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

Posted: Sun Jul 24, 2022 8:50 am
by daemon1
Whole deathstar level loaded

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

Posted: Sun Jul 31, 2022 7:09 am
by daemon1
Anthem maps/terrains are also done.

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

Posted: Sun Jul 31, 2022 11:42 am
by daemon1
Map tool for SWBF2.

Most map objects properly placed, including those using havok and blueprints. Also basic terrain support.

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1. Dump the game

You can use existing python script, but its slower and dumps almost every texture twice with different names, producing about 30 GB of useless files.

I recommend using attached toc_swbf2.exe - set desired parameters in ufbe.ini and run it.

Parameters are:
- game path
- dump path
- asset type

Asset type can be "ebx", "res", "chunks" or "all". Anything else (or empty line) is considered as "all".

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_swbf2_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_swbf2.exe (main map tool) to convert maps. Drop any EBX on it, use in command line with 1 parameter, or create a batch.

5. Terrain export

Main terrain data is in .TerrainStreamingTree files for each level. For some levels, these files are small, which means the actual data is in chunks. Sometimes data is in the file itself, in this case it may be big, about 50mb in size.

Drop .TerrainStreamingTree on fb_terrain_swbf2.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.

So far this first version terrain tool only exports base (heightmap) layer from these files. But they contain much more data, such as terrain masks, normals, textures etc. I can add support for it later.

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

Posted: Tue Aug 02, 2022 5:15 am
by seele
running toc_swbf2.exe gives me this
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Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Wed Aug 03, 2022 8:59 am
by daemon1
seele wrote: Tue Aug 02, 2022 5:15 am running toc_swbf2.exe gives me this
If you have old game version, use old script or ufbe

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

Posted: Wed Aug 03, 2022 7:12 pm
by KlausSh
daemon1 wrote: Sun Jul 24, 2022 8:50 am Whole deathstar level loaded

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any plans to create a script that extract sound ? i do have frosty editor but it can only extract one by one file

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

Posted: Tue Aug 09, 2022 9:56 pm
by Senkay201
Hi,
i wanted to extract some Anthem Files and tried to use the Zipfile with the Toc_anthem files. When i drag the .toc file into the the Toc-anthem.exe i get a dump file with .chunks files.But i need .meshet files to work with right?
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And is the nfs_therun_maps.7z also for Anthem Maps?

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

Posted: Wed Aug 10, 2022 10:10 am
by daemon1
Anthem map tool is not released yet. It will also require a fix for both dump tool and mesh tool.

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

Posted: Wed Aug 10, 2022 7:30 pm
by Senkay201
Hi daemon1,

thanks for the quick reply. Ok i will wait for anthem and look at Battlefield 2042 and other games in that time.

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

Posted: Sat Aug 13, 2022 3:26 pm
by daemon1
Map tool set for Anthem.

Most map objects properly placed, including blueprints. Also basic terrain support.

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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.

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

Posted: Sun Sep 04, 2022 9:51 am
by cashgrany
Hello everyone ; I really need help.
I can't find how to open or convert the .ascii files obtained with fb_terrain_swbf2.exe .
please help .

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

Posted: Fri Sep 09, 2022 1:45 pm
by TheHarryAli
daemon1 wrote: Mon Jan 31, 2022 6:41 pm NFS Heat.

The latest and most advanced game, with lots of cars and character combinations. All static models also supported.
Usage is almost same as 2042 tool, read it here - viewtopic.php?p=181685#p181685
Doesnt matter which oodle version the game uses, just take the one you have, and rename it to oo2core_8_win64.dl
Hi there everyone! I can't use this tool by Daemoon1. When i open the exe files the command prompt appears and closes without doing anything. Do i need any extra softs or tools to use this? I have NFS Heat downloaded from Origin store.

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

Posted: Fri Sep 09, 2022 10:14 pm
by mono24
cashgrany wrote: Sun Sep 04, 2022 9:51 am...I can't find how to open or convert the .ascii files obtained with fb_terrain_swbf2.exe...
Noesis or Blender can open those converted ASCIIs, as long as you provide to those tools the correct python script to load them, for Blender you can use: https://github.com/johnzero7/XNALaraMesh

Also for Blender you can try: https://github.com/REDxEYE/blender_xna
For Noesis: https://github.com/REDxEYE/noe_xna
Both require the following library though to function properly: https://github.com/REDxEYE/py_xna_lib

Why is everyone so lazy to use the search function, why oh why :(
TheHarryAli wrote: Fri Sep 09, 2022 1:45 pm...I can't use this tool by Daemoon1. When i open the exe files the command prompt appears and closes without doing anything...
It is a cmd tool, the developer described already how to use it, in any of his threads/posts he explains how to use his tools, you write his commands in to a text file, change extension from *.TXT to *.BAT then you run that BAT like you would any other executable.

The following is one scenario on how to use it, except you follow the commands given to that respective tool your working with by the developer.
viewtopic.php?p=186121#p186121

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

Posted: Fri Sep 09, 2022 11:15 pm
by cashgrany
I would never thank you enough "mono24" because it's wonderful I can import .ascii; thank you very much again.
By I still have a little problem when I try to import several files at the same time I have an error?
So I have to import 1 by 1; would you have an idea?


P.S: I swear I used the search function; I typed ascii but nothing conclusive came out.

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

Posted: Sat Sep 10, 2022 12:38 pm
by TheHarryAli
mono24 wrote: Fri Sep 09, 2022 10:14 pm It is a cmd tool, the developer described already how to use it, in any of his threads/posts he explains how to use his tools, you write his commands in to a text file, change extension from *.TXT to *.BAT then you run that BAT like you would any other executable.
Sorry for being that dumb. But there's only one txt file there and it's types.txt. I tried using UFBE tool, but it's not for NFS Heat and it's parts didn't help for NFS Heat tool. I read this thread from scratch and still don't get what to do. Because everybody else seems doing perfect with just that .7z file. Any videotutorial maybe? :huh: