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007 Legends

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daemon1
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007 Legends

Post by daemon1 »

007 Legends tools. To save time, I didn't make a full set of tools, so its done in steps:

1. Split big archives into individual "GEOM" files with vgmtoolbox.
vgmtoolbox "advanced cutter" can be found in "misc tools / extraction / generic"
Put 007_moeg.xml into plugins folder, load it and drag files onto it. Game files have no names, so proper extraction will not be possible anyway.

2. decrypt headers with 007_decrypt_geom.exe
Run it in the folder where you have .geom files. keytable.bin must be in the same dir.
Double run will encrypt them again.

3. Run 007_legends.bms script on decrypted .geom files and it will extract resources from it: textures, models, skeletons, other types.

4. 007_images.exe will convert all textures into DDS.
Run it in the folder where you have .texture files.

5. Drag .skel file onto 007_model.exe to convert all meshes in the directory and connect them with that skeleton. Low quality models will have many LODs. Recognized by having no finger bones. Usually not needed. Good quality models are usually in separate .geom file, with only one highest LOD.

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Last edited by daemon1 on Sun Aug 21, 2016 10:25 am, edited 2 times in total.
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Re: 007 Legends

Post by daemon1 »

007 Goldeneye PS3 models have almost the same format. So they also work with all weights and bones already.

Image
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help me..

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Re: 007 Legends

Post by xenexabc »

i couldn't convert characters, all other steps went fine. anyone else?
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Re: 007 Legends

Post by AxelNoir »

kixpress wrote: Thu May 20, 2021 6:07 pm i couldn't convert characters, all other steps went fine. anyone else?
Need to provide more details, what exactly are you doing? They need to be done one at a time, basically it's trial and error to see which file contains what character.
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Re: 007 Legends

Post by xenexabc »

it's been a few weeks since i've done it, i made a custom .bat file that was applied to the tools, but it provided an error... i'll have to revisit this, or try with ps3 files.

by the way, the files for xbox 360 version of prototype seems to be unencrypted i think.

Code: Select all

XTFileIndexer Output Report

Generated Monday 06 August 2012 at 09:23:37 AM

Build Name: XE_USA
Output Version: 13
Platform: XE
Console Drive: d:
Big Endian Target: Yes
Create Pack File: Yes
Output Filename Base: file_usa
Is Cached: Yes
Is Patch: No
Strip File Names: Yes



FileName   GUID   Version   Flags   Length Bytes   FileIndex   Offset Bytes   Status   
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_50500038_sb_speech_generic.sfx   0x50500038   10   0x00000000   0x0003B000   0   0x00000000   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_50500094_sb_speech_instant_dad_.sfx   0x50500094   10   0x00000000   0x00012800   0   0x0003C000   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_505000b4_sb_speech_instant_dad_.sfx   0x505000B4   10   0x00000000   0x00002800   0   0x0004F000   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_505000a8_sb_speech_instant_dad_.sfx   0x505000A8   10   0x00000000   0x0000A000   0   0x00051800   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_505000d7_sb_speech_instant_gfr_.sfx   0x505000D7   10   0x00000000   0x00001000   0   0x0005B800   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_50500098_sb_speech_instant_gfr_.sfx   0x50500098   10   0x00000000   0x00010800   0   0x0006F000   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_505000ae_sb_speech_instant_ltk_.sfx   0x505000AE   10   0x00000000   0x00001000   0   0x0007F800   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_50500091_sb_speech_instant_ltk_.sfx   0x50500091   10   0x00000000   0x0000F800   0   0x00080800   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_505000ab_sb_speech_instant_ltk_.sfx   0x505000AB   10   0x00000000   0x0000A800   0   0x00090000   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_5050008d_sb_speech_instant_mon_.sfx   0x5050008D   10   0x00000000   0x0001C800   0   0x0009A800   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_505000b1_sb_speech_instant_mon_.sfx   0x505000B1   10   0x00000000   0x00011000   0   0x000B7800   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_505000d2_sb_speech_instant_ohm_.sfx   0x505000D2   10   0x00000000   0x00001000   0   0x000C8800   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_5050009d_sb_speech_instant_ohm_.sfx   0x5050009D   10   0x00000000   0x00012000   0   0x000C9800   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_505000be_sb_speech_instant_sky_.sfx   0x505000BE   10   0x00000000   0x00003000   0   0x000DB800   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_505000de_sb_speech_instant_sky_.sfx   0x505000DE   10   0x00000000   0x00002000   0   0x000DE800   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_sb_505000c1_sb_speech_instant_sky_.sfx   0x505000C1   10   0x00000000   0x00001800   0   0x000E0800   Overwritten  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb97.sfx   0x5040EB97   10   0x00000000   0x00003800   0   0x000E2000   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb98.sfx   0x5040EB98   10   0x00000000   0x00002800   0   0x000E5800   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb95.sfx   0x5040EB95   10   0x00000000   0x00003000   0   0x000E8000   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb96.sfx   0x5040EB96   10   0x00000000   0x00002800   0   0x000EB000   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eba5.sfx   0x5040EBA5   10   0x00000000   0x00005800   0   0x000ED800   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eba6.sfx   0x5040EBA6   10   0x00000000   0x00006800   0   0x000F3000   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eba1.sfx   0x5040EBA1   10   0x00000000   0x00003800   0   0x000F9800   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eba2.sfx   0x5040EBA2   10   0x00000000   0x00006800   0   0x000FD000   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb88.sfx   0x5040EB88   10   0x00000000   0x00003800   0   0x00103800   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb89.sfx   0x5040EB89   10   0x00000000   0x00004000   0   0x00107000   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb91.sfx   0x5040EB91   10   0x00000000   0x00003800   0   0x0010B000   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb92.sfx   0x5040EB92   10   0x00000000   0x00003000   0   0x0010E800   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb86.sfx   0x5040EB86   10   0x00000000   0x00003000   0   0x00111800   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb87.sfx   0x5040EB87   10   0x00000000   0x00002800   0   0x00114800   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb99.sfx   0x5040EB99   10   0x00000000   0x00004000   0   0x00117000   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb9a.sfx   0x5040EB9A   10   0x00000000   0x00003000   0   0x0011B000   Identical  
d:/bond2012\binary\_bin_xe\audio\usa\usa_str_5040eb93.sfx   0x5040EB93   10   0x00000000   0x00002000   0   0x0011E000   Identical  
i would love to get the sound files!


in converted textures i couldn't find anything from levels, it only had character textures..
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AxelNoir
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Re: 007 Legends

Post by AxelNoir »

The xbox prototype actually contains Lois Chiles's likeness that was cut from the final version as Goodhead, I would love to get that head of hers at least and fit it onto the final body the very least. Tried using RenderDoc with Xenia Emu to rip it and it did not end well lol.
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Re: 007 Legends

Post by xenexabc »

i'm doing some level porting at the moment, but i haven't really done anything with player characters.
another interesting thing is that there are files relating to mp space station map, perhaps it was planned but in the end they thought low gravity wasn't a fun setting or something?
most of the people moved onto different games a long time ago. there are some designers on artstation.

legends flew under my radar, but recently i got into old-bond hype, and this isn't really as bad as people said, however it's clearly a bad console port for pc.
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Re: 007 Legends

Post by AxelNoir »

kixpress wrote: Sat May 22, 2021 10:05 pm i'm doing some level porting at the moment, but i haven't really done anything with player characters.
another interesting thing is that there are files relating to mp space station map, perhaps it was planned but in the end they thought low gravity wasn't a fun setting or something?
most of the people moved onto different games a long time ago. there are some designers on artstation.

legends flew under my radar, but recently i got into old-bond hype, and this isn't really as bad as people said, however it's clearly a bad console port for pc.
I understand, level porting would be awesome because the ice palace and Piz Gloria are pretty cool levels and people would love to have them. Tell you what, if you're able to get the Goodhead model from the Xbox prototype by any means, I'll get you characters from the game and you can work on whatever you want, is that cool?
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Re: 007 Legends

Post by xenexabc »

I don't really have interest in characters lol.
even then i could easily port most if not all from the campaign missions.

i've already ported icehotel and got sevveral others lined up. the game has like 8 maps only so it's not impossible, just a bit time consuming.

i've already finished like 85% of QOS.

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Re: 007 Legends

Post by AxelNoir »

kixpress wrote: Sat May 22, 2021 10:35 pm I don't really have interest in characters lol.
even then i could easily port most if not all from the campaign missions.

i've already ported icehotel and got sevveral others lined up. the game has like 8 maps only so it's not impossible, just a bit time consuming.

i've already finished like 85% of QOS.

Image
Damn this is amazing! Never thought I'd see this happen someday but here we are. Do you plan on releasing these tools when you're done with it? Maybe adding prop support to it for weapons and such would be nice too.
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Re: 007 Legends

Post by AxelNoir »

Actually when you say you can port the characters from the campaigns, do you mean you can view the characters by their actual filenames? Because daemon's tool currently only outputs binary stuff so we're left to guess which file is what character through tedious trial and error. If there's a way to see the characters by their actual names that would change the whole world honestly...
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Re: 007 Legends

Post by xenexabc »

I'm just using tools available and investing time to port it appropriately. It's a combination of different workflows. Haven't seen anyone doing this, lighting up the ice hotel is gonna be difficult.
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Re: 007 Legends

Post by AxelNoir »

Ah ok, I guess I hoped for too much lol. Well still that's pretty cool work but I wouldn't worry so much about the lighting until you've finished the tool. I'm sure other people will get right on that when they get access to this content :D
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Re: 007 Legends

Post by xenexabc »

The prototype has like stuff before final compressing. Most file names are available, along with like memory addresses. I'm not good at this so i can't really work with this further, but just browse the prototype. No other version has so much access, no x360 pc ps3 wiiu
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