Asset Detail tab, Import Settings > Mesh; change Normal Import Method to "Import Normals" and change Normal Generation Method to "Mikk TSpace" and press "Reimport Base Mesh" at the top. The warning should be gone from Message Log now. And that's pretty much it. Your scaling should be accurate, your bones should rotate normally, and your animations should retarget correctly. One thing you might run into is how the diffuse and normal maps are usually set to different UV channels. In most models from Frosty, the normal maps are set to channel 0, while the diffuse maps are set to channel 1. You could change this in 3ds max, but I find it easier just to use TexCoord nodes in the material editor of unreal. Let me know if you have any questions, have fun
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Post by Gabrial Wolf on Dec 7, 2019 10:18:22 GMT
This video may save my life
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Post by cptrex on Dec 8, 2019 20:02:41 GMT
i havent seen all episodes yet, but i did like episode 1 and 2 of the mandalorian. i like his armor a lot so i made this little mesh mod. its still wip but i hope you like it so far.. have a good night everyone, take care
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Post by Gabrial Wolf on Dec 8, 2019 22:53:53 GMT
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Post by Puls3wave on Dec 9, 2019 1:30:25 GMT
Any possibility of seeing environment models/props, like Mos Eisley or Starkiller Base?
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Post by flipdark95 on Dec 9, 2019 12:34:22 GMT
i havent seen all episodes yet, but i did like episode 1 and 2 of the mandalorian. i like his armor a lot so i made this little mesh mod. its still wip but i hope you like it so far.. have a good night everyone, take care Awesome to see
I'm actually putting the heavy infantry Mandalorian's armor and weapon on my list of star wars models to make, and I'll be posting it here for download
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