Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Posted: Mon Jul 09, 2018 4:56 pm
Before you begin make sure to delete what you already dumped to start from scratch.eyewee wrote:Well, first I used Bf4 Sbtoc Dumper by Frankelstner
This is the script you need to make it work, viewtopic.php?p=116879#p116879 but it will be a bit tricky so you have to do the following.
Make sure your paths are set correctly here:
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bf4Directory=r"X:\YOUR PATH\Need for Speed(TM) Rivals"
outputfolder="X:\YOUR PATH\NFSR_dump"
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catName=bf4Directory+"\\"+r"Data\cas.cat" #use "" or r"" if you have no cat; doing so will make the script ignore patchedCatName too
patchedCatName=bf4Directory+"\\"+r"Update\Patch\Data\cas.cat" #used only when tocRoot contains "Update"
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tocRoot=bf4Directory+"\\"+r"Update\Patch\Data\Win32"
##tocRoot=bf4Directory+"\\"+r"Data\Win32"
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resTypes={
0x5C4954A6:".itexture",
0x2D47A5FF:".gfx",
0x22FE8AC8:"",
0x6BB6D7D2:".streamingstub",
0x1CA38E06:"",
0x15E1F32E:"",
0x4864737B:".hkdestruction",
0x91043F65:".hknondestruction",
0x51A3C853:".ant",
0xD070EED1:".animtrackdata",
0x319D8CD0:".ragdoll",
0x49B156D4:".mesh",
0x30B4A553:".occludermesh",
0x5BDFDEFE:".lightingsystem",
0x70C5CB3E:".enlighten",
0xE156AF73:".probeset",
0x7AEFC446:".staticenlighten",
0x59CEEB57:".shaderdatabase",
0x36F3F2C0:".shaderdb",
0x10F0E5A1:".shaderprogramdb",
0xC6DBEE07:".mohwspecific"
}
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resTypes={
0xC6DBEE07:".AnimatedPointCloud",
0xD070EED1:".AnimTrackData",
0x51A3C853:".AssetBank",
0x957C32B1:".AtlasTexture",
0x428EC9D4:".BundleRefTableResource",
0xAFECB022:".CompiledLuaResource",
0xF04F0C81:".Dx11ShaderProgramDatabase",
0xBCC7FB86:".Dx11Texture",
0xE565EB15:".DxShaderDatabase",
0x10F0E5A1:".DxShaderProgramDatabase",
0x5C4954A6:".DxTexture",
0x85AC783D:".EAClothAssetData",
0x387CA0AD:".EAClothData",
0x85EA8656:".EAClothEntityData",
0x70C5CB3E:".EnlightenDatabase",
0xE156AF73:".EnlightenProbeSet",
0x59CEEB57:".EnlightenShaderDatabase",
0xC6CD3286:".EnlightenStaticDatabase",
0x5BDFDEFE:".EnlightenSystem",
0x59C79990:".FaceFXResource",
0xEF23407C:".FifaPhysicsResourceData",
0xE36F0D59:".HavokClothPhysicsData",
0x4864737B:".HavokDestructionPhysicsData",
0x91043F65:".HavokPhysicsData",
0xEB228507:".HeadMorphResource",
0x9C4FAA17:".HeightfieldDecal",
0x0DEAFE10:".IesResource",
0xC78B9D9D:".ImpulseResponse",
0x36F3F2C0:".IShaderDatabase",
0xC417BBD3:".ITexture",
0xAD1AC4FD:".LargeParticleCloud",
0x86521D6C:".LinearMediaAsset",
0x5E862E05:".LocalizedStringResource",
0xBA02FEE0:".MeshAdjacencyResource",
0xC611F34A:".MeshEmitterResource",
0x49B156D4:".MeshSet",
0x1091C8C5:".MorphTargetsResource",
0x31E779A2:".MovieTexture",
0xB2C465F6:".NewWaveResource",
0x30B4A553:".OccluderMesh",
0xC664A660:".PamReplayResource",
0x8D9E6F01:".PcaComponentWeightsResource",
0x41759364:".PhysicsResource",
0x52EE0D39:".PlayerPresetResource",
0x3B9D1688:".PSDResource",
0x319D8CD0:".RagdollResource",
0x3568E2B7:".RawFileData",
0x41D57E10:".RenderTexture",
0x7AEFC446:".StaticEnlightenDatabase",
0x2D47A5FF:".SwfMovie",
0x6BB6D7D2:".Terrain",
0x15E1F32E:".TerrainDecals",
0xA23E75DB:".TerrainLayerCombinations",
0x22FE8AC8:".TerrainStreamingTree",
0x6BDE20BA:".Texture",
0x9D00966A:".UITtfFontFile",
0x1CA38E06:".VisualTerrain",
0xEFC70728:".ZoneStreamerGrid",
}
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>>>
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##tocRoot=bf4Directory+"\\"+r"Update\Patch\Data\Win32"
tocRoot=bf4Directory+"\\"+r"Data\Win32"
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>>>
As far as I know there are no coordinates in any file names for NFSTheRun, if I remember correctly the EBXs hold coordinates for some of the assets not sure about the actual map geometry, but I as well would like to have all NFS games as a map extracted for modding/art rendering and all those good stuff, until that's possible we use what we have already workable.eyewee wrote:Now, what shall I do to get the 3d files with coordinates (talking about 3d map files)? As I've seen here viewtopic.php?f=10&t=7679&start=75
with nfs the run, map files have coords in the name of the file, which will be quite easy to just use these coords and put every piece in its place in order to assemble the entire map in 3ds max (or blender if not?).