Star Wars The Force Unleashed - PC Version .z files

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by Ryan7259 » Fri Jul 30, 2010 11:47 pm

It's been a long time. Is there a new script? Whenever I use your gto converter and import the obj into max, the only part importable is the head. If I extract anything else it says something about bad vertex data.

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by Mirrorman95 » Sat Aug 07, 2010 1:18 am

Why is it that the topic describes .z files, but the posts describe only .lp files?
BBSFM and KH2FM+ saves are compatible with KH2.5. viewtopic.php?t=13424

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by Ryan7259 » Tue Aug 10, 2010 7:54 am

The contents of this post was deleted because of possible forum rules violation.

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by Acewell » Sat Aug 14, 2010 11:53 pm

Ryan7259 wrote:...a certain model won't import. It only lets me import the head of the imperial officer...
You get a high poly head and eyes from ma_imperialOfficer.gto
The torso, arms and upper legs are in these lower poly files:
ma_imperialOfficer_LOD1.gto
ma_imperialOfficer_LOD2.gto
ma_imperialOfficer_LOD3.gto
ma_imperialOfficer_LOD4.gto

Just combine the obj files produced from ma_imperialOfficer.gto and one of the LOD gto files in the same scene to get a near complete character.
The game probably pulls the hands and boots from another gto file elsewhere, maybe from an entirely different character.

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by darkmatter78 » Sun Aug 15, 2010 4:10 am

Please tell me why I am getting a syntax error when using this script.

Image
Last edited by darkmatter78 on Mon Aug 30, 2010 10:33 am, edited 2 times in total.
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Re: Star Wars The Force Unleashed - PC Version .z files

Post by darkmatter78 » Mon Aug 23, 2010 8:05 am

.
You realize, of course, that the people here are the future of human warfare, don't you? Who woulda thought that a keyboard could be more powerful than an army in 2010? Only those who thought about it.

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by deronar » Wed Sep 08, 2010 8:42 am

Hello
I have a problem with Star Wars - GTO files. I used TFU_GTO_Ripper but for some reason he does not work - the files that I received in obj corrupted.
Can somebody please write the process of extraction and tools that are used for models? Thanks

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by CZW » Sat Sep 18, 2010 8:55 am

no update ???
the maxscript don't work, even the setting of the movie
the ripper give corrupted file ....

max detect bad vertex or size too small

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by Acewell » Sun Oct 03, 2010 5:01 am

CZW wrote:no update ???
the maxscript don't work, even the setting of the movie
the ripper give corrupted file ....

max detect bad vertex or size too small
There's really no need for an update unless someone finds a way to get bones and animations, everything else works great as-is.
The maxscript although it was great when we had no other options is obsolete at this stage but I did test it out and it worked fine in 3ds Max 9, 3ds Max 2009 and 3ds Max 2010 but i don't know about other versions.
For the script you simply need to get the filepath correct, list all of the offsets and adjust the boneweights(if necessary) for each offset, the script must be run once for each offset.

Zerovisibilite's latest TFU_GTO_Ripper works great and the resulting obj will import in 3ds Max without error if you use the default obj import:
Image
Image

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by CZW » Sun Oct 03, 2010 10:07 pm

test all yours infos ..
still don't work ..

try this file... and let me know if for you it's work ..

http://www.filefactory.com/file/b3c8g10 ... nsport.rar

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by Acewell » Sun Oct 03, 2010 10:39 pm

It works fine with the instruction i gave in my previous post, all objects and UVs are intact but like I said before if you are using a different version of 3ds Max then i can't confirm if your version imports properly or not, i am using 3ds Max 9 and the gto was converted to obj using Zerovisibilite's latest TFU_GTO_Ripper and was imported with the default obj import in 3ds Max. I don't know why it won't work for you. :?

Image
Image

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by CZW » Sun Oct 03, 2010 11:09 pm

i use 3Dmax 2010 32 bits under SEVEN ...
when i import it, i have a corrupted file on screen

i have PM you AceWell ..


edit :

a Big THX AceWell

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by Tosyk » Mon Oct 04, 2010 12:58 am

CZW wrote:i use 3Dmax 2010 32 bits under SEVEN ...
when i import it, i have a corrupted file on screen

i have PM you AceWell ..


edit :

a Big THX AceWell
I think you need change "," to "." in your Regions and settings.
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Re: Star Wars The Force Unleashed - PC Version .z files

Post by LunarYoshi » Tue Oct 05, 2010 9:07 pm

Hello there,
First, thanks for all you've done so far.

Next, well, I must admit I followed AceWell instructions, and I still do have a problem.
What I've done :
- Download the last TFU_GTO_Ripper
- Use it to convert ImperialOfficer and Imperialtrooptransport gto files to obj files
- Import those .obj files into 3D Studio Max (9 and 2010, 32 bits under Win XP 32, using respectively default WaveFront .obj plugin, and Guruware .obj plugin)
- At this step, I obtain an ugly soup of vertices :
http://img821.imageshack.us/img821/6636 ... alship.jpg
http://img821.imageshack.us/img821/2820 ... fficer.jpg

So, I tried to export them back to .obj files from 3D Studio Max, and I compare the files. Of course, they're very different from the original ones...

Does anyone have a hint ?
Thank you guys.

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Re: Star Wars The Force Unleashed - PC Version .z files

Post by Zerovisibilite » Tue Oct 05, 2010 11:46 pm

LunarYoshi wrote:Hello there,
First, thanks for all you've done so far.

Next, well, I must admit I followed AceWell instructions, and I still do have a problem.
What I've done :
- Download the last TFU_GTO_Ripper
- Use it to convert ImperialOfficer and Imperialtrooptransport gto files to obj files
- Import those .obj files into 3D Studio Max (9 and 2010, 32 bits under Win XP 32, using respectively default WaveFront .obj plugin, and Guruware .obj plugin)
- At this step, I obtain an ugly soup of vertices :
http://img821.imageshack.us/img821/6636 ... alship.jpg
http://img821.imageshack.us/img821/2820 ... fficer.jpg

So, I tried to export them back to .obj files from 3D Studio Max, and I compare the files. Of course, they're very different from the original ones...

Does anyone have a hint ?
Thank you guys.
I Also tried the files you were requesting, Oddly enough I got different results than both of you. i am curious on why, However do not really have the time nor energy to investigate it, I have completely revamped the way it finds models and therefore this all is a moot point. Here is the "Latest" ripper, Again until I get the bones exporting, its really kind of a waste anyway
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