Join also our Discord channel! Click here.

God of War 2018 PS4 Tools

Post questions about game models here, or help out others!
redman4356
n00b
Posts: 12
Joined: Wed Jun 26, 2019 9:10 pm
Has thanked: 5 times
Been thanked: 1 time

Re: God of War 2018 PS4 Tools

Post by redman4356 » Thu Oct 29, 2020 1:14 am

Hitmanhimself wrote:
Thu Oct 29, 2020 1:09 am
redman4356 wrote:
Thu Oct 29, 2020 1:04 am
yea I did follow those instructions
I have the NET Core 3.1 SDK (v3.1.109) installed
I do have the latest version
I did select the unpacked .wad folder
I did extract all the texpacks
same results and nothing was converted to .gnf

one question tho
will merging all texpack folders into one folder help? like 010_forest_010 with 010_forest_020 and so on?
I don't think you need to merge, I did updated the algorithm in such a way that it doesn't matter how may subdirectory are or no subdirectory. Check one thing that .GNF files(all of them) are there inside the extracted textures folder.
None of them have any .gnf
not the extracted textures or the .wad folder (keep in mind I used the scripts you linked)

Hitmanhimself
beginner
Posts: 36
Joined: Fri Aug 07, 2020 5:43 pm
Has thanked: 5 times
Been thanked: 32 times

Re: God of War 2018 PS4 Tools

Post by Hitmanhimself » Thu Oct 29, 2020 1:21 am

redman4356 wrote:
Thu Oct 29, 2020 1:14 am
None of them have any .gnf
not the extracted textures or the .wad folder (keep in mind I used the scripts you linked)
Wtf, the GOW texture extractor will export .GNF files from a .texpack file, make sure the tool is not interrupted In between, while tool will be in its last stage it will output messages like - deleted, deleted... DO ONE THING, TAKE THE SMALLEST .texpack FILE AND USE THE TEXTURE EXPORTER AND let tool finish, the selected folder/texpack name should have .GNF files inside it.
Also don't have any high cpu usage task going on, otherwise tool will get fucked up

redman4356
n00b
Posts: 12
Joined: Wed Jun 26, 2019 9:10 pm
Has thanked: 5 times
Been thanked: 1 time

Re: God of War 2018 PS4 Tools

Post by redman4356 » Thu Oct 29, 2020 1:30 am

Hitmanhimself wrote:
Thu Oct 29, 2020 1:21 am
redman4356 wrote:
Thu Oct 29, 2020 1:14 am
None of them have any .gnf
not the extracted textures or the .wad folder (keep in mind I used the scripts you linked)
Wtf, the GOW texture extractor will export .GNF files from a .texpack file, make sure the tool is not interrupted In between, while tool will be in its last stage it will output messages like - deleted, deleted... DO ONE THING, TAKE THE SMALLEST .texpack FILE AND USE THE TEXTURE EXPORTER AND let tool finish, the selected folder/texpack name should have .GNF files inside it.
Also don't have any high cpu usage task going on, otherwise tool will get fucked up
Also don't have any high cpu usage task going on, otherwise tool will get fucked up
yea makes sense now
I was doing heavy stuff at that time while extracting, I do have a weak pc afterall

theletterh22
ultra-n00b
Posts: 2
Joined: Thu Dec 26, 2019 12:52 am

Re: God of War 2018 PS4 Tools

Post by theletterh22 » Thu Oct 29, 2020 10:24 am

Hey, great job at developing the tool, it works great. You have any plans on extracting shape keys as well? Since GOW shape keys are extracted by quickbms alongside correctives this could be a pretty cool feature.

dezastrunatural
ultra-n00b
Posts: 4
Joined: Sun Feb 16, 2020 6:55 am

Re: God of War 2018 PS4 Tools

Post by dezastrunatural » Fri Oct 30, 2020 7:22 pm

please can someone help me with a video please I can't extract anything

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2274
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 54 times
Been thanked: 1900 times

Re: God of War 2018 PS4 Tools

Post by daemon1 » Fri Oct 30, 2020 8:13 pm

Hitmanhimself wrote:
Wed Oct 28, 2020 6:18 pm
daemon1 wrote:
Wed Oct 28, 2020 3:33 pm
johnzero plugin does not support bone rotations. All bones will have random rotations when imported with this script.
hmm, which one do you use? and did you export any of the models from my tool, is there something wrong?
Original ascii format does not support bone rotations. Thats why no blender plugins support it.
There is a noesis plugin that supports that, but you need to export rotations for it to read them.

No, I didnt export models from your tool.

redman4356
n00b
Posts: 12
Joined: Wed Jun 26, 2019 9:10 pm
Has thanked: 5 times
Been thanked: 1 time

Re: God of War 2018 PS4 Tools

Post by redman4356 » Fri Oct 30, 2020 8:56 pm

dezastrunatural wrote:
Fri Oct 30, 2020 7:22 pm
please can someone help me with a video please I can't extract anything
just come to my private messages, I'm willing to help you

Hitmanhimself
beginner
Posts: 36
Joined: Fri Aug 07, 2020 5:43 pm
Has thanked: 5 times
Been thanked: 32 times

Re: God of War 2018 PS4 Tools

Post by Hitmanhimself » Fri Oct 30, 2020 9:53 pm

daemon1 wrote:
Fri Oct 30, 2020 8:13 pm
Original ascii format does not support bone rotations. Thats why no blender plugins support it.
There is a noesis plugin that supports that, but you need to export rotations for it to read them.

No, I didnt export models from your tool.
I think when I was doing research with MG_ def the earlier section of the files, I fell like they had Quaternion data and they had a bone index, maybe they have to do something with the rotations, I may test them for once, can you send me where to download that noesis script from? and some information aswell regarding format, if you have time :D :D

Crazy31139
advanced
Posts: 71
Joined: Fri Dec 02, 2016 5:53 pm
Has thanked: 168 times
Been thanked: 30 times

Re: God of War 2018 PS4 Tools

Post by Crazy31139 » Sun Nov 01, 2020 10:34 am

Hi, i extract all possible .texpack, cant find freya eyebrow textures
Need help wich name texture need use for eyebrow

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2274
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 54 times
Been thanked: 1900 times

Re: God of War 2018 PS4 Tools

Post by daemon1 » Sun Nov 01, 2020 11:36 am

Crazy31139 wrote:
Sun Nov 01, 2020 10:34 am
Hi, i extract all possible .texpack, cant find freya eyebrow textures
Need help wich name texture need use for eyebrow
Each model has exact list of textures used for it.
As I understand, current tool doesnt extract that info.
Without such list, its hard to find textures, because for example, freya eyebrow textures may be in red channel of Kratos torso texture.

gep55
advanced
Posts: 52
Joined: Fri Feb 01, 2019 2:33 pm
Has thanked: 11 times
Been thanked: 3 times

Re: God of War 2018 PS4 Tools

Post by gep55 » Sun Nov 01, 2020 11:51 am

Crazy31139 wrote:
Sun Nov 01, 2020 10:34 am
Hi, i extract all possible .texpack, cant find freya eyebrow textures
Need help wich name texture need use for eyebrow
use this one TX_boulderv2_card_normal_B3F3A564A9A35D34

Extract the alpha channel and then apply a color to the image which matches freya's hair

Crazy31139
advanced
Posts: 71
Joined: Fri Dec 02, 2016 5:53 pm
Has thanked: 168 times
Been thanked: 30 times

Re: God of War 2018 PS4 Tools

Post by Crazy31139 » Sun Nov 01, 2020 12:07 pm

gep55 wrote:
Sun Nov 01, 2020 11:51 am
Crazy31139 wrote:
Sun Nov 01, 2020 10:34 am
Hi, i extract all possible .texpack, cant find freya eyebrow textures
Need help wich name texture need use for eyebrow
use this one TX_boulderv2_card_normal_B3F3A564A9A35D34

Extract the alpha channel and then apply a color to the image which matches freya's hair
Thanx for help, i used noesis batch process convert all textures to .dds, this texture convert without alpha chanel
I understand my mistake, thanx

Hitmanhimself
beginner
Posts: 36
Joined: Fri Aug 07, 2020 5:43 pm
Has thanked: 5 times
Been thanked: 32 times

Re: God of War 2018 PS4 Tools

Post by Hitmanhimself » Mon Nov 02, 2020 9:24 am

GOW Mesh Exporter v1.3
1. Now the tool support indexing more than one .lodpack file, and you can also select a folder full of .lodpack files. because of this you will be able to export meshes properly, for eg. some of the mesh definition inside "riv480_freyahouse.wad" has their geometric data inside both "020_riverpass_020.lodpack" and "010_forest_010.lodpack", in that case if you select only one of the .lodpack file, a lot of meshes will be broken and will not open in a 3d software, in that case I will advice you to select all the .lodpack files using the folder selection option.

2. Now someone reported a bug, that the meshes exported from "riv925_freyacave.wad" eg. barrier_wall.ascii, wooden_barrier_3hit_02.ascii, vase4_break.ascii etc. were not opening/broken in the 3d software. this problem has been fixed(I hope so).

3. NOW WHEN YOU UNPACK THE .WAD FILE YOU WILL ENTER - 'r' to rename all the duplicates - WHEN IT PROMPTS FOR DUPLICATE FILES.

4. The .wad map files for eg. "riv480_freyahouse.wad" have different mesh definition and different file format. because of that a lot of map meshes were missing if you previously used the tool on a map .wad folder. now you will be able to export all the .map meshes aswell, for eg. from this "riv480_freyahouse.wad" file you will be able to export the .ascii meshes (there are so many smaller meshes, RIP in importing them, :D :D) for freya's house.

5. Now most of .ascii map meshes exported out of the tool will have only one bone(its not he actual bone). these specific map meshes have a different format and right now I don't know now the bones are setup in case of these meshes. because of that these meshes will have a "fake" bone so that they can be imported inside the 3d software.

6. Also since I don't know the bones setup for map meshes, the position of the meshes when imported inside the 3d software will be weird, they will not be at the place where they should be. the reason for that is, bones are responsible for the correct position of these meshes.

7. In case of these map meshes, sometimes the lowerpoly(which is used when viewed from far distance inside the game) stuff will be there aswell, just ignore them. right now i don't know how to identify them that why they are also exported.

8. map meshes should have proper normals and uv's though, just use them the way you like have fun with them.

9. The previously working character meshes inside r_ .wad files should work fine aswell, as they did with the previous versions.

NOTE: I need to understand the file format and structure of the .wad file itself to understand the new bone setup and get bones for the map meshes and have them at their proper position inside the 3d software. I will update the tool when I understand them.

redman4356
n00b
Posts: 12
Joined: Wed Jun 26, 2019 9:10 pm
Has thanked: 5 times
Been thanked: 1 time

Re: God of War 2018 PS4 Tools

Post by redman4356 » Tue Nov 03, 2020 5:59 pm

ah thanks for the new update
the previous tool couldn't rip one of hel's .WADs properly
here's a note to anyone reading, as hitmanhimself said, map objects could spawn in random locations
and its really random like fully zoomout to find em

redman4356
n00b
Posts: 12
Joined: Wed Jun 26, 2019 9:10 pm
Has thanked: 5 times
Been thanked: 1 time

Re: God of War 2018 PS4 Tools

Post by redman4356 » Tue Nov 03, 2020 6:29 pm

erik945 wrote:
Mon Oct 26, 2020 8:13 pm
If someone found this creatures, write name of wad, please.
https://godofwar.fandom.com/wiki/Ogres
https://godofwar.fandom.com/wiki/Fierce_Ogre
https://godofwar.fandom.com/wiki/Tatzelwurm
ogres are r_jotunn00.WAD

Post Reply