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 Post subject: [Release]Tools for Iron Man 2 (PS3&Xbox360)
PostPosted: Sun Sep 10, 2017 8:17 am 
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If you've skimmed my previous extraction guides on this game you should find it really time consuming and tedious to extract all submeshes manually through Hex2Obj.
So I have to creat some tools to automate the process.

Change log:
Code:
21.12.2017
- Add vertex normals support for PS3 version.
29.11.2017
- A few updates on the mesh extractor. You might see below for changes of the usage.
17.09.2017
- Fixed some bugs in the mesh extractor, now it'll work correctly for Xbox 360 version .
14.09.2017
- Updated the BMS unpacking script to skip the unnecessary files which makes the process much simpler.
11.09.2017
- Improved the Noesis texture script to support PS3 ambient maps thanks to AceWell's assistance.


See below for the instructions.


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Last edited by Bigchillghost on Fri Dec 22, 2017 12:56 am, edited 8 times in total.

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 Post subject: Re: Model & Texture Tools for PS3/Xbox360 Iron Man II
PostPosted: Sun Sep 10, 2017 8:32 am 
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Follow these steps to reach your goal:

Preparations

Use the attached BMS script (IM2_Unpacker_EXT.bms) to unpack the archives.
Now locate to the output folder. For those big archives some files are named differently, which would require you to make some slight modifications. Here the condition I've met:
Code:
1. Misspelling "AmbientOcclusion" as AmbientOccusion, or use "AO" for short. Rename their EXT. to "AmbientOcclusion".
2. Ambiguous extension "Surfaces" in the same folder locating .SurfaceResident files. Rename them to "*.SurfaceResident"


Models Extraction

Use IM2.exe to extract your meshes. In the attachment there has already been a batch script. But you should know how the batch commands work:
Code:
@echo off
for %%f in (*.ib) do IM2.exe Num "%%f"
pause

The Num is the order of the "_" in the filename before which to be truncated as the obj filename. By default it is set to 1 so it merges files sharing the same name before the first "_" into one obj file.
You can change this value if needed. Be aware that if you set it to a value greater than the amount of "_" in the filename it won't have any effects. No file will be merged then.

Textures Extraction

The textures are stored as headerless data files. So we gotta add them the needed headers. Place IM2T.Processor.exe to the output folder and run the following batch commands:
Code:
@echo off
for %%f in (*.SurfaceResident) do IM2T.Processor.exe Ver "%%f"
pause

Remember to change "Ver" to your game version, that's either "PS3" or "X360". After the batch process you can find .IM2T files in the same folder. Then use the Noesis script tex_IM2T.py to preview
and convert them to any format you want.

There're some issues with the lower resolusion images coz their headers are not always correct.

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Last edited by Bigchillghost on Sun Dec 31, 2017 5:37 pm, edited 8 times in total.

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 Post subject: Re: Model & Texture Tools for PS3/Xbox360 Iron Man II
PostPosted: Sun Sep 10, 2017 8:33 am 
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Several renders I made for some of the suits. You could find them in DVD_HQFrontEnd.pkg.

ImageImage
ImageImage

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Last edited by Bigchillghost on Thu Dec 21, 2017 9:39 am, edited 1 time in total.

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 Post subject: Re: Model & Texture Tools for PS3/Xbox360 Iron Man II
PostPosted: Sun Sep 10, 2017 4:52 pm 
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Bigchillghost wrote:
For PS3 version the AmbientOccusion map is not handled. Don't know what to do with it.

try this :D
Code:
        elif MapType == 8:
            untwid = bytearray()
            for x in range(imgWidth):
                for y in range(imgHeight):
                    idx = noesis.morton2D(x, y)
                    untwid += data[idx * 4:idx * 4 + 4]
            data = rapi.imageDecodeRaw(untwid, imgWidth, imgHeight, "r8 g8 b8 p8")
            texFmt = noesis.NOESISTEX_RGBA32

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 Post subject: Re: Model & Texture Tools for PS3/Xbox360 Iron Man II
PostPosted: Mon Sep 11, 2017 1:16 am 
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AceWell wrote:
try this :D

This's what I got:
Image

Am I doing it wrong?
Code:
   if Platform == 0:   # PS3
      if MapType == 0:
         texFmt = noesis.NOESISTEX_DXT1
      elif MapType == 3 or MapType == 6:
         texFmt = noesis.NOESISTEX_DXT5
      elif MapType == 8:
         untwid = bytearray()
         for x in range(imgWidth):
            for y in range(imgHeight):
               idx = noesis.morton2D(x, y)
               untwid += data[idx * 4:idx * 4 + 4]
         data = rapi.imageDecodeRaw(untwid, imgWidth, imgHeight, "r8 g8 b8 p8")
         texFmt = noesis.NOESISTEX_RGBA32

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 Post subject: Re: Model & Texture Tools for PS3/Xbox360 Iron Man II
PostPosted: Mon Sep 11, 2017 1:40 am 
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looks ok but the texture size should be 512x512 me thinks, you can see the repeat :)
guess you have to do something like this
Code:
    elif imgFmt == 8:
        imgWidth = imgWidth // 2
        imgHeight = imgHeight // 2
        untwid = bytearray()
        for x in range(imgWidth):
            for y in range(imgHeight):
                idx = noesis.morton2D(x, y)
                untwid += data[idx * 4:idx * 4 + 4]
        data = rapi.imageDecodeRaw(untwid, imgWidth, imgHeight, "r8 g8 b8 p8")
        texFmt = noesis.NOESISTEX_RGBA32

edit
is all in this thread obsolete now?
viewtopic.php?f=16&t=16580

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 Post subject: Re: Model & Texture Tools for PS3/Xbox360 Iron Man II
PostPosted: Mon Sep 11, 2017 2:38 am 
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AceWell wrote:
looks ok but the texture size should be 512x512 me thinks, you can see the repeat :)

Oh right, didn't realize that. :D
edit: looks like there's something wrong with my browser :D
AceWell wrote:
is all in this thread obsolete now?
viewtopic.php?f=16&t=16580


It shows almost all necessary info of the process of these tools. So if someone's gonna support bones and
anims of this game some day it might come in handy. But for now it indeed is obsolete.

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 Post subject: Re: [Release]Tools for Iron Man 2 (PS3&Xbox360)
PostPosted: Thu Dec 21, 2017 9:47 am 
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Updates: Add vertex normals support for PS3 version. Results from X360 version don't seem perfect since their normals were stored in a slightly different way but that's the best I can do for now.

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