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 Post subject: Twisted Metal PS3 (2012)
PostPosted: Sun Feb 02, 2020 9:06 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 936
Twisted Metal PS3 (2012) models tool

Usage: drop .NGP file onto the tool. Corresponding .VRAM file must be in the same folder
Tool will output all meshes into single .ASCII file with all UV pairs, and also each mesh into individual .OBJ file with only 1st UV
Skeletal meshes will be output as static. The full data tree will be written to console.

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Attachments:
tm2012.rar [11.63 KiB]
Downloaded 192 times


Last edited by id-daemon on Tue Feb 04, 2020 7:19 pm, edited 2 times in total.
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PostPosted: Sun Feb 02, 2020 1:13 pm 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 346
Words cant express how grateful I am. Thank you.


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PostPosted: Sun Feb 02, 2020 5:41 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 936
OBJ export fixed


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PostPosted: Sun Feb 02, 2020 10:09 pm 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 346
Did you happen to see there were a few levels that wouldn't extract? like Boss3.ngp. seems to find everything then program ends and nothing is dumped.. Loving this tool. Found so many new things already. Another one is Canals.ngp
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Another thing is some levels are 300,000kbs, and i dont know of a program that will open the ASCII directly. I use Noesis to convert the ASCII to FBX. But Noesis cant seem to handle such a big ASCII any ideas ?
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PostPosted: Mon Feb 03, 2020 4:24 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 936
DJ Normality wrote:
Did you happen to see there were a few levels that wouldn't extract?

no. I checked a few. Surely may be some with differences


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PostPosted: Mon Feb 03, 2020 4:26 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 346
Ok, wasn't sure on that. I can always manually do them thats no biggie. Did you happen to know of a program that will open the ASCII directly ? I tried Maya and 3DS Max both nothing.
Heres what I did get so far though :D
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PostPosted: Mon Feb 03, 2020 3:59 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 936
there are plugins for blender and 3dmax


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PostPosted: Mon Feb 03, 2020 11:27 pm 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 346
Ok cool i got it. I didnt know XPS was the same as ACSII. Thank you its all working.. And I found that by changing the header to the files of the ones that wouldn't extract. Actually extracted something. Not sure if everything is correct but it did manage to pull something.


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PostPosted: Tue Feb 04, 2020 4:44 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 936
For levels i usually split them into 100mb parts, but for this game i didnt make levels support, so it was not added. For levels, meshes must be put to their places, and the tool is not currently doing it.

I may check other files later if I have time.


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PostPosted: Tue Feb 04, 2020 6:02 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 346
Man thank you. This is the biggest level file and the main one I'm after. boss3.ngp
https://drive.google.com/file/d/1O7jVvO ... sp=sharing


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PostPosted: Tue Feb 04, 2020 7:21 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 936
Tool updated.

boss3 now must work. This level had additional .PGM file with extra geometry. It will not be exported, just skipped. But tool will not crash and export everything else.

I can add PGM export later if there's anything important there.


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PostPosted: Wed Feb 05, 2020 2:18 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 346
Sweet! I didn't know the .PGM held any model information. Thanks for the update. So are the .HKX animations ? I've seen that file before.


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PostPosted: Wed Feb 05, 2020 3:12 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 936
I dont think HKX are animations. Just physics.

So did you find everything you need in boss3?


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PostPosted: Wed Feb 05, 2020 6:05 pm 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 346
Oooh yeah, I did every level. Seems to all be there in each one. Now the fun part of re assembling the zero'd out objects. But you saved me years worth of time and uv mapping. Thanks again.


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PostPosted: Wed Feb 12, 2020 12:34 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 346
In your research did you happen to see any bones/animation data ? Trying to rig sweetbot but not going so well.


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PostPosted: Wed Feb 12, 2020 4:02 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 936
Yes, ive seen bones/weights, its all there


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PostPosted: Wed Feb 12, 2020 4:42 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 346
Are they within the .NGP or another file and if so is there away to extract them? Its hard to rig some of these models without knowing where stuff goes. Also.. is there a way to create a .NGP from . OBJ's now? If so I could reverse the whole game. Like create a .OBJ drop it onto the program and it outputs a .NGP for .PS3 ?


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PostPosted: Fri Feb 14, 2020 3:15 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 936
yes, there is a way
but you'll have to find someone who will do this


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PostPosted: Fri Feb 14, 2020 11:49 pm 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 346
Thanks for all your help man. You made this project a reality.


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PostPosted: Mon Feb 17, 2020 8:47 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 346
Well I was able to manually rig one so far lol.
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