No thats script problem. You have to wait until i post new version or just remove that problematic file from the folder.JohnMadden wrote:Did I do something wrong with the converter?
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Frostbite model tools (Battlefield, Battlefront and others)
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
offset 0x114savinpvtmike 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
if you redo the tool, can you think about redoing the export? i mean fix it to be complete or just usable. you could export all the meshes with all the uvs as seperate smd files. as a suggestion. and fix those broken meshes that export with it. this.daemon1 wrote:I will make a new version soon, that will automatically get the right chunk from "chunks" folder
the quick test i did. most if not all of the other larger files even just break blender when importing. i waited a bit for another try but it just dies from those files. i'm not sure why. everything uptodate. and some of the data is obviously wrong. i got no clue where it chokes.
it works flawless for the heads. they only have one uv pair, but everyhting else...
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
I never had issues reported before this post of yours. All meshes I exported worked good. Including bodies, weapons, etc. But I never tested statics.episoder wrote:it works flawless for the heads. they only have one uv pair, but everyhting else...
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
daemon1 wrote: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
Just when I recently figured out how to get the chunks in BF3 LOL.
One question though... BF3 uses veniceantske01.ebx and not 3pantskeleton.ebx, tried it and I get a "SystemOverflowException at FB_faceposer.FB_faceposer.Main<String[] args>" is there a workaround to avoid this?
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
No, I need to make separate tools for BF3,4 and HL. Each game is unique.artworkplay wrote:is there a workaround to avoid this?
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Need any files to help you with this? I got BF3 unpacked just taking up a ton of space on my hd for some time now, I can pass you any file you might need before I get rid of it.daemon1 wrote:
No, I need to make separate tools for BF3,4 and HL. Each game is unique.
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
no, i have some examples from BF3. But right now i'm working on evil within 2. After that i'll return here
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
any one here use face punch here is the v3 thread
https://facepunch.com/showthread.php?t= ... st52781885
https://facepunch.com/showthread.php?t= ... st52781885
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
you or somebody do me a favor. write a message to Tachyon. there.savinpvtmike wrote:any one here use face punch here is the v3 thread
https://facepunch.com/showthread.php?t= ... st52781885
(i know i could register with another temporary account, but... i'm sick and tired of this throwaway account crap. and it's obvious that it's me responding. insta kill. pointless. i dunno if unknowing kidiots are just snitching to this mod-bots or just sgt doom or he thinks he's supercool bagging me for that cat. both stupid reasons. you can't change stupid. never.)the model doesn't extract correct. some of the parts have broken uvs. calm your tits and take the swbf falcon. i know the unreal model is a lil more accurate in some sections, but i won't release it if it's not complete. until i found how to fux those meshes it's dunzo
have a nice day.
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
First post updated. Lots of improvements in SWBF2 mesh tools!
IMPORTANT: tool usage changed
Now you only need 1 parameter: meshset name, or just drag the meshset onto the tool. Chunk will be found automatically:
Chunk auto search
The tool will try to find the chunk it needs:
- in the current folder
- in the "chunks" subfolder
- in the directory structure created by dumper script. So for example if you just drop some meshset from "bundles\res" onto the tool, it will find it.
- if it still can't find the chunk, you'll get a message with chunk ID needed
Fixed static meshes
Statics now can be exported. They will still have skeletons, ignore them
Physics bones
Special physics bones will be created and mesh will be weighted to them. Manual bones adjusting may be required for them to work.
XNALara ascii format export with multi-UVs
If you need it with proper rotated bones, import SMD skeleton and connect it to model.
Skeleton read from EXE dir, not current dir
So you can use the tool from any folder, no need to put it next to the meshset file
Skeleton name parameter
For custom skeletons you can run:
Fb_SWBF2_mesh <meshset> <skeleton>
If no skeleton parameter provided, it will expect the default walrus_humanmale.ebx
Cloth meshes
Cloth meshes usually have no chunks. They have data inside of meshset itself. Now they are supported. Important note: the original dumped long name is required to detect the raw data position in the file, so don't rename the file.
IMPORTANT: tool usage changed
Now you only need 1 parameter: meshset name, or just drag the meshset onto the tool. Chunk will be found automatically:
Chunk auto search
The tool will try to find the chunk it needs:
- in the current folder
- in the "chunks" subfolder
- in the directory structure created by dumper script. So for example if you just drop some meshset from "bundles\res" onto the tool, it will find it.
- if it still can't find the chunk, you'll get a message with chunk ID needed
Fixed static meshes
Statics now can be exported. They will still have skeletons, ignore them
Physics bones
Special physics bones will be created and mesh will be weighted to them. Manual bones adjusting may be required for them to work.
XNALara ascii format export with multi-UVs
If you need it with proper rotated bones, import SMD skeleton and connect it to model.
Skeleton read from EXE dir, not current dir
So you can use the tool from any folder, no need to put it next to the meshset file
Skeleton name parameter
For custom skeletons you can run:
Fb_SWBF2_mesh <meshset> <skeleton>
If no skeleton parameter provided, it will expect the default walrus_humanmale.ebx
Cloth meshes
Cloth meshes usually have no chunks. They have data inside of meshset itself. Now they are supported. Important note: the original dumped long name is required to detect the raw data position in the file, so don't rename the file.
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Tools for:
- Battlefield 3
- Battlefield 4
- Battlefield Hardline (same tool as Battlefield 4)
- Medal of Honor Warfighter
With all the newest options (from previous post) and a new face-fixing style for old games:
Since in old games face-fixing assets have proper names, usage is very simple:
Just run the face tool in the folder where you have assetbanks and corresponding skeleton file.
It will find and extract all face-fixing SMDs.
- Battlefield 3
- Battlefield 4
- Battlefield Hardline (same tool as Battlefield 4)
- Medal of Honor Warfighter
With all the newest options (from previous post) and a new face-fixing style for old games:
Since in old games face-fixing assets have proper names, usage is very simple:
Just run the face tool in the folder where you have assetbanks and corresponding skeleton file.
It will find and extract all face-fixing SMDs.
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Hi daemon1, I'm trying the BF3 tool out, I have the chunk, mesh, ebx and skeleton in one directory and am able to get the smd for body and head meshes but can't seem to make the face exe work. When you say "assetbank" are you referring to the mesh .ebx file?
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
No. I'm referring to ANT animations assetbanks, as stated in the first post here.artworkplay wrote:Hi daemon1, I'm trying the BF3 tool out, I have the chunk, mesh, ebx and skeleton in one directory and am able to get the smd for body and head meshes but can't seem to make the face exe work. When you say "assetbank" are you referring to the mesh .ebx file?
Example for BF3: animations\antanimations\b_faceposer_sp_campo.assetbank
But I already posted all SMDs for all heads. You don't have to run face exe.
Also, you don't have to have the chunk, mesh, ebx and skeleton in one directory anymore.
You don't need ebx at all and you never needed that.
Chunk auto-finder will find the chunk for you. As described above in previous posts.
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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Is there a way to convert these new EBX files in to readable text like the other games?
The usual script that is around here in the forum does not work, needs updated to support the new games.
The usual script that is around here in the forum does not work, needs updated to support the new games.
Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
delete
Last edited by ClubOn on Wed Nov 15, 2017 2:31 pm, edited 1 time in total.