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[REL] Disney INFINITY Model Extractor

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TaylorMouse
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Re: [REL] Disney INFINITY Model Extractor

Post by TaylorMouse » Fri Nov 06, 2015 12:33 pm

Strange, I downloaded Aluigi's Script, saved it as DisneyInfinity3.bms and tried this:

Code: Select all


quickbms.exe "DisneyInfinity3.bms" "D:\Games\Disney Infinity 3.0"

I got this as a result:

Code: Select all


QuickBMS generic files extractor and reimporter 0.5.24b
by Luigi Auriemma
e-mail: aluigi@autistici.org
web:    aluigi.org
        (Aug 11 2013 - 11:27:41)

                  http://quickbms.aluigi.org
               http://twitter.com/luigi_auriemma

- start the scanning of the input folder: D:\Games\Disney Infinity 3.0
- open input file D:\Games\Disney Infinity 3.0\.\asset-cache\base\image\assets\05855c35\c01282e8
- open script DisneyInfinity3.bms
- c_structs: "xmath" "OFFSET" "OFFSET + (ENTRIES * 4)"

Error: invalid command "xmath" or arguments -1 at line 35

??? Any help please :/

T.

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Re: [REL] Disney INFINITY Model Extractor

Post by DarthphoeniX » Fri Nov 06, 2015 5:14 pm

T
"What's the exact command-line you are using?
The correct one is: quickbms -D script.bms input_folder output_folder
You can even create a shortcut to quickbms.exe with -D appnded in the Target property"
Says Aluigi in zenhax

AceWell/TRDaz
I've tried hex but is [bruce] difficult. Can you explain the method and how combine ibuf and vbuf?
Thanks

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Acewell
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Re: [REL] Disney INFINITY Model Extractor

Post by Acewell » Fri Nov 06, 2015 9:02 pm

TaylorMouse wrote:QuickBMS generic files extractor and reimporter 0.5.24b
You should probably update QuickBMS also, i use 0.6.7a



DarthphoeniX wrote:Can you explain the method and how combine ibuf and vbuf?
H2O can't parse 2 files at once this is why you need to combine the two. When i say combine the vbuf and ibuf i simply mean copy the content of one into the other so you are working with one file rather than two, you are just appending both data types, like most model files are anyway. This also means the start address for either the verts or face index will always be 0x0 depending on which data type is first in the combined file. All other settings should remain the same, but there is always possibility for a model having a different FVF or something.

here is a bms script that will append the vbuf and ibuf for you

Code: Select all

get SIZE asize  # takes the size of the current file
append # enable the append mode for concatenating them
log "Vbuf_Ibuf.comb" 0 SIZE
run the script and select both files, starting with the ibuf first
that will put the vbuf data first and this will make the vertex startaddr 0x0 in step3 of H2O
the script will generate a new file named Vbuf_Ibuf.comb, this is the file you will open with H2O
all that is left is finding the face index start address and length which should be pie because you can just look into the original ibuf and get the length and see what you need to search for in the Vbuf_Ibuf.comb file for the startaddr.
:)

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Re: [REL] Disney INFINITY Model Extractor

Post by TaylorMouse » Sat Nov 07, 2015 2:14 pm

Yes, Acewell, I just downloaded the latest version and used the -D option to get it to work :)

Thank you, extracting as we speak :)

T.

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Re: [REL] Disney INFINITY Model Extractor

Post by DarthphoeniX » Sat Nov 07, 2015 4:26 pm

thanks AceWell!

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Re: [REL] Disney INFINITY Model Extractor

Post by TaylorMouse » Sun Nov 08, 2015 3:08 pm

Yes it works, here is my piece of (MAX) script I did to import the yoda model, not sure it works on all the models though

NOte, for the YOda model, use the * 30 multiplier, for the cane and lightsabre I used * 100 ( like in the code below )

T.

Code: Select all

fileIndexBuffer = @"G:\Game Dev\3D Models\tcw_yoda_cane_0.ibuf"
fileVertexBuffer = @"G:\Game Dev\3D Models\tcw_yoda_cane_0.vbuf"

theName = getfilenamefile fileIndexBuffer

/* INDICES */
    size = getFileSize fileIndexBuffer

    nbrIndices = (size) / 2 / 3.0--> 2 bytes per index = short

    ibuf = fopen fileIndexBuffer "rb"

    faces = #()

    nbrVertices = 0

try
(
    for i=1 to nbrIndices do
    (
        a = (readShort ibuf) +1
        b = (readShort ibuf) +1
        c = (readShort ibuf) +1
        
        if ( a > nbrVertices ) then nbrVertices = a
        if ( b > nbrVertices ) then nbrVertices = b
        if ( c > nbrVertices ) then nbrVertices = c
            
        append faces [a,b,c]
    )
)
catch ( PRINT "MOVING ON" )

    fclose ibuf

/* VERTICES */
    size = getFileSize fileVertexBuffer
    
    vertexSize = size / nbrVertices
    
    vertices = #()
    
    vbuf = fopen fileVertexBuffer "rb"
    
    for v=1 to nbrVertices do
    (
        
        x = readFloat vbuf * 100
        y = readFloat vbuf * 100
        z = readFloat vbuf * 100
        
        readFloat vbuf
        
        
        append vertices [x,-z,y]
        
    )

    
    fclose vbuf
    
    theMesh = mesh vertices:vertices faces:faces name:theName

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Re: [REL] Disney INFINITY Model Extractor

Post by Acewell » Sun Nov 08, 2015 7:34 pm

Szkaradek released a new import script too for Blender :D
http://zenhax.com/viewtopic.php?p=9429#p9429

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Re: [REL] Disney INFINITY Model Extractor

Post by TaylorMouse » Sun Nov 08, 2015 10:56 pm

just implemented this into my own modelviewer, about 85% of the models are acurate :)

just by combining the ibuf and vbuf, those that go wrong are the onces with multiple submeshes I guess

T.
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Re: [REL] Disney INFINITY Model Extractor

Post by jangoclone » Thu Nov 19, 2015 2:32 am

Hi, when I Run the Puthon Script in Blender says: "python script error: check console" and this is what appears...
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Re: [REL] Disney INFINITY Model Extractor

Post by Szkaradek123 » Thu Nov 19, 2015 7:08 am

jangoclone

install 32-bit Python https://www.python.org/download/releases/2.6.6/ and check console (3 line )for "checking for installed Python..."

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Re: [REL] Disney INFINITY Model Extractor

Post by jangoclone » Thu Nov 19, 2015 6:59 pm

Szkaradek123 wrote:jangoclone

install 32-bit Python https://www.python.org/download/releases/2.6.6/ and check console (3 line )for "checking for installed Python..."
It Worked great ! ! Thank you...

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Re: [REL] Disney INFINITY Model Extractor

Post by TaylorMouse » Sat Nov 28, 2015 11:36 pm

Hi guys, made my model viewer downloadable: Download 3D Model Viewer by Taylor Mouse

read all about it on my blog: Taylor Mouse Game Dev Blog

Enjoy

T.

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Re: [REL] Disney INFINITY Model Extractor

Post by DarthphoeniX » Sun Nov 29, 2015 12:54 pm

Awesome!!! It's posible add a batch?

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Re: [REL] Disney INFINITY Model Extractor

Post by saeba4554 » Mon Jan 04, 2016 1:44 am

Hello everybody

and thanks for your jobs ^^


can you help to do 2 things ?


1) I try to extract the TFA models ( the force awakens) to disney infinity 3.0 on pc

Image

I already own the playsets on playstation 4, so I can make them appear on the PC version with their codes (on maps figurines)

but apparently after extract the ibuf/vbuf files, characters and accessories of TFA are not already in the games, and I would not pay for DLC /addon to i have already...

there is a way to i can capture them with ninja ripper or 3D ripper DX or else software (to i don't know) ? (w7 64-bit basic edition in mac bootcamp partition)


2) after extract model, i don't know how to add her the bones (.oct files) i am really beginner, can you explain how to proced ?


thank you ^^

(french translate to goole and english knowledge)

happy new year ^^

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Re: [REL] Disney INFINITY Model Extractor

Post by logansan25 » Sun Jan 10, 2016 9:35 pm

TaylorMouse wrote:Hi guys, made my model viewer downloadable: Download 3D Model Viewer by Taylor Mouse

read all about it on my blog: Taylor Mouse Game Dev Blog

Enjoy

T.
When i extract only appear for me textures, files .ibuf with models dont appear, why?

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