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Re: Bloodborne

Posted: Fri Feb 23, 2018 11:20 am
by daemon1
mono24 wrote:I assume I cant pick any of the frostbite NFS game maps, it looks impossible to build a map from the dumped assets
since the game builds it, it must be possible

Re: Bloodborne

Posted: Fri Feb 23, 2018 11:34 am
by Klaus
I've extracted and converted every map models and textures, and i'm currently reassembling levels.
Actually most of the models look pretty close to level positions with their pivots at world origin.
Except instances of course, not that much in fact, which coordinates are located in msb files.

Re: Bloodborne

Posted: Fri Feb 23, 2018 5:37 pm
by mono24
daemon1 wrote:since the game builds it, it must be possible
It was an almost reality in the making, but it was shut down looong time ago, before it was even 100% done.
https://greydynamics.github.io/Frostbite3_Editor/

Re: Bloodborne

Posted: Sun Feb 25, 2018 7:14 pm
by TokiChan
DLC armors parts numbers

9000 - butcher mask
9100 - harroved?
9110 - other harroved?
9200 - Old hunter
9210 - Old hunter top
9300 - Lady Maria
9400 - One-eyed helmet / Constable set
9500 - Brador's Set
9510 - Brador's broken horn testimony
9600 - Yamamura's set

Re: Bloodborne

Posted: Mon Feb 26, 2018 2:10 pm
by zardalu
Kunzt wrote:I've extracted and converted every map models and textures, and i'm currently reassembling levels.
Actually most of the models look pretty close to level positions with their pivots at world origin.
Except instances of course, not that much in fact, which coordinates are located in msb files.
I too am working on this. Have you located the DLC map files, specifically the fishing village?

Re: Bloodborne

Posted: Mon Feb 26, 2018 5:38 pm
by Klaus
zardalu wrote:
Kunzt wrote:I've extracted and converted every map models and textures, and i'm currently reassembling levels.
Actually most of the models look pretty close to level positions with their pivots at world origin.
Except instances of course, not that much in fact, which coordinates are located in msb files.
I too am working on this. Have you located the DLC map files, specifically the fishing village?
I'm working with a game dump that doesn't include dlc files yet.

Re: Bloodborne

Posted: Mon Feb 26, 2018 6:06 pm
by daemon1
mono24 wrote:
daemon1 wrote:since the game builds it, it must be possible
It was an almost reality in the making, but it was shut down looong time ago, before it was even 100% done.
https://greydynamics.github.io/Frostbite3_Editor/
Then why did you say its impossible? Maybe you better choose some NFS game?

Re: Bloodborne

Posted: Mon Feb 26, 2018 7:35 pm
by mono24
daemon1 wrote: Then why did you say its impossible? Maybe you better choose some NFS game?
Because it is impossible for an end user like myself who has no clue how EBX works, and how to use those weird transforms inside EBX,
I myself id love to try it and do it, but no one is willing to provide information on how to do just that,
I can only figured out transforms and rotation for wheels and they're necessary parts.

And as you mentioned in order to complete a map it requires the instances and other assets setup etc etc etc.
Frostbite at the moment gets all the love and attention, while games like The Crew nothing, its due to being online only,
but the map is amazingly detailed and real life, not a made up fantasy world.

Long story short, I want to port it to NFSMW 2005, because now it will be possible to import custom maps from other games in obj format with materials,
collisions and such, you name it, so the map being huge I want to try by levels/zones, who knows I might be able to try it all and see if it works.
Current development of the tool and info is provided here.
It is a dream for thousands of users out there and its happening and I am one of them too. ;)
It will support natively interchangeability for the following NFS EAGL game engine:
2003 Need for Speed™ Underground
2004 Need for Speed™ Underground 2
2005 Need for Speed™ Most Wanted
2006 Need for Speed™ Carbon
2007 Need for Speed™ ProStreet
2008 Need for Speed™ Undercover
2010 Need for Speed™ World Online


Now the Chameleon proprietary engine was used for these two games,
and no one knows how to even open map assets yet alone to build the map to be used, to extract cars is a mess for some.
2010 Need for Speed™ Hot Pursuit
2012 Need for Speed™ Most Wanted


And then we have the Frostbite versions with incredible detailed maps too to be ported and tried out, which would be a dream also.
2011 Need for Speed™ The Run
2013 Need for Speed™ Rivals
2016 Need for Speed™
2017 Need for Speed™ PayBack


Well, now you know a good part of my dream that's about to become reality, and my motivation too.;)

As for The Crew game I've reached at the following stage.
Meshes are imported one by one, takes a few days to get it done on a detailed zone, not all are as complex, or that many thousands of meshes to import
(those in the screenshot are ONLY the roads and nothing else ONLY for a zone still have 5 more zones to go,
bridges, side road assets, fences and other detail are difficult to be placed or as you know require instance option
).
Image
Materials/textures are not supported unfortunately, they all have hashes as names 16 char(numbers and letters) each.
I've estimated the way it works and only based on the information I found and research,
it should take me between a one year and half to two years to complete and to guess where textures go.
luigi's bms extraction script makes a mess and cant find a thing. So I am using Ekey's unpack tool.
Right now I have to re-extract the whole game because I am manually building the file list for textures and game meshes
and see if it works to at least be placed in folder structure, so I can know what is what.

If for example you cant or wont be able to do The Crew, just saying, you think you can help me out to at least create a proper extraction tool,
Ekey's tool is incomplete I think, your an expert on details that other devs don't see or do not have the required knowledge.
That would make me speed things up a bunch big time if the whole assets are arranged in they're required folders/subfolders.
Right now they look like this.
FileFormats.JPG
I wont give up on this game ;) I will continue to use any info I find to get it done, even if I will only be able to use the geometry with no mat/tex.
Once again thank you.

Re: Bloodborne

Posted: Wed Feb 28, 2018 5:22 pm
by daemon1
mono24 wrote:it should take me between a one year and half to two years to complete
ok now i understand, if you can spend years on it, loading a few thousand files is not a problem for you. I will continue answering in "the crew" thread

Re: Bloodborne

Posted: Fri Mar 16, 2018 8:47 am
by HunterAP
So I've gone through the thread, and even after reading through everything I'm confused on how to get the animations working. I understand I need the skeleton.hkx of the model in question in the same location as BloodBorne_model.exe, then I simply run it with the proper flver model file, and I should get an ascii file and an SMD file, although everyone is saying the SMD file is broken and should not be used, and that the ascii file can be imported into blender.

Re: Bloodborne

Posted: Sun Mar 18, 2018 11:13 am
by StoryBook
hi, daemon.
i try to unpack pkg file but it's failed
so please answer me, decrypting pkg file in PC is possible with fake pkg generator?
00000000000000000000000000000000 is not work.. passcode..
i learn directx and want to make game with bloodborne models(practice use directx)
do you help me?
thank you

Re: Bloodborne

Posted: Sun Mar 18, 2018 11:26 am
by daemon1
StoryBook wrote:so please answer me, decrypting pkg file in PC is possible with fake pkg generator?
yes

Re: Bloodborne

Posted: Sun Mar 18, 2018 11:27 am
by daemon1
HunterAP wrote:everyone is saying the SMD file is broken
who said that? smd files also work, same as ascii

Re: Bloodborne

Posted: Sun Mar 18, 2018 12:36 pm
by StoryBook
daemon1 wrote:
StoryBook wrote:so please answer me, decrypting pkg file in PC is possible with fake pkg generator?
yes
Thanks to your kindness

Re: Bloodborne

Posted: Tue Mar 20, 2018 6:31 pm
by TokiChan
HunterAP wrote:So I've gone through the thread, and even after reading through everything I'm confused on how to get the animations working. I understand I need the skeleton.hkx of the model in question in the same location as BloodBorne_model.exe, then I simply run it with the proper flver model file, and I should get an ascii file and an SMD file, although everyone is saying the SMD file is broken and should not be used, and that the ascii file can be imported into blender.
SMD file is right, good importing into Blender and skeleton fixing. Maybe you have an error with the unique model? Say me a number, maybe I can help (see same trouble with some characters)
For animations, what I know, no one can get it right from original files ds2-3 and BB.