Injustice 2 (PC)

Post questions about game models here, or help out others!
daemon1
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Re: Injustice 2 (PC)

Post by daemon1 » Sat Dec 09, 2017 7:46 am

AstroStormz wrote:
daemon1 wrote:here's an example of a character extracted with this tool:

im sorry that this is outta topic but by chance do you know how to get models from ps1 games? im trying to get the batmobile from the batman and robin game from the playstation 1 but no ripper is working with it
yes i got some models from ps1, its a lot different and i'm not sure i'll have time for it

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Re: Injustice 2 (PC)

Post by AstroStormz » Sat Dec 09, 2017 12:14 pm

daemon1 wrote:
AstroStormz wrote:
daemon1 wrote:here's an example of a character extracted with this tool:

im sorry that this is outta topic but by chance do you know how to get models from ps1 games? im trying to get the batmobile from the batman and robin game from the playstation 1 but no ripper is working with it
yes i got some models from ps1, its a lot different and i'm not sure i'll have time for it
oh well i make mods for san andreas and im tryna get the diff batmobiles. Here is the ps1 game https://drive.google.com/open?id=1C_mu8 ... ktw30dyHe3 i know you are very busy but if you do have time any help with this is appreciated. Thanks for all your hard work man!

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Re: Injustice 2 (PC)

Post by m0xf » Sat Dec 09, 2017 5:34 pm

Where I can get bms scripts? Look like it missing after update.

daemon1
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Re: Injustice 2 (PC)

Post by daemon1 » Sat Dec 09, 2017 5:45 pm

m0xf wrote:Where I can get bms scripts? Look like it missing after update.
oh.

added them

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Re: Injustice 2 (PC)

Post by oamio » Sat Dec 09, 2017 6:10 pm

:roll:
Last edited by oamio on Wed Jan 17, 2018 3:34 pm, edited 1 time in total.

daemon1
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Re: Injustice 2 (PC)

Post by daemon1 » Thu Dec 14, 2017 9:26 pm

Working on maps export. Its not fully working yet, but most of the object export fine.

Image

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AstroStormz
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Re: Injustice 2 (PC)

Post by AstroStormz » Fri Dec 15, 2017 1:34 pm

daemon1 wrote:Working on maps export. Its not fully working yet, but most of the object export fine.

Image

Image

Image

Image

Image
by chance do you know what file the batmobile with interior is? i got the batmobile from vehiclecave but the textures are weird and there is no interior like from the cutscene

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Re: Injustice 2 (PC)

Post by killonious » Sun Dec 17, 2017 7:28 pm

Is there a guide for noobie on how to rip these models from Injustice 2 I don't quite understand these dirctions.

1. Unpack .XXX package with ue3_oodle.bms
2. Drop created .unp file onto the tool. Corresponding .TFC file must be in the same folder
3. Models will be exported in ASCII & SMD formats as usual. ASCII skeletons will be broken, use SMD skeletons. ASCII will have all extra UV pairs.
4. Textures will be exported as DDS and OODLE. You need to unpack OODLE ones with ue3_oodle_dds.bms
Example .bat file to unpack all oodle textures:

I have downloaded the files and unzipped that's as far as i gotten.

Thanks

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Re: Injustice 2 (PC)

Post by AstroStormz » Mon Dec 18, 2017 2:51 am

killonious wrote:Is there a guide for noobie on how to rip these models from Injustice 2 I don't quite understand these dirctions.

1. Unpack .XXX package with ue3_oodle.bms
2. Drop created .unp file onto the tool. Corresponding .TFC file must be in the same folder
3. Models will be exported in ASCII & SMD formats as usual. ASCII skeletons will be broken, use SMD skeletons. ASCII will have all extra UV pairs.
4. Textures will be exported as DDS and OODLE. You need to unpack OODLE ones with ue3_oodle_dds.bms
Example .bat file to unpack all oodle textures:

I have downloaded the files and unzipped that's as far as i gotten.

Thanks
to follow these instructions u need quickbms and the tool daemon provided

killonious
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Re: Injustice 2 (PC)

Post by killonious » Thu Dec 21, 2017 4:50 am

AstroStormz wrote:
killonious wrote:Is there a guide for noobie on how to rip these models from Injustice 2 I don't quite understand these dirctions.

1. Unpack .XXX package with ue3_oodle.bms
2. Drop created .unp file onto the tool. Corresponding .TFC file must be in the same folder
3. Models will be exported in ASCII & SMD formats as usual. ASCII skeletons will be broken, use SMD skeletons. ASCII will have all extra UV pairs.
4. Textures will be exported as DDS and OODLE. You need to unpack OODLE ones with ue3_oodle_dds.bms
Example .bat file to unpack all oodle textures:

I have downloaded the files and unzipped that's as far as i gotten.

Thanks
to follow these instructions u need quickbms and the tool daemon provided
Thank you for the reply I downloaded quickbms watch some video on how it works and still can't figure it out. I guess I'm too much of a noob to figure this one out. I can even unlock my injustice 2.exe file i download from Microsoft.

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Re: Injustice 2 (PC)

Post by AstroStormz » Mon Dec 25, 2017 1:32 am

killonious wrote:
AstroStormz wrote:
killonious wrote:Is there a guide for noobie on how to rip these models from Injustice 2 I don't quite understand these dirctions.

1. Unpack .XXX package with ue3_oodle.bms
2. Drop created .unp file onto the tool. Corresponding .TFC file must be in the same folder
3. Models will be exported in ASCII & SMD formats as usual. ASCII skeletons will be broken, use SMD skeletons. ASCII will have all extra UV pairs.
4. Textures will be exported as DDS and OODLE. You need to unpack OODLE ones with ue3_oodle_dds.bms
Example .bat file to unpack all oodle textures:

I have downloaded the files and unzipped that's as far as i gotten.

Thanks
to follow these instructions u need quickbms and the tool daemon provided
Thank you for the reply I downloaded quickbms watch some video on how it works and still can't figure it out. I guess I'm too much of a noob to figure this one out. I can even unlock my injustice 2.exe file i download from Microsoft.
quickbms is as simple as it gets....there are bms files included in what daemon provided just open quickbms load script (bms files) and follow his instructions

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Re: Injustice 2 (PC)

Post by daemon1 » Sun Dec 31, 2017 4:18 pm

Tool updated to support "cutscene" versions of heads, which have no facial weights (because morphs used for anims) but they do have eyelashes.

Nihyaku
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Re: Injustice 2 (PC)

Post by Nihyaku » Thu Jan 04, 2018 11:24 pm

daemon1 wrote:Tool updated to support "cutscene" versions of heads, which have no facial weights (because morphs used for anims) but they do have eyelashes.
Hi! I just wanted to thank you for this tool. Your work is truly appreciated! :)
I have a question: I can't seem to find these "cutscenes" versions of heads (I've unpacked almost every package, without success). In which package are they stored? I am particularly interested in Wonder Woman's eyelashes.
Thank you.

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Re: Injustice 2 (PC)

Post by daemon1 » Fri Jan 05, 2018 7:56 am

Nihyaku wrote:
daemon1 wrote:Tool updated to support "cutscene" versions of heads, which have no facial weights (because morphs used for anims) but they do have eyelashes.
Hi! I just wanted to thank you for this tool. Your work is truly appreciated! :)
I have a question: I can't seem to find these "cutscenes" versions of heads (I've unpacked almost every package, without success). In which package are they stored? I am particularly interested in Wonder Woman's eyelashes.
Thank you.
in the same packages. Just now they will have 2 head meshes extracted into the same file.

Nihyaku
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Re: Injustice 2 (PC)

Post by Nihyaku » Fri Jan 05, 2018 3:41 pm

daemon1 wrote:
Nihyaku wrote:
daemon1 wrote:Tool updated to support "cutscene" versions of heads, which have no facial weights (because morphs used for anims) but they do have eyelashes.
Hi! I just wanted to thank you for this tool. Your work is truly appreciated! :)
I have a question: I can't seem to find these "cutscenes" versions of heads (I've unpacked almost every package, without success). In which package are they stored? I am particularly interested in Wonder Woman's eyelashes.
Thank you.
in the same packages. Just now they will have 2 head meshes extracted into the same file.
Many thanks for your prompt reply!
My bad I didn't check the same packages before asking. Thank you for the information!

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