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PostPosted: Mon Jan 31, 2022 5:43 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 1020
NFS Heat.

The latest and most advanced game, with lots of cars and character combinations. All static models also supported.
Usage is almost same as 2042 tool, read it here - viewtopic.php?p=69368#p69368
Doesnt matter which oodle version the game uses, just take the one you have, and rename it to oo2core_8_win64.dll

1. Dump the game with TOC tool. If you also want patch, first dump patch with toc_heat_patch.exe, then main game with toc_heat.exe. This is because tool will NOT overwrite files, so patch first, then base game. Dont forget to change path in the .INI for "patch" or "data" folders.

2. Convert models with Fb_NFS_Heat.exe

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Attachments:
nfs_heat.7z [18.68 KiB]
Downloaded 86 times
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PostPosted: Sat Feb 05, 2022 5:32 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 1020
NFS Heat tool updated.

Now dumper tools add metadata to resource names, so you can export meshes with inline geometry (not in external chunk, but in meshset itself)


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PostPosted: Tue Feb 08, 2022 5:21 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 1020
Anthem dump/models tools

Usage is the same as NFS Heat, actually dump tool IS actually same tool, just renamed.

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Attachments:
anthem.7z [17.54 KiB]
Downloaded 81 times
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PostPosted: Wed Feb 16, 2022 9:29 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 1020
Map tool for NFS The Run.

First version, may be improved later. Most map objects properly placed, including those using havok and blueprints. Terriain not supported yet.

1. You have to dump the game, for example with this script: https://github.com/NicknineTheEagle/Frostbite-Scripts (use frostbite 2 version).
Then merge chunks with bundles/chunks. Duplicated chunks inside bundles are not needed, so you can skip or overwrite them.
Also merge EBX and RES folders inside bundles, to place them all in the root of bundles folder.

2. Edit the included INI file with paths to your dump.

3. Run fb_maps_run_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 for main tool to work.

4. use fb_maps_run.exe (main map tool) to convert maps. Drop any EBX on it, use in command line with 1 parameter, or create a batch.
Maps are in \_c4\levels\ folder. Most objects (such as roads and buildings) are in "level..." files, but also many objects in "layer..." and other smaller files inside subfolders.

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Attachments:
nfs_therun_maps.7z [13.47 KiB]
Downloaded 67 times
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PostPosted: Wed Feb 16, 2022 5:02 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 1020
The python script above dumps chunks with dashes. For example: 1015579a-35ae-4827-95f9-71e720fa3ed1.chunk
To make them work with this map tool, you need to rename them after dump (using some automated tool)
or make a little change in the script (dbo.py file), so they will be dumped without dashes, remove these:

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PostPosted: Fri Feb 25, 2022 2:20 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 1020
Working on terrains.
Frostbite terrains use different level of detail for each square.
You can see here how it looks. Each of these squares (from biggest to smallest) is 128x128 height map.

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PostPosted: Sat Mar 05, 2022 5:54 pm 

Joined: Sat Mar 05, 2022 5:50 pm
Posts: 1
id-daemon wrote:
Battlefield 2042 tool.

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Dumping the game

1. Change paths in the .INI to your folders. Set parameter on the 3rd line to only dump "ebx" "res" or "chunks". If no parameter (empty line), it will dump them all.
2. Place oo2core_8_win64.dll from the game to the same folder
3. Drag any .TOC file onto toc2042.exe, and it will extract everything that was listed in that file

Converting models

bf2042_mesh.exe <meshset>
or
bf2042_mesh.exe <meshset> <skeleton>

Tool will find the needed chunk automatically in the same folder, "chunks" subfolder, or folder structure created by dumper.
If no skeleton name provided, tool will ask for default _soldierskeleton.ebx skeleton (which you can find in globals.toc)


Hi daemon ! Huge thanks for your tools, it's working like a charm !
I'm trying to convert the textures files from BF2042 to DDS files and I see that you actually have textures on ur models. Can you explain how did you do ? Would be insane to have those textures !

Thanks in advance !


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PostPosted: Mon Apr 25, 2022 2:24 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 1020
Here are 2 more tools for NFS "the Run" I forgot to post.
These are for special DLC cars from XBOX and PS3.

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Attachments:
nfsrun_consoles.rar [27.84 KiB]
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PostPosted: Sun Jul 31, 2022 10:50 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 1020
Map tool for SWBF2.

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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.

Parameters are:
- 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.


Attachments:
swbf2maps.7z [192.29 KiB]
Downloaded 14 times
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