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Frostbite model tools (Battlefield, Battlefront and others)

Post questions about game models here, or help out others!
kloruklass
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by kloruklass »

I have extracted the EBX, RES, and CHUNKS from Battlefield 2042. Is there a way to convert these EBX into audio?
I used to use the "WaveToAsset" Frostbite Script by locating the folder paths, but it asks for the GuidTable which is missing.
Both the GuidTable and ResTable are generated by the "Dumper" script, but the "2042 Tool" doesn't.

Can someone help?
mono24
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by mono24 »

kloruklass wrote: Sun Mar 13, 2022 12:25 pm...Can someone help?
It is a new format, why is no one reading past messages and find the answers already.
Nicknine has NOT added support for the new format that BF2042 has, i doubt he will do that, why don't you go on GitHub, make an issue and post samples, and ask for support?
https://github.com/NicknineTheEagle/Frostbite-Scripts
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by b0lt »

daemon1 wrote: Wed Feb 16, 2022 10:26 am
Hi there, how do I use the fb_maps_run.exe to convert maps? Do I open an EBX with the exe file?
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by daemon1 »

b0lt wrote: Fri Mar 25, 2022 11:04 am Hi there, how do I use the fb_maps_run.exe to convert maps? Do I open an EBX with the exe file?
you need to perform all 4 steps, as described in the post you quoted.
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by toyowe3569 »

Please tell which tool extracts models and textures from the BF2042?
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by micro777 »

toyowe3569 wrote: Sun Mar 27, 2022 11:24 am Please tell which tool extracts models and textures from the BF2042?
viewtopic.php?f=16&t=17114&start=510 - extracts models

viewtopic.php?f=16&p=182107#p182107 - Frostbite Texture Tools
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by b0lt »

daemon1 wrote: Fri Mar 25, 2022 12:45 pm
b0lt wrote: Fri Mar 25, 2022 11:04 am Hi there, how do I use the fb_maps_run.exe to convert maps? Do I open an EBX with the exe file?
you need to perform all 4 steps, as described in the post you quoted.
I understand this, but am confused by the instructions of step 4. Are you able to clarify what I do? Am I opening the EBX files by dragging them on top of the fb_maps_run.exe file? Do I do something else?
(Also thank you so much for creating this tool, really appreciate you taking the time to make it and being generous enough to make it publicly available.)
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by daemon1 »

b0lt wrote: Sun Mar 27, 2022 12:40 pm dragging them on top of the fb_maps_run.exe file?
yes
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by b0lt »

daemon1 wrote: Sun Mar 27, 2022 12:42 pm
b0lt wrote: Sun Mar 27, 2022 12:40 pm dragging them on top of the fb_maps_run.exe file?
yes
Alright, when I do that a command prompt window opens for a millisecond then closes, is this meant to be happening? If so, where can I find the outputted file?
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by eblansson »

Hey, thank you so much for your Frostbite tools!
Although I have a bit of a problem with The Run, no matter which car mesh I'm trying to convert the app throws an "Unable to read beyond the end of the stream" exception.
Could it be that I've skipped some important step?

1. Dumped the game files using frostbite2 dumper.py script by NicknineTheEagle
2. Merged the root/bundles/chunks folder into root/chunks
3. Renamed all of the chunks in the folder using the mentioned in the thread ReNamer with regex rule
4. Found a .MeshSet and .ebx I need in /ebx and /res/_c4/blueprint/ folders

But it still throws the exception. I've also tried just renaming my .ebx to veniceantske01.ebx and converting a different car mesh alltogether but to no avail.
Maybe I'm using wrong .ebx-es or my dump is bad? I feel dumb
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mono24
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by mono24 »

eblansson wrote: Wed Apr 06, 2022 5:50 pm...Could it be that I've skipped some important step?...
...Maybe I'm using wrong .ebx-es...
Your steps are fine, except your using wrong EBX, every Frostbite game tool that daemon1 (ID-Daemon) made tools for, requires a skeleton
EBX, not just a random or the companion EBX each .MeshSet has, like in your screenshot, ANY skeleton that a character/humanoid has or even the Porsche vehicle skeleton will do, and you perform same cmd in your screenshot by replacing it with that skeleton, any from this location usually ending in *_skel.ebx or *_skeleton.ebx will do.

Code: Select all

\_c4\ant\assets\...
eblansson wrote: Wed Apr 06, 2022 5:50 pm...I've also tried just renaming my .ebx to veniceantske01.ebx...
You only need to performe that rename if you do not want to use the cmd in your screenshot where you add a specific skeleton, and want to have default name of the skeleton which happens to be from Battlefield 3 game and have it next to the tool, it's how the tool was built with that default skeleton name.

And more importantly, do NOT move the assets form their default file/folder structure, as you did at root of the dump, you'll get other errors, only skeleton needs to be next to the tool, and you move them around where the required .MeshSet is you need to convert (or you run in batch if you want), and that's it.
You always convert the assets where they are as the tool needs to load other data from the structure.
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by eblansson »

mono24 wrote: Thu Apr 07, 2022 2:09 am Your steps are fine, except...
Thank you very much for your help! Everything works like a charm now!
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by daemon1 »

Here are 2 more tools for NFS "the Run" I forgot to post.
These are for special DLC cars from XBOX and PS3.

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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by seele »

I kinda forgot to post this but, the tool has some interesting side effect. Extracted models have sharps all over the place
Image
Image
those seem to be weak, but the essential ones are defined, Guki's ripped models don't have this issue at all (instead sharps edges are unwelded, which is a two click fix)
so i believe it has to do with the tool itself
Image
They are noticeable from certain angles, which is uhhh


Image
This is totally fixable but takes quite some time
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Post by mono24 »

seele wrote: Mon Apr 25, 2022 6:58 pm...the tool has some interesting side effect...
The tools are fine, you just forgot to delete the shadow meshes, that's all.
Those that have no material names added after the digits you can safely delete them.
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