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 Post subject: 007 Legends
PostPosted: Sun Jul 31, 2016 3:08 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 792
007 Legends tools. To save time, I didn't make a full set of tools, so its done in steps:

1. Split big archives into individual "GEOM" files with vgmtoolbox.
vgmtoolbox "advanced cutter" can be found in "misc tools / extraction / generic"
Put 007_moeg.xml into plugins folder, load it and drag files onto it. Game files have no names, so proper extraction will not be possible anyway.

2. decrypt headers with 007_decrypt_geom.exe
Run it in the folder where you have .geom files. keytable.bin must be in the same dir.
Double run will encrypt them again.

3. Run 007_legends.bms script on decrypted .geom files and it will extract resources from it: textures, models, skeletons, other types.

4. 007_images.exe will convert all textures into DDS.
Run it in the folder where you have .texture files.

5. Drag .skel file onto 007_model.exe to convert all meshes in the directory and connect them with that skeleton. Low quality models will have many LODs. Recognized by having no finger bones. Usually not needed. Good quality models are usually in separate .geom file, with only one highest LOD.

Image


Attachments:
007 legends.rar [21 KiB]
Downloaded 100 times


Last edited by id-daemon on Wed Aug 10, 2016 4:15 am, edited 4 times in total.
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 Post subject: Re: 007 Legends
PostPosted: Wed Aug 03, 2016 6:51 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 792
007 Goldeneye PS3 models have almost the same format. So they also work with all weights and bones already.


Last edited by id-daemon on Mon Aug 08, 2016 7:59 pm, edited 1 time in total.

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 Post subject: Re: 007 Legends
PostPosted: Wed Aug 03, 2016 8:11 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 792
Image


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 Post subject: Re: 007 Legends
PostPosted: Mon Aug 08, 2016 8:10 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 792
Tools posted


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 Post subject: Re: 007 Legends
PostPosted: Tue Aug 09, 2016 3:57 am 

Joined: Sat Dec 19, 2015 2:28 am
Posts: 20
Took a bit of work but your instructions are pretty spot on and easy to follow. Sucks that there's no naming scheme to help figure out what is what as far as models go. Should note that vgmtoolbox isn't included in your tools pack (not that it should be but someone else might not understand). Easy enough to find through google.

Thank you for the work and the release.

EDIT: advanced cutter is the option within the program, not the program name


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 Post subject: Re: 007 Legends
PostPosted: Tue Aug 09, 2016 8:23 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 792
ssringo wrote:
Sucks that there's no naming scheme to help figure out what is what as far as models go. Should note that vgmtoolbox isn't included in your tools pack (not that it should be but someone else might not understand). Easy enough to find through google.

Thank you for the work and the release.


Yes, no filenames there. vgmtoolbox is too big for attachment. I will make a note.


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 Post subject: Re: 007 Legends
PostPosted: Tue Aug 09, 2016 8:38 pm 

Joined: Tue Feb 02, 2016 2:35 am
Posts: 1094
"vgmtoolbox plugin "advanced cutter"? What?

_________________
the number one killer is time
it destroys us all


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 Post subject: Re: 007 Legends
PostPosted: Tue Aug 09, 2016 8:45 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 792
ok tell me how it must be called


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 Post subject: Re: 007 Legends
PostPosted: Tue Aug 09, 2016 11:26 pm 

Joined: Tue Feb 02, 2016 2:35 am
Posts: 1094
Why would I? VGMToolbox has many options, "Advanced Cutter" being one of them.
You can refer .xml files for use in "Advanced Cutter" as "plugins" though.

_________________
the number one killer is time
it destroys us all


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 Post subject: Re: 007 Legends
PostPosted: Wed Aug 10, 2016 4:16 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 792
AnonBaiter wrote:
Why would I?


To help people use this tool ;)
Thanks, post corrected.


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 Post subject: Re: 007 Legends
PostPosted: Sun Aug 14, 2016 8:29 am 

Joined: Fri Oct 24, 2014 3:13 pm
Posts: 71
Hi id-daemon, my friend, Thank you very much for your great work, I tested the tool, the work is very perfect, but when I import the model, there is a problem, how to repair, and once again thank you for your help


Attachments:
f.PNG [104.49 KiB]
Not downloaded yet
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 Post subject: Re: 007 Legends
PostPosted: Sun Aug 14, 2016 8:31 am 

Joined: Fri Oct 24, 2014 3:13 pm
Posts: 71
This is the sample file.


Attachments:
s0004.mesh.zip [462.86 KiB]
Downloaded 76 times
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 Post subject: Re: 007 Legends
PostPosted: Tue Aug 16, 2016 3:08 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 792
I can't tell anything without the filename it was FROM, or the original GEOM file


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 Post subject: Re: 007 Legends
PostPosted: Sat Aug 20, 2016 7:38 am 

Joined: Wed Oct 28, 2015 1:21 am
Posts: 20
Which files should be dragged to vgmtoolbox_bin_r1022? I can't seem to make the first step work.


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 Post subject: Re: 007 Legends
PostPosted: Sat Aug 20, 2016 7:43 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 792
The big "filelist.00x" files. But you don't have to drag it. Run VGMtoolbox, find advanced cutter, then drag it into the input field


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 Post subject: Re: 007 Legends
PostPosted: Sat Aug 20, 2016 7:50 am 

Joined: Wed Oct 28, 2015 1:21 am
Posts: 20
id-daemon wrote:
The big "filelist.00x" files. But you don't have to drag it. Run VGMtoolbox, find advanced cutter, then drag it into the input field

EDIT : Ok got it to work now. I'll update if I encounter any errors.

EDIT(2) : Decrypted files produced 2 .skel files and 89 mesh files (and only 2 mesh.ascii files when I ran 007_model.exe) . None of the textures extracted are for any of the characters. I'm chalking this one up for me as hard to use tools.


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 Post subject: Re: 007 Legends
PostPosted: Sun Aug 21, 2016 9:23 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 792
2 mesh.ascii files is because only 2 skeletons. This tool will only make skeletal models. Since no character textures, you probably choose wrong package to extract. Maybe its some sublevel with no characters.


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 Post subject: Re: 007 Legends
PostPosted: Sun Aug 21, 2016 9:26 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 792
Tools are hard to use because NO NAMES for files, nor packages. This can't be helped, because names were removed from game files by developers so there's no way to get them.


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 Post subject: Re: 007 Legends
PostPosted: Thu Aug 25, 2016 7:38 am 

Joined: Fri May 27, 2016 2:28 pm
Posts: 44
id-daemon, maybe you will interested in researches of goldeneye 007 Rogue Agent formats?
This game also contain more cool models.

I provide samples from Gamecube version:


Attachments:
007_RogueAgent.7z [1.53 MiB]
Downloaded 74 times
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 Post subject: Re: 007 Legends
PostPosted: Fri Aug 26, 2016 3:12 am 

Joined: Wed Oct 28, 2015 1:21 am
Posts: 20
id-daemon wrote:
2 mesh.ascii files is because only 2 skeletons. This tool will only make skeletal models. Since no character textures, you probably choose wrong package to extract. Maybe its some sublevel with no characters.

Just want to confirm something... do the tools require windows 10 or a 64bit workstation/laptop to use?


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