Map tool for SWBF2.
Most map objects properly placed, including those using havok and blueprints. Also basic terrain support.1. Dump the game
You can use existing python script, but its slower and dumps almost every texture twice with different names, producing about 30 GB of useless files.
I recommend using attached toc_swbf2.exe - set desired parameters in ufbe.ini and run it.
- game path
- dump path
- asset type
Asset type can be "ebx", "res", "chunks" or "all". Anything else (or empty line) is considered as "all".2. Edit the included MAPS.INI file with paths to your dump.
The other 3 tools need this maps.ini file with 2 parameters: paths to dumped bundles (ebx+res) and chunks.3. Create database
Run fb_maps_swbf2_db.exe tool once, it will scan whole dump for meshsets and blueprints, so later maps can be converted fast, without the need to go into whole tree of assets. This will take a few minutes. After that, 2 files will be created: bp.db & meshnames.txt, which need to stay in the same folder with EXE for main tool to work.4. Export maps
Use fb_maps_swbf2.exe (main map tool) to convert maps. Drop any EBX on it, use in command line with 1 parameter, or create a batch.5. Terrain export
Main terrain data is in .TerrainStreamingTree files for each level. For some levels, these files are small, which means the actual data is in chunks. Sometimes data is in the file itself, in this case it may be big, about 50mb in size.
Drop .TerrainStreamingTree on fb_terrain_swbf2.exe or use command line.
It will export heightmap parts into "hmap" subfolder. As you can see on the pictures above, terrain in frostbite is saved in square parts of different size, organized in a tree-like structure. Some parts may be very detailed, while others not. Tool will only save highest detail level for each square and skip all lower LODs.
So far this first version terrain tool only exports base (heightmap) layer from these files. But they contain much more data, such as terrain masks, normals, textures etc. I can add support for it later.