Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Frostbite model tools (Battlefield, Battlefront and others)
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2871 times
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Python script to convert audio
You do not have the required permissions to view the files attached to this post.
Last edited by daemon1 on Thu Oct 12, 2017 4:44 pm, edited 1 time in total.
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2871 times
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Face-fixing SMDs for all 32 faces from SWBF2. I didn't check them all, but must be correct.
One strange thing: I checked all of the face animation assets, and they ALL present in VURs, except one! And this one also was in alpha, but no model corresponds to it. Must be some face they didn't put in the game yet.
One strange thing: I checked all of the face animation assets, and they ALL present in VURs, except one! And this one also was in alpha, but no model corresponds to it. Must be some face they didn't put in the game yet.
You do not have the required permissions to view the files attached to this post.
-
- n00b
- Posts: 15
- Joined: Tue Aug 11, 2015 10:07 am
- Been thanked: 1 time
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
what plugin would i use to port the models into say max or something
plus how do i get textures?
plus how do i get textures?
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2871 times
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Audio script in the post above updated. Now it must get all sounds, including 9 ones which used more than 128 chunks.
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2871 times
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Texture Batch converter
You do not have the required permissions to view the files attached to this post.
-
- mega-veteran
- Posts: 162
- Joined: Fri Oct 16, 2015 8:05 pm
- Has thanked: 6 times
- Been thanked: 78 times
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
bug: it saves duplicates when the 'remove trailing zeroes' is checked. and i'd like to have a choice to output to another folder. build a copy of the folder tree, rather then converting into the extract folder.daemon1 wrote:Texture Batch converter
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2871 times
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Its not my tool, I just corrected it to support SWBF. I'm not going to improve itepisoder wrote:bug: it saves duplicates when the 'remove trailing zeroes' is checked. and i'd like to have a choice to output to another folder. build a copy of the folder tree, rather then converting into the extract folder.daemon1 wrote:Texture Batch converter
-
- n00b
- Posts: 15
- Joined: Tue Aug 11, 2015 10:07 am
- Been thanked: 1 time
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
ok every thing worked out great but the final issue is how do i open the mesh files to 3ds max
-
- mega-veteran
- Posts: 162
- Joined: Fri Oct 16, 2015 8:05 pm
- Has thanked: 6 times
- Been thanked: 78 times
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
use an smd importer. max got wallworm. blender has sourcetools.savinpvtmike wrote:ok every thing worked out great but the final issue is how do i open the mesh files to 3ds max
yeh. just refering to your facepunch post. i can't answer there anymore. they got a dumb mod and a stupid cat. /blah
-
- n00b
- Posts: 15
- Joined: Tue Aug 11, 2015 10:07 am
- Been thanked: 1 time
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
i usually cant get answers there these days for anythingepisoder wrote:use an smd importer. max got wallworm. blender has sourcetools.savinpvtmike wrote:ok every thing worked out great but the final issue is how do i open the mesh files to 3ds max
yeh. just refering to your facepunch post. i can't answer there anymore. they got a dumb mod and a stupid cat. /blah
plus you are talking about the mesh files right or the smd files to fix faces
cus im trying to port some vehicles and other things
these type of files
ik it used to have a mesh file and a chunks file but that dosnt work anymore
-
- mega-veteran
- Posts: 162
- Joined: Fri Oct 16, 2015 8:05 pm
- Has thanked: 6 times
- Been thanked: 78 times
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
have you read the 1st post howto use the tools? you gotta search the walrus_humanmale file, need the meshset files and find the chunk files. then put them all in the folder with the mesh tool. then use command prompt or a batch file with the command.
Fb_BF1_mesh <mesh> <chunk>
where mesh and chunk obviously gotta be replaced with the proper meshset and chunk file names.
to find the chunks you may have to use a hexeditor and read in the meshset files. there's the sha1 or whatever hash name in it. then copy those to the tool folder. then execute the mesh tool. that should give a sorta working smd.
if you wanna avoid all of this you gotta ask rancor022 on facepunch to give you the frosty version that has working export. nobody is allowed to share it, but he does it. i won't. still all good.
Fb_BF1_mesh <mesh> <chunk>
where mesh and chunk obviously gotta be replaced with the proper meshset and chunk file names.
to find the chunks you may have to use a hexeditor and read in the meshset files. there's the sha1 or whatever hash name in it. then copy those to the tool folder. then execute the mesh tool. that should give a sorta working smd.
if you wanna avoid all of this you gotta ask rancor022 on facepunch to give you the frosty version that has working export. nobody is allowed to share it, but he does it. i won't. still all good.
-
- ultra-n00b
- Posts: 8
- Joined: Fri Sep 23, 2016 1:45 am
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Did I do something wrong with the converter? Keep getting this at the end:
Traceback (most recent call last):
File "Q:\Games\Origin\STAR WARS Battlefront II Multiplayer Beta\fb3decoder.py", line 576, in <module>
main()
File "Q:\Games\Origin\STAR WARS Battlefront II Multiplayer Beta\fb3decoder.py", line 566, in main
dbx=Dbx(f,relPath)
File "Q:\Games\Origin\STAR WARS Battlefront II Multiplayer Beta\fb3decoder.py", line 343, in __init__
inst=self.readComplex(instanceRepeater.complexInde x,f,True)
File "Q:\Games\Origin\STAR WARS Battlefront II Multiplayer Beta\fb3decoder.py", line 369, in readComplex
cmplx.fields.append(self.readField(fieldIndex,f))
File "Q:\Games\Origin\STAR WARS Battlefront II Multiplayer Beta\fb3decoder.py", line 422, in readField
(typ,length)=numDict[fieldDesc.type]
KeyError: 16685
Traceback (most recent call last):
File "Q:\Games\Origin\STAR WARS Battlefront II Multiplayer Beta\fb3decoder.py", line 576, in <module>
main()
File "Q:\Games\Origin\STAR WARS Battlefront II Multiplayer Beta\fb3decoder.py", line 566, in main
dbx=Dbx(f,relPath)
File "Q:\Games\Origin\STAR WARS Battlefront II Multiplayer Beta\fb3decoder.py", line 343, in __init__
inst=self.readComplex(instanceRepeater.complexInde x,f,True)
File "Q:\Games\Origin\STAR WARS Battlefront II Multiplayer Beta\fb3decoder.py", line 369, in readComplex
cmplx.fields.append(self.readField(fieldIndex,f))
File "Q:\Games\Origin\STAR WARS Battlefront II Multiplayer Beta\fb3decoder.py", line 422, in readField
(typ,length)=numDict[fieldDesc.type]
KeyError: 16685
-
- n00b
- Posts: 15
- Joined: Tue Aug 11, 2015 10:07 am
- Been thanked: 1 time
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
ok so if i would open the mesh set file in hex editor what is the general area where i can find the correct chunk file name
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2871 times
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
I will make a new version soon, that will automatically get the right chunk from "chunks" foldersavinpvtmike wrote:ok so if i would open the mesh set file in hex editor what is the general area where i can find the correct chunk file name