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Re: Jurassic World Evolution

Posted: Sat Dec 29, 2018 7:37 pm
by Mcflyhigh1
ShadyDub wrote:Oh, damn it! In any case, I'm sure that with a little extra work using the various tools that 3ds Max offers, probably is possible soften the elements with too few polygons and so on.

Anyway, as you know, REDEYE was working on a script for Blender. I wonder if he is continuing or if he has abandoned the project.

I know that he worked on a Blender tool, cause.. we worked more or less together on this project... but it isn't done so far "sadly"..

Re: Jurassic World Evolution

Posted: Wed Jan 02, 2019 8:02 pm
by samsharam
daemon1 wrote:yes, really weird coordinate format ;)

Since there's not much demand for this obscure engine, first version only supports dinosaurs. But technically it must be possible to get anything from any game on this engine, because i already reversed the base of its data formats. I think even this tool MAY work with other games.

Tool usage:

drop .OVL file onto the tool.
ovs.textures_... files must be in the same dir if you want textures exported too.
Exported files will be in new ASCII format that supports bone rotations (as you may know).
Also OBJ file and SMD skeleton will be created.

Image

Image



Can anybody please point me how to extract animations, I am a noob but passionate to learn.

Thank you

Re: Jurassic World Evolution

Posted: Thu Jan 03, 2019 12:47 am
by mono24
samsharam wrote:how to extract animations
They are NOT supported by the tool.

Re: Jurassic World Evolution

Posted: Thu Jan 10, 2019 6:14 am
by robd123
So I've extracted the ovl files with the tool and have the textures, but Noesis can't open them nor can a dds converter convert them. Anyone have a way to get the textures on the model so I can see them? It seems very convoluted.

Re: Jurassic World Evolution

Posted: Thu Jan 10, 2019 4:16 pm
by daemon1
textures are standard DDS, they work with ANY texture tools or editors

Re: Jurassic World Evolution

Posted: Thu Jan 10, 2019 9:35 pm
by robd123
daemon1 wrote:textures are standard DDS, they work with ANY texture tools or editors
Ah, yes you're right. Noesis couldn't do it since I hadn't downloaded the update.

Re: Jurassic World Evolution

Posted: Mon Jan 28, 2019 3:04 pm
by Firephoenix1342
daemon1 wrote:yes, really weird coordinate format ;)

Since there's not much demand for this obscure engine, first version only supports dinosaurs. But technically it must be possible to get anything from any game on this engine, because i already reversed the base of its data formats. I think even this tool MAY work with other games.

Tool usage:

drop .OVL file onto the tool.
ovs.textures_... files must be in the same dir if you want textures exported too.
Exported files will be in new ASCII format that supports bone rotations (as you may know).
Also OBJ file and SMD skeleton will be created.

Image

Image

Now, if you had finalized the program so that it would extract and animation, it would be very cool. And now the skeleton that is extracted with the models is absolutely useless. It can benefit only professional animators. I hope you will hear me, and make it so that the animations are extracted, too.

Re: Jurassic World Evolution

Posted: Mon Jan 28, 2019 10:40 pm
by mono24
Firephoenix1342 wrote:And now the skeleton that is extracted with the models is absolutely useless.
Your so wrong on so many levels I don't even know where to begin, a static character mesh with out its original skeleton might be considered useless, maybe, because it would require someone to create another from scratch in its desired 3D software, and it would never match original skeleton with original weights and all data, but once you have original skeleton its golden, pure perfection I might add, be thankful it exists already and fully reversed.
Firephoenix1342 wrote:It can benefit only professional animators.
Wrong, wrong, wrong even the most noob/beginner can pose an original skeletal mesh, these models are NOT limited to a pro only, anyone can use it and pose/animate it how ever they see fit like any other skeletal mesh.
Just because the tool does NOT export in-game animations to a known format its another story, they are NOT easy to reverse, animations in general take weeks/months of intense hard reversing depending on the format/engine.

Re: Jurassic World Evolution

Posted: Tue Jan 29, 2019 9:18 am
by Firephoenix1342
mono24 wrote:
Firephoenix1342 wrote:And now the skeleton that is extracted with the models is absolutely useless.
Your so wrong on so many levels I don't even know where to begin, a static character mesh with out its original skeleton might be considered useless, maybe, because it would require someone to create another from scratch in its desired 3D software, and it would never match original skeleton with original weights and all data, but once you have original skeleton its golden, pure perfection I might add, be thankful it exists already and fully reversed.
Firephoenix1342 wrote:It can benefit only professional animators.
Wrong, wrong, wrong even the most noob/beginner can pose an original skeletal mesh, these models are NOT limited to a pro only, anyone can use it and pose/animate it how ever they see fit like any other skeletal mesh.
Just because the tool does NOT export in-game animations to a known format its another story, they are NOT easy to reverse, animations in general take weeks/months of intense hard reversing depending on the format/engine.

I understand that it is difficult. But it would be good, because in this game there are great animations. And yet the animator from me no. That's why I ask someone to do extrator animations.

Re: Jurassic World Evolution

Posted: Thu Jan 31, 2019 4:42 pm
by Firephoenix1342
REDEYE wrote:Hey daemon1, I'm working on blender addon for importing OVL format models from Jurassic World Evolution git repo: https://github.com/REDxEYE/OVL_IO
But i need a bit of help, i can't quite understand what is happening in your tool

Image
Thouse numXX are driving me nuts.
That might be reflector decompiled variables names wrong or you actually named them numXX?
Anyways, can you DM me source code or just explain what happaning in your tool?
How to use your utility?? I dont know((

Re: Jurassic World Evolution

Posted: Thu Jan 31, 2019 4:48 pm
by Firephoenix1342
daemon1 wrote:
isocloud wrote:What would I have to offer to get animation support? Would like to import into Ark for mods etc. I can make a donation for the time of work required!
sorry i'm not accepting donations
there are many other, much more interesting animation engines waiting for me to support them, like Horizon zero dawn, Quantum break and all frostbite games
So you still will not remove the animation? It is a pity((, please make at least a tutorial on creating such programs for extracting ovl files. To be able to do it yourself.

Re: Jurassic World Evolution

Posted: Thu Jan 31, 2019 5:44 pm
by daemon1
Firephoenix1342 wrote:please make at least a tutorial on creating such programs for extracting ovl files. To be able to do it yourself.
If you think you can do it yourself, you don't need a tutorial.

Animations is the hardest task in game reversing. If you think you can do such things, you must be very good coder and reverse engineer. Such people don't need tutorials.

Re: Jurassic World Evolution

Posted: Thu Jan 31, 2019 8:34 pm
by Firephoenix1342
daemon1 wrote:
Firephoenix1342 wrote:please make at least a tutorial on creating such programs for extracting ovl files. To be able to do it yourself.
If you think you can do it yourself, you don't need a tutorial.

Animations is the hardest task in game reversing. If you think you can do such things, you must be very good coder and reverse engineer. Such people don't need tutorials.
Sad but okay so be it, I will accept this.

Re: Jurassic World Evolution

Posted: Fri Feb 01, 2019 4:35 pm
by ShadyDub
Firephoenix1342, so you're at least able to extract/import models like vehicles and so on?

Re: Jurassic World Evolution

Posted: Mon Mar 25, 2019 5:38 pm
by DennisNedry1993
Sorry for the shameless plug ;) After the game came out last year I put together a tool called Barbasol for extracting and injecting meta data (and some experimental mdl2/tex parsing), never got around to finish it, but it might help some of you out! Have a nice day guys!
https://www.vg-resource.com/thread-34327.html