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Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post questions about game models here, or help out others!
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Bigchillghost
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by Bigchillghost » Wed Jun 19, 2019 8:17 am

It would be rediculous for a game to change the engine halfway. It still uses the same engine, just without meaningful asset names.
Use this BMS script to unpack the obb arc with extension filtering.

Zip64Unpacker_A9_1.6.2.zip

Also the mesh format is a bit different. So remember to update your tool to v1.4.4.
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by Agzam » Wed Jun 19, 2019 8:35 am

Bigchillghost wrote:
Wed Jun 19, 2019 8:17 am
It would be rediculous for a game to change the engine halfway. It still uses the same engine, just without meaningful asset names.
Use this BMS script to unpack the obb arc with extension filtering.


Zip64Unpacker_A9_1.6.2.zip


Also the mesh format is a bit different. So remember to update your tool to v1.4.4.
please tell me what to do with this file?

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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by zimex25 » Wed Jun 19, 2019 10:43 am

Agzam wrote:
Wed Jun 19, 2019 8:35 am
Bigchillghost wrote:
Wed Jun 19, 2019 8:17 am
It would be rediculous for a game to change the engine halfway. It still uses the same engine, just without meaningful asset names.
Use this BMS script to unpack the obb arc with extension filtering.


Zip64Unpacker_A9_1.6.2.zip


Also the mesh format is a bit different. So remember to update your tool to v1.4.4.
please tell me what to do with this file?
I need Quick BMS to run this script.

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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by taruncreation » Wed Jun 19, 2019 3:14 pm

Use this BMS script to unpack the obb arc with extension filtering.
What Commandline should I use?
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by Bigchillghost » Wed Jun 19, 2019 3:53 pm

No need for commandline. Just run it through the GUI.
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by taruncreation » Wed Jun 19, 2019 4:00 pm

I used the BMS script you provided but there are same files after extraction.
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Last edited by taruncreation on Wed Jun 19, 2019 4:10 pm, edited 1 time in total.
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by Bigchillghost » Wed Jun 19, 2019 4:05 pm

No idea. Works fine on my pc.
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by taruncreation » Wed Jun 19, 2019 5:38 pm

Okay now I got the .jmodel & .jtex files but too hard to locate files of a particular car(11k+ files). Any tool to read those Hexadecimal values quickly?
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by Agzam » Wed Jun 19, 2019 6:20 pm

Bigchillghost wrote:
Wed Jun 19, 2019 3:53 pm
No need for commandline. Just run it through the GUI.
Please give detailed instructions. I'm not good at this stuff. I think this will help many

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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by taruncreation » Wed Jun 19, 2019 6:24 pm

Where do I need to place SQN.db? With the obb?

Edit: I've got the car models after placing the SQN.db with the obb...Still have to find the model of the car I need and also the Textures.
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by Agzam » Wed Jun 19, 2019 7:04 pm

taruncreation wrote:
Wed Jun 19, 2019 6:24 pm
Where do I need to place SQN.db? With the obb?

Edit: I've got the car models after placing the SQN.db with the obb...Still have to find the model of the car I need and also the Textures.
Please make instructions on how you did it. I'm not good at this.

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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by oldman » Wed Jun 19, 2019 9:57 pm

It's a simple way ... test with Game v1.6.2a

Download the A9 Tool, the SQN.db and the Zip64Unpacker_A9_1.6.2.zip

Unzip the Zip64Unpacker_A9_1.6.2.zip, you will get Zip64Unpacker_A9_1.6.2.bms

Use the program Quickbms with the Zip64Unpacker_A9_1.6.2.bms and the big OBB.

You get many files, including car_39xxxxxxxx.json.jmodel

Make a new folder, put in the folder all files for the A9Tool and the SQN.db and the many car_39xxxxxxxx.json.jmodel

Create a9.bat with the editor
content
FOR %%a IN (*.jmodel) DO A9Tool.exe %%a
Put the bat in the folder with the A9Tool etc.
Start this Bat and have a lot of fun with the FBX files :-D

Same way with the 39xxxxxxxxxxxxx.tga.jtex

To watch for the * .pvr files use the PVRTEXTOOL
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by Bigchillghost » Thu Jun 20, 2019 2:50 am

taruncreation wrote:
Wed Jun 19, 2019 5:38 pm
Any tool to read those Hexadecimal values quickly?
Nop. Not saying I know what these sequences are, even if I do, there's no way to reverse the hashing process to track the origianl filenames.
taruncreation wrote:
Wed Jun 19, 2019 6:24 pm
Where do I need to place SQN.db? With the obb?

Edit: I've got the car models after placing the SQN.db with the obb...
I would recommend to place it in the A9Tool folder, just as the config file and the dlls, since it's where the tool is started. But if you throw everything into one folder, including the obb and the unpacked assets, it'll work too.
taruncreation wrote:
Wed Jun 19, 2019 6:24 pm
Still have to find the model of the car I need and also the Textures.
Incase you havn't noticed, the script will treate the jmodel files containing standard triangle meshes as car model files, and assign a "car_" prefix to the output name. Its not accurate, but still helps a bit. You can sort the assets by names first, pick out those with the prefix into a new folder, and sort them by size, and remove the small files. Then you can convert all files in the folder with the tool and take a quick glance at the FBXs with Noesis.
As for textures, there's no way to distinguish them. So the only way is to convert them all, and look for the ones you need vis thumbnails.
oldman wrote:
Wed Jun 19, 2019 9:57 pm
Make a new folder, put in the folder all files for the A9Tool and the SQN.db and the many car_39xxxxxxxx.json.jmodel

Create a9.bat with the editor
The A9Tool has been capable of build-in batch process since its previous version, so just leave the components where they belong and modify A9Tool.ini to enable batch command and specify the path of your assets files. It'll automatically convert all jmodel and jtex within.
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by taruncreation » Thu Jun 20, 2019 7:51 am

Untitled.jpg
Alright , I got the model files for cars easily since some files had "car_" as prefix. Finding the ones I need from among 70+files is not hard but finding the required textures from around 3.7k+ files is a big deal. But since it's the only way possible then I'll have to check them all.
Thanks for your efforts on the tool :)

EDIT: Is there any way to use batch-operation to convert pvr to other format like png? These PVR files are opening in PVRTexTool only. I tried PS plugin but won't work maybe due to different encoding of these pvr files.
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Post by Bigchillghost » Fri Jun 21, 2019 10:39 am

taruncreation wrote:
Thu Jun 20, 2019 7:51 am
Is there any way to use batch-operation to convert pvr to other format like png?
Copy and paste the following batch command into a cmd file:

Code: Select all

@echo off
for %%f in (*.pvr) do (
YOUR_PATH\PVRTexToolCLI.exe -i "%%f" -d -f r8g8b8a8
)
pause
Replace "YOUR_PATH" with the full path of your PVRTexToolCLI.exe then you can run it from any folder.
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