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Ghostbusters: The Video Game

Post questions about game models here, or help out others!
daemon1
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Ghostbusters: The Video Game

Post by daemon1 » Sat Jun 25, 2016 9:12 am

Ghostbusters: The Video Game skeletal model extraction tools.

Usage: unpack .bfm files from model.pod and .skb files from common.pod
then drag .bfm file onto the tool.

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Last edited by daemon1 on Wed Jul 27, 2016 10:29 am, edited 4 times in total.

trexjones
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Re: Ghostbusters: The Video Game

Post by trexjones » Sat Jun 25, 2016 10:22 am

Incredible! You are amazing! :D

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Re: Ghostbusters: The Video Game

Post by daemon1 » Sat Jun 25, 2016 3:34 pm

First version of the tool. If you save debug output from console, you can see all materials listed. Put the corresponding DDS and it must work. Or just correct it all manually. I was too lazy to put all 8 textures here, so he's a little messed up.

Image

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Re: Ghostbusters: The Video Game

Post by TheMask85 » Sat Jun 25, 2016 5:59 pm

here's what i did:
- using the "Gibbed.Ghostbusters.Unpack.exe" to unpack the .POD files
- grabbed the Ghostbusters_skelet.exe into one of the skeletal folders (...skeletal/ghostbuster for example)
- drag & drop a bfm file onto it
- "filnename.mesh.ascii" has been created

however if i try the "XnaLara Converter" 3dsmax script, i can't open that file. says "undefined in type: float"

may you can tell me what i'm doing wrong here?
the Overwatch .ascii files work like a charm with that 3dsmax script though.
using 3dsmax 2014.

daemon1
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Re: Ghostbusters: The Video Game

Post by daemon1 » Sat Jun 25, 2016 6:05 pm

Sorry I forgot to tell how it works. In addition to W32MODEL.POD, you have to unpack COMMON.POD to get SKB files too.

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Re: Ghostbusters: The Video Game

Post by TheMask85 » Sat Jun 25, 2016 6:13 pm

hmm. i did that. the common.POD was actually the first one i extracted. i also extracred all of the remaining .POD files into the same folder to have the folder structure intact.
let's take the gb_player for example, stored in ..skeletal/ghostbuster
for that one there's: .bfm .jug .sbs .skb
so it should be all there. am i maybe missing something?
did you used the same tool for unpacking the game files? and also the slightly old xnalara 3dsmax script?

Edit: updating the 3dsmax xnalara converter script didn't help either.

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Re: Ghostbusters: The Video Game

Post by The Chief » Sat Jun 25, 2016 7:10 pm

Amazing work here! :)

However I have the same problem like TheMask85 i used and old version of xnalara script and a new one but i get the same problem.

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Re: Ghostbusters: The Video Game

Post by daemon1 » Sat Jun 25, 2016 7:19 pm

send me the ASCII file you're getting and I'll try it in blender. I don't have 3dmax.

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Re: Ghostbusters: The Video Game

Post by trexjones » Sat Jun 25, 2016 7:24 pm

If anyone can point me in the direction of texture converter that works, I'd greatly appreciate it!

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Re: Ghostbusters: The Video Game

Post by TheMask85 » Sat Jun 25, 2016 7:25 pm

i just tried the blender mesh.ascii script for blender 2.49
that works. well kind of. i can load up the model and export as fbx.
however that fbx file crash any 3d program i try to import (Noesis, C4D, 3DSMax)
http://www.mediafire.com/download/lzzb4scafh1uyqt

@trexjones

viewtopic.php?f=18&t=4392

create a bat file and place the bat file, along with the tex2dds.exe
into the art folder. type the following into your bat file:

FOR /F "tokens=*" %%G IN ('dir /b /S *.tex') DO tex2dds.exe "%%G"

and run it. it'll batch convert all .tex files to .dds files (even in subfolders)

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Re: Ghostbusters: The Video Game

Post by The Chief » Sat Jun 25, 2016 8:09 pm

All Right opened with Blender and works fine and managed to export the model with the Xnalara/Xps (.ascii/.mesh/.xps) Expoter/Importer

Then Use the Xnalara Importer/Expoter for 3D Max Studio.

Works perfect again thanks men. :wink:
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TheMask85
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Re: Ghostbusters: The Video Game

Post by TheMask85 » Sat Jun 25, 2016 8:16 pm

i guess that's a workaround.
Janine works by default as exported fbx file though.

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Re: Ghostbusters: The Video Game

Post by daemon1 » Sat Jun 25, 2016 8:39 pm

i never worked with max scripts. Is there any way we can find on which line that error occurs?

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Re: Ghostbusters: The Video Game

Post by trexjones » Sat Jun 25, 2016 8:50 pm

Every time I try to run the texture converter, the .exe file disappears saying this:
tool.JPG
Any suggestions?
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Re: Ghostbusters: The Video Game

Post by daemon1 » Sun Jun 26, 2016 11:17 am

The only difference in ASCII files here I can think of, is that Ghostbusters use material names with backslashes, like

weap\proton_pack_light_static
spengler_eyes
spengler
jumpsuit_pack
weap\proton_pack
jumpsuit_gloves
GB_Logo
spengler_hair
gb_lens
gb_hose
weap_goggle_lens

So I put them in xnalara files as they are. May it be a problem?

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