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SW Battlefront 2015 model files

Post questions about game models here, or help out others!
lolwatt
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Re: SW Battlefront 2015 model files

Post by lolwatt »

Hey!

I went through the painful process of extracting files for this game, trying all of the tools, etc.
Now, I got the chunks/meshes/textures in the right places, but the MAXScript does not work for me. lol!

Is the Maxscript working for you guys? MAX Listener returns this:

Code: Select all

"ObjectFullPathName objects/props/_setpieces/atat_01/atat_posed_01_Mesh"
"ObjectFullName atat_posed_01_Mesh"
"ObjectType 2"
"GUID_Count 6"
"First_Data_Block_Offset 1296"
"Mesh_Object_Count 13"
"Mesh_FaceIndice_Format 46"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
"------------------------------"
"loop1"
"Submesh_1_VB_Size 0"
Also uploaded the files here: https://mega.nz/#!OJFAwAZR!TZ1vAFhiCdre ... brHn-CEbuQ

Help is much appreciated! :)
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Wobble
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Re: SW Battlefront 2015 model files

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:59 am, edited 1 time in total.
lolwatt
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Re: SW Battlefront 2015 model files

Post by lolwatt »

Ha, yeah! I read about your importer in the other posts, this is looking pretty good!

Can you, by any chance, export the mesh to OBJ or something? - If I'm not asking for too much already.
If not, this is fine, I'll wait! :P

thank you!
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Re: SW Battlefront 2015 model files

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:59 am, edited 1 time in total.
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Re: SW Battlefront 2015 model files

Post by Acewell »

or grab Hex2obj :D
first submesh of atatwreck_01.chunk
atatwreck_01_chunk.png
h2o file for first submesh

Code: Select all

0x7040F0 12360
Vb1
48 36
0x0 4588
040100
0x0 255
You do not have the required permissions to view the files attached to this post.
Last edited by Acewell on Thu Jan 07, 2016 7:43 am, edited 1 time in total.
JakeGreen
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Re: SW Battlefront 2015 model files

Post by JakeGreen »

AceWell wrote:or grab Hex2obj :D
first submesh of atatwreck_01.chunk
Image

h2o file for first submesh

Code: Select all

0x7040F0 12360
Vb1
48 36
0x0 4588
040100
0x0 255
Yeah but you need to learn hex and try to find the starting point for each mesh and not everyone can understand that.
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Re: SW Battlefront 2015 model files

Post by lolwatt »

JakeGreen wrote:
AceWell wrote:or grab Hex2obj :D
first submesh of atatwreck_01.chunk
Image

h2o file for first submesh

Code: Select all

0x7040F0 12360
Vb1
48 36
0x0 4588
040100
0x0 255
Yeah but you need to learn hex and try to find the starting point for each mesh and not everyone can understand that.
Yesh, that's a struggle for me too. :P
Not that I haven't tried, but it doesn't seem to get in my head. hehe.
Personally don't like to be requesting/asking stuff, so I really wish I could learn that.
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Re: SW Battlefront 2015 model files

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:58 am, edited 1 time in total.
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Re: SW Battlefront 2015 model files

Post by JakeGreen »

Wobble wrote:You can find a SWBF 2015 loader on the UU3D plugins page.
That moment you see the program it's made for is stuck behind a pay wall if you wanna export said models.
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Re: SW Battlefront 2015 model files

Post by Wobble »

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Last edited by Wobble on Sun Mar 12, 2017 10:58 am, edited 2 times in total.
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Re: SW Battlefront 2015 model files

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:58 am, edited 1 time in total.
badhorse
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Re: SW Battlefront 2015 model files

Post by badhorse »

Wobble -- I've been using the SWBF2015 import plugin for UU3D Pro for a few weeks not and it's been working great. However, with the new Death Star DLC, DICE seems to have added a new .meshset file format. The actual .meshset file is much larger than expected, and there is no corresponding .chunk file (see directory listing below). Looking at it with HexEdit (with my untrained eye), it really appears as though DICE has simply merged the two files -- like the chunk data picks up immediately following the meshset header. When I try to use the UU3D pro SWBF2015 import plugin, it actually reads the metadata correctly (e.g. lods, meshes, bones), but when I hit OK to complete the import, it gives me an error, I assume because there's no .chunk file. I tried manually splitting the file into separate .meshet and .chunk files, but without success. Any thoughts?
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Re: SW Battlefront 2015 model files

Post by Acewell »

.... with the new Death Star DLC, DICE seems to have added a new .meshset file format. The actual .meshset file is much larger than expected, and there is no corresponding .chunk file... it really appears as though DICE has simply merged the two files -- like the chunk data picks up immediately following the meshset header.
you got any of these new samples? :D
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Re: SW Battlefront 2015 model files

Post by badhorse »

AceWell wrote:
.... with the new Death Star DLC, DICE seems to have added a new .meshset file format. The actual .meshset file is much larger than expected, and there is no corresponding .chunk file... it really appears as though DICE has simply merged the two files -- like the chunk data picks up immediately following the meshset header.
you got any of these new samples? :D
Here's one.

http://www.mediafire.com/file/j14jmr7ny ... t_mesh.rar
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Re: SW Battlefront 2015 model files

Post by Wobble »

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Last edited by Wobble on Sun Mar 12, 2017 10:58 am, edited 1 time in total.
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