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007 Quantum of Solace

Posted: Sun Jul 24, 2016 11:25 am
by daemon1
007 Quantum of Solace tools. Extracts skeletal models from FF files. Later I may add support for images, static meshes maybe animations or something else if needed. Usage:

1. unpack FF file with offzip. Later I may add unpacking to the tool itself.
Example: offzip.exe -a common.ff <folder> 0
2. drag unpacked file onto 007_Quantum_ff.exe

Image

Skeleton also extracted:

Image

Re: 007 Quantum of Solace

Posted: Sun Jul 24, 2016 2:55 pm
by artworkplay
Looking forward to this one.

Also, any chance you can line up Call of Duty 4 Modern Warfare (or even MW2/MW3 as it uses a modified version of the same engine) model extraction for a future project? It uses the same engine and although a tool already exists it requires you to run the game (as models are pulled from memory with the game running, leaving out a number of models that aren't being accessed once the game is running) and requires you to use Maya for assembling and exporting the models (which limits its use to only those with and knowledgeable in Maya).

Re: 007 Quantum of Solace

Posted: Sun Jul 24, 2016 5:11 pm
by daemon1
well, if this will be similar to 007, i can easily do that. But it can be very different there. At least I'm getting 007 models from files, not from memory.

Re: 007 Quantum of Solace

Posted: Sun Jul 24, 2016 8:42 pm
by Tosyk
daemon1,
I sholud admit that you make good effort on the topic so far. Odd coincidence is that I'm playing the game right now to rip some weapon models and if your technique will support props/weapons that would be just great.

Speaking of call of duty at least World at War should use same technology or even engine 'cause both of them created by treyarch company back in 2008. Btw Spider-Man: Web of Shadows was also made by this developer in the same year so if you find a time I could provide samples for both games.

I'll keep an eye on this topic. Thanks for your work.

Re: 007 Quantum of Solace

Posted: Mon Jul 25, 2016 7:24 am
by daemon1
My aim was to extract models with bones, which can't be done with rippers. But this may work for weapons too. We'll know that soon.

Re: 007 Quantum of Solace

Posted: Mon Jul 25, 2016 8:49 am
by daemon1
ok weapons got exported with bones too.

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Re: 007 Quantum of Solace

Posted: Mon Jul 25, 2016 8:53 am
by Tosyk
daemon1 wrote:ok weapons got exported with bones too.

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looking great! :mrgreen: the game has some unique modification of well know weapon.

Re: 007 Quantum of Solace

Posted: Mon Jul 25, 2016 9:07 am
by daemon1
cars...
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Re: 007 Quantum of Solace

Posted: Mon Jul 25, 2016 9:12 am
by Tosyk
daemon1 wrote:cars...
Image
whoo, at first I thought that cars in this game are terrible but then I looked closer at the texture an they have really good ones. How did you open the doors, is it skinned as well? how did you managed to extract resources and textures?

Re: 007 Quantum of Solace

Posted: Mon Jul 25, 2016 9:37 am
by daemon1
Yes, cars have bones too.

Re: 007 Quantum of Solace

Posted: Mon Jul 25, 2016 1:30 pm
by Highflex
Amazing, i remember trying to extract models back in the days when this game came out, i am curious do you extract the meshes directly from the .FF format?

As this is running on the IW4 engine i think, that would be a interesting approach as the most common known tools ( from TomBMX ) are memory based to grab assets.

Re: 007 Quantum of Solace

Posted: Mon Jul 25, 2016 1:47 pm
by daemon1
ok I found the cars wheels. Now its all ready and published at the first post. Have fun.

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Highflex wrote:i am curious do you extract the meshes directly from the .FF format?
Yes

Re: 007 Quantum of Solace

Posted: Mon Jul 25, 2016 8:30 pm
by Andrakann
daemon1 wrote:Image
Looks like normal smooth is recalculated, not original?

Re: 007 Quantum of Solace

Posted: Mon Jul 25, 2016 11:15 pm
by Tosyk
thank you daemon1,

looking good
bond_siena_prev001_sm.jpg
I ripped textures with ninja ripper. for import into 3ds max I'm using xnalara importer by mariokart.

Re: 007 Quantum of Solace

Posted: Tue Jul 26, 2016 8:59 am
by daemon1
Andrakann wrote:Looks like normal smooth is recalculated, not original?
They look ok, but don't work. If you can tell me whats wrong here, I'll apply them. Sample file: http://www109.zippyshare.com/v/3F4DUaVP/file.html

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