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Spider-Man: Web of Shadows PC
Posted: Sun May 14, 2017 12:52 pm
by Rutabaga
Greetings everyone,I need help with extracting models from SM:WoS
Everything what we have currently for this game is QuickBms decompressor script
http://aluigi.altervista.org/bms/spider ... ck_nch.bms
If anyone wanna help here are samples :
https://mega.nz/#!bgQHXAoR!nDHkeK3of8Eb ... n4cm7jKA84
Thanks in advance!
P.S
Texture finder can see some textures inside decompressed pcpack
http://i.imgur.com/SX9CkN9.png
so i hope mesh extraction is possible too,i would like to try but i'm total n00b in Hex2obj.
Decompressed pcpack sample -
https://mega.nz/#!K5ABSYRC!r_FPEOTKZ08T ... tVV5ytzXRo
Re: Spider-Man: Web of Shadows PC
Posted: Thu May 18, 2017 6:37 pm
by shakotay2
Rutabaga wrote:so i hope mesh extraction is possible too,i would like to try but i'm total n00b in Hex2obj.
I know
ACT2_Mech_intro.JPG
Re: Spider-Man: Web of Shadows PC
Posted: Fri May 19, 2017 7:44 pm
by Acewell
the bms script here can extract the textures from the decompressed pcpack samples
viewtopic.php?p=129363#p129363
Re: Spider-Man: Web of Shadows PC
Posted: Sat May 20, 2017 10:09 am
by Rutabaga
shakotay2 wrote:Rutabaga wrote:so i hope mesh extraction is possible too,i would like to try but i'm total n00b in Hex2obj.
I know
ACT2_Mech_intro.JPG
Ok,glad this is possible
I have problems with the your script..
http://i.imgur.com/AN2AaY9.png
Sample :
https://www.sendspace.com/file/k9pcap
Thanks in advance,i hope you can fix this problem.
Re: Spider-Man: Web of Shadows PC
Posted: Sat May 20, 2017 11:13 am
by Acewell
that sample has 61 APKF blocks and only 1 has a TEX section.
use this bms script to split the decompressed pcpack into separate APKF blocks
Code: Select all
findloc OFFSET binary "\x41\x50\x4B\x46"
math i = 1
do
goto OFFSET
get SKIP long
findloc NEXT_OFFSET binary "\x41\x50\x4B\x46" 0 ""
if NEXT_OFFSET == ""
get SIZE asize
else
math SIZE = NEXT_OFFSET
endif
math SIZE - OFFSET
get NAME basename
string NAME + "_"
string NAME + i
string NAME + ".36"
log NAME OFFSET SIZE
math i + 1
math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""
then use the previous texture extraction script on the resulting *.36 files.
you might even be able to use daemon1's tool on them too
viewtopic.php?p=130172#p130172
Re: Spider-Man: Web of Shadows PC
Posted: Sat May 20, 2017 3:04 pm
by Rutabaga
AceWell wrote:
that sample has 61 APKF blocks and only 1 has a TEX section.
use this bms script to split the decompressed pcpack into separate APKF blocks
Code: Select all
findloc OFFSET binary "\x41\x50\x4B\x46"
math i = 1
do
goto OFFSET
get SKIP long
findloc NEXT_OFFSET binary "\x41\x50\x4B\x46" 0 ""
if NEXT_OFFSET == ""
get SIZE asize
else
math SIZE = NEXT_OFFSET
endif
math SIZE - OFFSET
get NAME basename
string NAME + "_"
string NAME + i
string NAME + ".36"
log NAME OFFSET SIZE
math i + 1
math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""
then use the previous texture extraction script on the resulting *.36 files.
you might even be able to use daemon1's tool on them too
viewtopic.php?p=130172#p130172
Thanks a lot!
Now everything works nice,only proper mesh extraction is left.
I tried deamon1 tool,it works,but requires a optimization for Sm Wos meshes
http://i.imgur.com/PSFa12v.png
Re: Spider-Man: Web of Shadows PC
Posted: Sat Aug 26, 2017 3:00 am
by Big4Rig
daemon's Spider-Man 3 APKF script works on the .36 files partially. It extracts all the textures as .dds and converts the meshes to .smd's with skeletons, but the issue is that the meshes are converted in UV format (meaning they're flattened and all distorted).
Re: Spider-Man: Web of Shadows PC
Posted: Mon Jan 18, 2021 4:35 am
by mrrrdude
Does anyone know how to get the meshes from this game? With daemon's Spider-Man 3 APKF script only works to get the textures but the .smd's files look messed up in noesis or any other rendering tool.