can someone help me with these models please?
the game runs under yeti engine the same that Ghost recon future soldier, the problem is all models looks weird (in ninja ripper and hex2obj) maybe the normal values for the mesh are in negative .
torso mesh.
maybe someone can create a 3ds max script or noesis script for import in correct form the models.
here some files
http://www.mediafire.com/download/r41rj ... object.rar
thanks
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ghost recon (online) phantoms help
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Re: ghost recon (online) phantoms help
Same issue I've run into. I can get a close resemblance to the shape, but there are always quite a number of verts that are all over the place.
I haven't had much time recently to get back into this, but I also haven't figured out what's causing the problem.
It would be great if someone else could maybe tell us what's going on.
--MDA
I haven't had much time recently to get back into this, but I also haven't figured out what's causing the problem.
It would be great if someone else could maybe tell us what's going on.
--MDA
MDA
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Re: ghost recon (online) phantoms help
it looks like the data is not 16 byte aligned. are these files extracted properly?
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Re: ghost recon (online) phantoms help
I used the bms script from aluigi for extract the yeti.big file.
if I use ninja ripper or intel gpa the models looks in the same form
http://aluigi.altervista.org/papers/bms/yeti_ybig.bms
a guy called rarefacer has modify the max script for import ninjaripper *.rip files with normal values in negative but he lost the script
http://th02.deviantart.net/fs70/PRE/f/2 ... 7r4rhi.jpg
if I use ninja ripper or intel gpa the models looks in the same form
http://aluigi.altervista.org/papers/bms/yeti_ybig.bms
a guy called rarefacer has modify the max script for import ninjaripper *.rip files with normal values in negative but he lost the script
http://th02.deviantart.net/fs70/PRE/f/2 ... 7r4rhi.jpg
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Re: ghost recon (online) phantoms help
this format will require some fiddling, I guess. This is what I got from m_GRO-COM01-Helm03_PC_00000001:
("cutting" means getting the maximum vertex value and subtracting its half value from all vertices of an axis, iirc)
edit: well, this is a strange proceeding, admitted, but it worked fine on Ratchet&Clank models, iirc.
But it should be replaced by some decent short conversion (view my next post).
The vertex count (4625) and the face index count (12441) might be stored at
0x002B: 11 12 00 00 and 0x0033: 99 30 00 00
The point cloud (button noPtC -> PtCld) is giving flat shapes only so the parameters I chose (or the cutting done by hex2obj) may be wrong.("cutting" means getting the maximum vertex value and subtracting its half value from all vertices of an axis, iirc)
edit: well, this is a strange proceeding, admitted, but it worked fine on Ratchet&Clank models, iirc.
But it should be replaced by some decent short conversion (view my next post).
The vertex count (4625) and the face index count (12441) might be stored at
0x002B: 11 12 00 00 and 0x0033: 99 30 00 00
You do not have the required permissions to view the files attached to this post.
Last edited by shakotay2 on Thu Nov 13, 2014 3:22 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: ghost recon (online) phantoms help
You should ask this guy what he did with "vertex" values! They are shorts, which from what I've seen should be divided /32767.0 and something more I guess.
EDIT: Can you provide few NinjaRipper files/rips?
EDIT: Can you provide few NinjaRipper files/rips?
Making model-import scripts, PM
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Re: ghost recon (online) phantoms help
Luxox18, have you tried to rip models Tom Clancy's Ghost Recon: Future Soldier? If yes, are they corrupted in the same way as from Ghost Recon Online?
Making model-import scripts, PM
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Re: ghost recon (online) phantoms help
sorry!
here are some models from Ghost Recon Future Soldier ripped with ninjaripper
http://www.mediafire.com/download/fm3u4 ... ripper.rar
Edit----
here are models from ghost recon online ripped with ninjaripper
http://www.mediafire.com/download/z5kdo ... online.rar
here are some models from Ghost Recon Future Soldier ripped with ninjaripper
http://www.mediafire.com/download/fm3u4 ... ripper.rar
Edit----
here are models from ghost recon online ripped with ninjaripper
http://www.mediafire.com/download/z5kdo ... online.rar
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Re: ghost recon (online) phantoms help
Hi guys! I founded this forum and my experience with Ghost Recon: Future Soldier, was dissapointing in the extractions process. I'm not a script, codding or development expert, but triying and triying, i founded a way, not to extract entirely models, but yes to reconstruct them (only character models).
I had a little modified Ninja Ripper script (i lost it a year ago formatting my pc), result of that triying and triying with the extracted Ninja ripper files, but it just could return to a manipulable shape the "squizzed" meshes.
Then, i start a rebuilding process manually working purely with 3ds Max skills.
And so... This is my final results
(Photo album link https://www.facebook.com/media/set/?set ... 260&type=3)
I just need a better resolution textures, Ninja Ripper can't extract high resolutions, just the two main characters (Jhon Kozak and Ramírez from the initial mission) have highg resolution, and have a decent look. the other models have low resolutions like 512x512 and 1024x512 for full body and looks ugly in detail.
Luxox, i go to work in the online models published in the mf link, and please, continue extractions in Ninja Ripper formats, and xentax members, maybe, exist any way to extract the full resolution textures from yeti files? i tried with bms without results.
I had a little modified Ninja Ripper script (i lost it a year ago formatting my pc), result of that triying and triying with the extracted Ninja ripper files, but it just could return to a manipulable shape the "squizzed" meshes.
Then, i start a rebuilding process manually working purely with 3ds Max skills.
And so... This is my final results
(Photo album link https://www.facebook.com/media/set/?set ... 260&type=3)
I just need a better resolution textures, Ninja Ripper can't extract high resolutions, just the two main characters (Jhon Kozak and Ramírez from the initial mission) have highg resolution, and have a decent look. the other models have low resolutions like 512x512 and 1024x512 for full body and looks ugly in detail.
Luxox, i go to work in the online models published in the mf link, and please, continue extractions in Ninja Ripper formats, and xentax members, maybe, exist any way to extract the full resolution textures from yeti files? i tried with bms without results.
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Re: ghost recon (online) phantoms help
after having had a look at this again I'm not sure whether we have mesh data here.
For me it looks more like some kind of cubemapped uv data (just a wild guess):
For me it looks more like some kind of cubemapped uv data (just a wild guess):
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- shakotay2
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Re: ghost recon (online) phantoms help
On another try I got this:
For me it seems to be impossible without additional data - but where to search for it?
In the VB block of 32 bytes or in another file? - Guess: no.
The only possibility I could think of is that they use some kind of compression.
But I don't have a clue how to decompress the 2D vertices (on each plane of the cube) into 3D ones.
So a maybe solution is burried in Rarefacer's lost script, whatever.
Perhaps someone gets an idea from viewing the wavefront obj data:
http://www.uploadmb.com/dw.php?id=1416019776
How to expand these flattened coordinates?For me it seems to be impossible without additional data - but where to search for it?
In the VB block of 32 bytes or in another file? - Guess: no.
The only possibility I could think of is that they use some kind of compression.
But I don't have a clue how to decompress the 2D vertices (on each plane of the cube) into 3D ones.
So a maybe solution is burried in Rarefacer's lost script, whatever.
Perhaps someone gets an idea from viewing the wavefront obj data:
http://www.uploadmb.com/dw.php?id=1416019776
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: ghost recon (online) phantoms help
Some good news, I figured out Ghost Recon Phantoms and Future Soldier meshes I'm going to post script soon, just will do some tests to bring weights right
Making model-import scripts, PM