Yeah sadly none of those worked on the extracted generals 2 files. I am getting this
And I checked I don't have veniceantske01.ebx in the dump. I tried two different dumps with two scripts and none of them have that.
--------------------Update--------------------------------
Now it seems to work after renaming the ebx to veniceantske01.ebx, but it fails to load the chunk ig.
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Frostbite model tools (Battlefield, Battlefront and others)
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Re: Frostbite model tools (Battlefield, Battlefront and others)
That is correct, ANY skeleton that the game might have or specific for that model needs to be renamed to the venice one as its hardcoded in to the tool since its from BF3 game and the rest of Frostbite 2 tools where made based off of that code with modifications for the other games.
Well, since you tried those options best bet would be for a tool to surface, in the near or very far future, who knows.
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Re: Frostbite model tools (Battlefield, Battlefront and others)
Can you provide me with any python scripts to dump bf3/bf4 so try and dump the game with them ?mono24 wrote: ↑Wed May 17, 2023 8:07 pmThat is correct, ANY skeleton that the game might have or specific for that model needs to be renamed to the venice one as its hardcoded in to the tool since its from BF3 game and the rest of Frostbite 2 tools where made based off of that code with modifications for the other games.
Well, since you tried those options best bet would be for a tool to surface, in the near or very far future, who knows.
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Re: Frostbite model tools (Battlefield, Battlefront and others)
You already forgot about it: https://github.com/NicknineTheEagle/Frostbite-Scripts ?
Those sets of scripts will dump pretty much any game up till 2018/Anthem, any platform, Frostbite 2 folder is for BF3, etc... while Frostbite 3 folder is for BF4, etc.
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Re: Frostbite model tools (Battlefield, Battlefront and others)
No. I just want to try different tools to dump the game. There is a difference in the chunks using the github tools and the tools for the game. The games may be running all on frostbite but so far Generals is the only RTS one.mono24 wrote: ↑Thu May 18, 2023 12:07 amYou already forgot about it: https://github.com/NicknineTheEagle/Frostbite-Scripts ?
Those sets of scripts will dump pretty much any game up till 2018/Anthem, any platform, Frostbite 2 folder is for BF3, etc... while Frostbite 3 folder is for BF4, etc.
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Re: Frostbite model tools (Battlefield, Battlefront and others)
Older scripts that are posted somewhere on this forum, god knows where other forums exactly are fully deprecated and a bad idea.
Check the bottom part of this post, then you'll be all set regarding the chunk naming issue.
viewtopic.php?p=181740#p181740
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Re: Frostbite model tools (Battlefield, Battlefront and others)
I searched for quite a while and found some useful older scripts, but I still can't find a script that I think it may work BF3_Vehicle_Skeleton_readermono24 wrote: ↑Thu May 18, 2023 12:23 amOlder scripts that are posted somewhere on this forum, god knows where other forums exactly are fully deprecated and a bad idea.
Check the bottom part of this post, then you'll be all set regarding the chunk naming issue.
viewtopic.php?p=181740#p181740
https://www.youtube.com/watch?v=VdgwQpWCk84
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Re: Frostbite model tools (Battlefield, Battlefront and others)
I am seriously confused as to what is your looking for exactly now?
Besides that CC Alpha never released game, that has no specific tools for it, the rest of the games already have the tools posted, some on the links i included in one of my posts above, to convert everything you need.
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Re: Frostbite model tools (Battlefield, Battlefront and others)
The alpha was never released but it was leaked and tools were made by Dainius G. I specifically posted above the script I need. The script I need is found in this video https://www.youtube.com/watch?v=VdgwQpWCk84 for 3ds max named BF3_Vehicle_Skeleton_reader2.ms but the script download link has been taken down.mono24 wrote: ↑Sat May 20, 2023 2:49 pmI am seriously confused as to what is your looking for exactly now?
Besides that CC Alpha never released game, that has no specific tools for it, the rest of the games already have the tools posted, some on the links i included in one of my posts above, to convert everything you need.
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Re: Frostbite model tools (Battlefield, Battlefront and others)
Why though, the BF3 tool works just fine, skeleton/weights support as well. Hence my confusion at the moment.SilverEvo wrote: ↑Sat May 20, 2023 4:49 pm...The script I need is found in this video https://www.youtube.com/watch?v=VdgwQpWCk84 for 3ds max named BF3_Vehicle_Skeleton_reader2.ms but the script download link has been taken down.
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Re: Frostbite model tools (Battlefield, Battlefront and others)
I need to see the max script that loads the vehicles to see if a friend of mine can make it work for generals 2 vehicles and fix the weight problems.
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Re: Frostbite model tools (Battlefield, Battlefront and others)
Ah, well, in that case i found these in one of my old HDDs. I personally was never able to use them, so... good luck on them.
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Re: Frostbite model tools (Battlefield, Battlefront and others)
Yes these are the ones. I sent them to my friend to see if he can load the vehicle weights. Will post the script here if he manages to do it for the others if they want to tinker with Generals 2. Thanks again
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Re: Frostbite model tools (Battlefield, Battlefront and others)
Do you think its possible to do that for Battlefield Hardline it will be insane! :Odaemon1 wrote: ↑Sat Aug 13, 2022 3:26 pm Map tool set for Anthem.
Most map objects properly placed, including blueprints. Also basic terrain support.
1. Dump the game
Use the new toc_anthem_v3.exe, it was updated since original anthem dump tool, because i found that some rare chunks were not dumped, and they are needed for maps. So if you have dumped anthem before, you need to redump it.
Set desired parameters in ufbe.ini
Parameters are:
- game path
- dump path
- asset type
Notice now there must be no "data" or "patch" in the end of "game path".
Asset type can be "ebx", "res", "chunks" or "all". Anything else (or empty line) is considered as "all".
Then you need to run dump tool on all .TOC files from the game. You can do them one by one as there are not too many, or in a batch, but its important that you must first run it on all .TOC files from "patch" folder, then on all .TOC files from "data" folder.
Tool needs oo2core_8_win64.dll or oo2core_7_win64.dll, just rename it to oo2core_8_win64.dll
2. Edit the included FB_MAPS.INI file with paths to your dump.
The other 3 tools need this fb_maps.ini file with 2 parameters: paths to dumped bundles (ebx+res) and chunks.
3. Create database
Run fb_maps_anthem_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_anthem.exe (main map tool) to convert maps. Drop any EBX on it, use in command line with 1 parameter, or create a batch.
In addition to .ascii export with all baked meshes, it will create a text file with a list of all mesh instances and their 3x4 transform matrices. So if you like, you can make a script for your favourite editor or engine (3dmax, maya, blender, unity, unreal) and place all meshes as instances.
5. Terrain export
Same usage as swbf2 terrain:
Drop .TerrainStreamingTree on fb_terrain_anthem.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.
6. Mesh export tool
Fb_anthem.exe - this was also included to support the new way of dumping meshsets (no metadata in filename, its included inside file). It also saves exported .ascii/.smd files in the original directory tree. Skeletons will be expected in the tool folder, as before.