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Frostbite model tools (Battlefield, Battlefront and others)

Post questions about game models here, or help out others!
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daemon1
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Frostbite model tools (Battlefield, Battlefront and others)

Post by daemon1 » Sat Oct 07, 2017 9:24 pm

Tools for mesh extraction (with skeletons, fully rigged) for Frostbite games. Also can fix faces. Currently supported:
- Battlefield 1
- Battlefield 3
- Battlefield 4
- Battlefield Hardline
- Medal of Honor Warfighter
- Star Wars Battlefront 1
- Star Wars Battlefront 2
- Need for Speed Payback

Detailed tutorials by Crofty for everything you need to use the tools https://sta.sh/04jxcv9d9o0

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Battlefield 1

This version will only work with characters using 3pantskeleton.ebx, it must be in the same dir (for both tools)

Fb_BF1_mesh.exe - mesh extractor

Usage: Fb_BF1_mesh <mesh> <chunk>

Fb_BF1_faces.exe - face fixing tool

Usage: drop VisualUnlock file onto the tool

This will make a small .SMD file with skeleton pose, which will fix the head. Apply transformation to bake it.

To apply transformation:
Load the head mesh, delete its skeleton, then import small SMD (it will actually be new skeleton with 2 poses: initial pose and corrected pose), and connect it to the head.

If you prefer to do it manually, you can edit model SMD file as text file. Open head SMD, scroll down to the "triangles" line, and delete all lines before it (this is the skeleton). Then insert small SMD in the beginning of the file.

Star Wars Battlefront 1, 2 - same tools, same usage,
skeleton name for SWBF1: humanmale.ebx
skeleton name for SWBF2: walrus_humanmale.ebx


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VisualUnlock files allows to automatically find the needed face asset inside the bank.
Every mesh in ANY frostbite game must have this unlock file. Can be called different. Usually located near mesh.ebx file. Example:
\ebx\characters\sp\ep3_mudandblood\townsend_ingame\sp_townsend_head_ingame_vu.ebx
\ebx\characters\mp\faces\unlocks\mp_faces_ako.ebx

Note that for some characters, these VisualUnlock files may contain asset links not in head, but in teeth, hair or beard instead. There are also some weird cases, where head links to incorrect asset, and the correct one is in hair.

Also in the same dir must be .assetbank file (or files) where you think assets for this face can be.
These are usually biggest bank for the level, located in "res\animations\antanimations\"
You can place ALL banks there, tool will check them all. This can be slow, because banks are HUGE.
Some scripts incorrectly name .assetbank files as ".ANT", in this case you need to rename them.
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Last edited by daemon1 on Sun Dec 16, 2018 12:19 pm, edited 7 times in total.

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by Rin » Sat Oct 07, 2017 10:05 pm

Anyone know of any dumper scripts that dump Battlefront 2s beta?

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by Crageo » Sat Oct 07, 2017 10:25 pm

I get this error when I try to do Maul even though I've got all of the AssetBanks in the same directory.

"Asset not found in asset banks (2)"

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by daemon1 » Sat Oct 07, 2017 10:28 pm

UFBE 0.2.1

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Changes:

- case-insensitive search
- cloth and other "special" meshes (which require no chunks) will now have a number in its name, allowing mesh tool to convert it
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Last edited by daemon1 on Sat Dec 02, 2017 8:19 pm, edited 1 time in total.

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by Crageo » Sat Oct 07, 2017 10:33 pm

Yeah never mind I fixed it. Thanks for making the tools btw, you are a true legend.

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by Crageo » Sat Oct 07, 2017 10:35 pm

Also another quick question, I can't seem to convert any of the textures with the batch converter. Do you have any other suggestions that I could use?

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by HeliosAI » Sun Oct 08, 2017 1:57 am

Is there a way to tell which chunk files go with the meshes and textures? I have been told a plugin for unwrap3d does this but i don't really want to buy that when i dont even use it.

Thanks so much for this either way!

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by Rin » Sun Oct 08, 2017 3:11 am

o0Crofty0o wrote:Is there a way to tell which chunk files go with the meshes and textures? I have been told a plugin for unwrap3d does this but i don't really want to buy that when i dont even use it.

Thanks so much for this either way!
Use the demo

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by daemon1 » Sun Oct 08, 2017 10:47 am

Crageo wrote:Also another quick question, I can't seem to convert any of the textures with the batch converter. Do you have any other suggestions that I could use?
I will probably update texture converter. Or create something new. But not now.

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by daemon1 » Sun Oct 08, 2017 10:50 am

o0Crofty0o wrote:Is there a way to tell which chunk files go with the meshes and textures? I have been told a plugin for unwrap3d does this but i don't really want to buy that when i dont even use it.

Thanks so much for this either way!
The mesh and texture chunk IDs are near the beginning of EBX file if you open it with hex editor. There may be some tools to display IDs (or move the files), but I'm not familiar with them.

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by daemon1 » Sun Oct 08, 2017 10:50 am

Here are Python scripts for dumping the beta. 32-bit Python 2.7.3 recommended.

I was only able to fix Nikto and other "face skin" head variants by manually editing (splitting) VUR files. I can't find separate VUR file for those, they are merged together in one.

Also there are problems with troopers weights. I have no reports if anyone needs that fixed.

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by lyutor1945 » Sun Oct 08, 2017 2:39 pm

daemon1 wrote:Here are Python scripts for dumping the beta. 32-bit Python 2.7.3 recommended.

I was only able to fix Nikto and other "face skin" head variants by manually editing (splitting) VUR files. I can't find separate VUR file for those, they are merged together in one.

Also there are problems with troopers weights. I have no reports if anyone needs that fixed.

Image
Can someone explain how to work the python scripts for dumping?

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by HeliosAI » Mon Oct 09, 2017 12:35 am

Thanks, i got it to work properly! No crashes or bugs happening with the mesh and face tools at the moment.
lyutor1945 wrote:
Can someone explain how to work the python scripts for dumping?
Here's a small tutorial on that. Hope that helps!
https://sta.sh/01s1dd3fmnpj

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by artworkplay » Mon Oct 09, 2017 1:09 am

daemon1 wrote: The mesh and texture chunk IDs are near the beginning of EBX file if you open it with hex editor. There may be some tools to display IDs (or move the files), but I'm not familiar with them.
Is this the same with BF3, BF4 and Hardline? I tried looking and am not getting any ID (or that I can understand).

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Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

Post by daemon1 » Mon Oct 09, 2017 10:03 pm

artworkplay wrote:Is this the same with BF3, BF4 and Hardline? I tried looking and am not getting any ID (or that I can understand).
yes its the same

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