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How to convert LSW Castaways .bdae to .fbx, .obj or .dae

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holladolla12
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How to convert LSW Castaways .bdae to .fbx, .obj or .dae

Post by holladolla12 »

I have trouble finding a way converting these files from .bdae and .tx format to a more common format.
Can anyone help out?

Link to files: https://mega.nz/folder/dxNzVJxR#w3wPY9IbqRbfJmfCWPdDQw
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shakotay2
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Re: How to convert LSW Castaways .bdae to .fbx, .obj or .dae

Post by shakotay2 »

Please use forum search! (click on up arrow:)
reh wrote: Sun Mar 22, 2020 6:27 am
Using hex2obj (view link in my sig) with .dat file:
.
helmets_CaptainRex-dat.png
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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holladolla12
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Re: How to convert LSW Castaways .bdae to .fbx, .obj or .dae

Post by holladolla12 »

I used this modified gcbf bms script and it made the .png files displayable, also the hex of the files appear to be much more coherent after extracting them through quickbms.
Bigchillghost wrote: Tue Feb 12, 2019 4:31 pm Or use this modified one:
gcbf_versus.zip
The .tx files seem to be just navigators for applying textures in the game (my guess).
The .bdae files now start with "BRES" in hex code, however the output doesn't seem to have changed when used with HextoObj.
Are the models really that janky or do I need to play around more with the settings of the program?
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shakotay2
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Re: How to convert LSW Castaways .bdae to .fbx, .obj or .dae

Post by shakotay2 »

holladolla12 wrote: Sun Jul 09, 2023 7:26 amThe .bdae files now start with "BRES" in hex code, however the output doesn't seem to have changed when used with HextoObj.
Did you get the same result for the helmet as in my previous post?
Are the models really that janky or do I need to play around more with the settings of the program?
Depends on. Each model needs its own parameters, of course.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: How to convert LSW Castaways .bdae to .fbx, .obj or .dae

Post by holladolla12 »

shakotay2 wrote: Sun Jul 09, 2023 11:27 am Did you get the same result for the helmet as in my previous post?
I did yeah, although I was expecting a helmet, not a messy mesh lookalike... :keke:
Last edited by holladolla12 on Mon Jul 10, 2023 2:35 pm, edited 1 time in total.
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shakotay2
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Re: How to convert LSW Castaways .bdae to .fbx, .obj or .dae

Post by shakotay2 »

holladolla12 wrote: Sun Jul 09, 2023 11:58 amI did yeah, although I was expecting a helmet, not a messy mesh lookalike... :keke:
That's the result of my 15-minutes-check (as mostly always :D ).

Maybe some parts are missing from bdae extraction or there's sub meshes to be re-arranged. I have no idea.
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?"
holladolla12
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Re: How to convert LSW Castaways .bdae to .fbx, .obj or .dae

Post by holladolla12 »

shakotay2 wrote: Sun Jul 09, 2023 2:52 pm Maybe some parts are missing from bdae extraction or there's sub meshes to be re-arranged. I have no idea.
Could you tell me if there's a trick to determining what the start address and the count number is, I seem to have trouble getting it to work? :oops:
shakotay2 wrote: Sun Jul 09, 2023 12:23 pm Usually I don't care for textures. Load it into irfanView for example, as a raw file 2048x1024, 8 BPB to see what it looks like.
What dimensions and what number of BPB should I use to get my .tx files to open? (Also asking how to know for different ones in the future :D)
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Re: How to convert LSW Castaways .bdae to .fbx, .obj or .dae

Post by shakotay2 »

holladolla12 wrote: Mon Jul 10, 2023 1:32 pmCould you tell me if there's a trick to determining what the start address and the count number is, I seem to have trouble getting it to work? :oops:
There's no trick (except learning to read/understand hex data). There's dozens if not hundreds of posts (different formats) with hex screenshots which show where the counts are located; preceeding the vertex block in most cases or in magic tables. Search for the counts as hex values in files. Sometimes you'll need to search for blocksizes (= FVFsize x vertex_count).
What dimensions and what number of BPB should I use to get my .tx files to open?
Take square root of filesize to estimate dimensions (1024x1024 for an 1 MB file). If BPP8 doesn't show results try others.
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?"
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Re: How to convert LSW Castaways .bdae to .fbx, .obj or .dae

Post by Durik256 »

shakotay2 wrote: Sat Jul 08, 2023 9:25 pm Please use forum search! (click on up arrow:)
after qbms
Itm_Helmets_captainRex_ucp.bdae.png
*(I have already made several plugins for other .bdae , but this look even weirder :])

i made plugin for Noesis, for "Star Wars Lego IOS" format: [*.bdae]
Image
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Last edited by Durik256 on Mon Jul 17, 2023 11:14 am, edited 1 time in total.
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