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 Post subject: Injustice 2
PostPosted: Sun Dec 03, 2017 4:04 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 769
Injustice 2 (PC) tool

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Tool works on all game packages. Usage for characters:

1. Unpack .XXX package with ue3_oodle.bms
2. Drop created .unp file onto the tool. Corresponding .TFC file must be in the same folder
3. Models will be exported in ASCII & SMD formats as usual. ASCII skeletons will be broken, use SMD skeletons. ASCII will have all extra UV pairs.
4. Textures will be exported as DDS and OODLE. You need to unpack OODLE ones with ue3_oodle_dds.bms
Example .bat file to unpack all oodle textures:
Code:
for %%a in (*.oodle) do quickbms.exe ue3_oodle_dds.bms "%%a"

Notes:
- Models are split into many exchangeable parts. They will all have their own skeletons, bone names will be compatible. Example:

Image


Attachments:
Injustice2_model.rar [18.37 KiB]
Downloaded 140 times


Last edited by id-daemon on Sun Apr 08, 2018 7:23 am, edited 4 times in total.
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 Post subject: Re: Injustice 2
PostPosted: Fri Dec 08, 2017 4:25 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 769
fixed a bug that caused SubZero to crash


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 Post subject: Re: Injustice 2
PostPosted: Sat Dec 16, 2017 3:48 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 769
Image
Image


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 Post subject: Re: Injustice 2
PostPosted: Sat Dec 16, 2017 8:24 pm 

Joined: Sat Dec 16, 2017 8:16 pm
Posts: 2
id-daemon wrote:
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Image


This is exactly what I was looking for.... What tools did you use for extracting the stage levels? I'm a little lost after I use QuickBMS to get the UNP files. Which tool to I use after that?

Which version of UDK is needed so they could be examined. I'm trying to really learn how NRS designs/builds and models and then textures their arenas so I can try my hand at making my own in UE4.

Thanks for any assistance you could provide!


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 Post subject: Re: Injustice 2
PostPosted: Sun Dec 17, 2017 6:43 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 769
DaliParton wrote:
Which tool to I use after that?

Which version of UDK is needed so they could be examined.

UDK is not needed. Its useless for this. I'm updating my tool to support maps, its not yet released.


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 Post subject: Re: Injustice 2
PostPosted: Sun Dec 17, 2017 10:00 pm 

Joined: Sat Dec 16, 2017 8:16 pm
Posts: 2
Okay, Thank you! Once I had the unp files I was in a complete "what do now" mode :)

I've been playing with the sidescroller/platform templates in UE4 but seeing exactly how NRS/Capcom set up their maps would give me good insight in the best practices of building arenas like they do!


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 Post subject: Re: Injustice 2
PostPosted: Sun Dec 31, 2017 3:18 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 769
Tool updated to support "cutscene" versions of heads, which have no facial weights (because morphs used for anims) but they do have eyelashes.


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 Post subject: Re: Injustice 2
PostPosted: Thu Jan 04, 2018 2:56 am 

Joined: Thu Jan 04, 2018 2:44 am
Posts: 2
I see only doc files there is no smd or any mesh files I get only the dds file


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 Post subject: Re: Injustice 2
PostPosted: Thu Jan 04, 2018 3:17 am 

Joined: Thu Jan 04, 2018 2:44 am
Posts: 2
ok I passed the model stuff now I using the script to extract the dds as it's unpacked but still dds can't be imported to 3ds max
so what I can do


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 Post subject: Re: Injustice 2
PostPosted: Sat Jan 06, 2018 7:31 pm 

Joined: Sat Jan 06, 2018 7:24 pm
Posts: 1
Guys can you say please how to swap character models in injustice 2? In youtube there are a lot of videos with a swap supermoves, kind of this https://www.youtube.com/watch?v=LKx9OUoJMpA


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 Post subject: Re: Injustice 2
PostPosted: Sun Apr 08, 2018 7:22 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 769
New version (at first post). Fixed the problem with IJ2 tool that caused to only extract models having 0..9 as their number. This new version should extract them all.

Also map export support added. Maps are only exported as ascii. Skeletal mesh instances will be exported as static models. Only one UV pair is exported into map.

Usage:

1. Run the tool on ...._MapAssets file
In addition to usual export, it will creare 2 folders: skeletalmesh.raw & staticmesh.raw, which will be needed for map export.

2. Run the tool on small main map files, such as MET_Exterior
This will read information about all mesh instances on a map, search for them in above mentioned folders, and export 2 map files, separate for static & skeletal meshes. If some meshes will be missing, it will give warning messages. Some meshes may be in other packages. If you need them, extract them and put in the same folder


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