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 Post subject: Re: Spider-Man 3 PC
PostPosted: Fri Apr 07, 2017 7:09 pm 
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Thanks,now i have almost every mesh and texture from this game
But some textures looks strange
http://i.imgur.com/urwCTLC.png
and tool crashes on some big files like ee185533.36 for example
btw here all 397 .36 files,just in case if id-daemon can take a look and fix crashes/textures.
https://mega.nz/#!H450GaRS!VovkvYGAUxsk ... WGMmWxiPoE

Thanks.


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 Post subject: Re: Spider-Man 3 PC
PostPosted: Sat Apr 29, 2017 4:11 pm 
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Checking this now. Candy was crashing because she had 3 different color diffuse images instead of 1. Some models have up to 8 variants of diffuse (generic human faces for ex). Big file issues are also fixed.

Image

Tool updated.

Tool requires only 1 parameter: name of .36 file.

It will extract all resources from there, converting static and skeletal models to SMD, textures to DDS or TGA (for paletted textures which are usually diffuse/spec maps)

There are no face bones, facial animations are done with morphs.


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Last edited by daemon1 on Tue May 09, 2017 8:45 am, edited 2 times in total.

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 Post subject: Re: Spider-Man 3 PC
PostPosted: Sat Apr 29, 2017 6:32 pm 
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Thanks a lot,now everything works a way better,and i managed to extract contents of big 36 file (ee185533) with no problems.
Thanks you so much!
Edit: Some textures are black
http://i.imgur.com/it2OLz7.png
but i'm glad what you fixed crashing


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 Post subject: Re: Spider-Man 3 PC
PostPosted: Sat Apr 29, 2017 7:08 pm 
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Rutabaga wrote:
Thanks a lot,now everything works a way better,and i managed to extract contents of big 36 file (ee185533) with no problems.
Thanks you so much!
Edit: Some textures are black
http://i.imgur.com/it2OLz7.png
but i'm glad what you fixed crashing


yes they are black, because there's no information in those slots. There's no way to tell this other than export them. The number of variants must be power of 2. Like 4, 8 or 16. Some of them are used, some not.


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 Post subject: Re: Spider-Man 3 PC
PostPosted: Tue May 09, 2017 8:46 am 
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Another little update, model rotated 180deg, now it corresponds to the skeleton. Still I don't know the reason why some meshes are scaled 50%, hope its not a big trouble.


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 Post subject: Re: Spider-Man 3 PC
PostPosted: Fri May 12, 2017 1:04 pm 
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Looks like tool is now complete and have no problems.
If you will have some free time,i'll would like to see tool for Web of Shadows and if this will be a possible of course.
Samples: https://mega.nz/#!bgQHXAoR!nDHkeK3of8Eb ... n4cm7jKA84
Thanks in advance!


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 Post subject: Re: Spider-Man 3 PC
PostPosted: Sat Jul 22, 2017 11:41 pm 
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In relation to the Web of Shadows PCPACK format, it seems that after using the quickbms uncompressor script here: http://aluigi.altervista.org/bms/spider ... ck_nch.bms

The uncompressed pcpack file becomes similar to the Spider-Man 3 format (They run off the same engine, so no surprise there). However, there are slight differences in the format, and I can't seem to get any of the other scripts to work on it. I included examples of a default compressed PCPACK and that same PCPACK decompressed.

http://puu.sh/wQuVm.zip

(edit): It should also be noted that the uncompressed PCPACKS contain the same APKF model format


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 Post subject: Re: Spider-Man 3 PC
PostPosted: Sat Aug 26, 2017 3:12 am 
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The Spiderman3_APKF script functions on the Web Of Shadows extracted .36 files, but the issue is that the meshes are flattened into their UV coordinates (but the actual UV coordinates themselves are a flat line, almost as if thee UV's and triangles are getting swapped on conversion). Bones extract fine, and oddly enough vertex groups are still properly in tact as well.

example of rvb_pedfemale005.smd http://puu.sh/xjFSM.png
example of rvb_pedfemale023.smd http://puu.sh/xjFYK.png
here is the .36 file in question (from ACT1.PCPACK) http://puu.sh/xjFVn.36


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 Post subject: Re: Spider-Man 3 PC
PostPosted: Sun Sep 10, 2017 9:00 pm 
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After dragging the .36 files to the "Spiderman3_APKF" tool there is no file left
Do you know what the mistake might be?


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