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?
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Frostbite model tools (Battlefield, Battlefront and others)
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Re: Frostbite model tools (Battlefield, Battlefront and others)
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)
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)
Please tell which tool extracts models and textures from the BF2042?
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Re: Frostbite model tools (Battlefield, Battlefront and others)
viewtopic.php?f=16&t=17114&start=510 - extracts modelstoyowe3569 wrote: ↑Sun Mar 27, 2022 11:24 am Please tell which tool extracts models and textures from the BF2042?
viewtopic.php?f=16&p=182107#p182107 - Frostbite Texture Tools
Re: Frostbite model tools (Battlefield, Battlefront and others)
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)
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)
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
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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Re: Frostbite model tools (Battlefield, Battlefront and others)
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\...
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)
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)
Here are 2 more tools for NFS "the Run" I forgot to post.
These are for special DLC cars from XBOX and PS3.
These are for special DLC cars from XBOX and PS3.
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Re: Frostbite model tools (Battlefield, Battlefront and others)
I kinda forgot to post this but, the tool has some interesting side effect. Extracted models have sharps all over the place
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
They are noticeable from certain angles, which is uhhh
This is totally fixable but takes quite some time
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
They are noticeable from certain angles, which is uhhh
This is totally fixable but takes quite some time
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Re: Frostbite model tools (Battlefield, Battlefront and others)
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.