Offtopic: Into Commodore 64 (6502) coding, pixeling or music?
Xentax is looking for new members for the C64 activities!
Just drop us a message at forum@xentax.com and join the Scene Team!
Forum rules: Click here
Post questions about game models here, or help out others!
-
daemon1
- M-M-M-Monster veteran

- Posts: 1923
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 50 times
- Been thanked: 1477 times
Post
by daemon1 » Sun Jul 24, 2016 11:25 am
007 Quantum of Solace tools. Extracts skeletal models from FF files. Later I may add support for images, static meshes maybe animations or something else if needed. Usage:
1.
unpack FF file with offzip. Later I may add unpacking to the tool itself.
Example: offzip.exe -a common.ff <folder> 0
2. drag unpacked file onto
007_Quantum_ff.exe
Skeleton also extracted:

You do not have the required permissions to view the files attached to this post.
Last edited by
daemon1 on Mon Jul 25, 2016 1:52 pm, edited 3 times in total.
-
artworkplay
- veteran
- Posts: 114
- Joined: Wed Oct 05, 2011 9:40 pm
- Has thanked: 49 times
- Been thanked: 4 times
Post
by artworkplay » Sun Jul 24, 2016 2:55 pm
Looking forward to this one.
Also, any chance you can line up Call of Duty 4 Modern Warfare (or even MW2/MW3 as it uses a modified version of the same engine) model extraction for a future project? It uses the same engine and although a tool already exists it requires you to run the game (as models are pulled from memory with the game running, leaving out a number of models that aren't being accessed once the game is running) and requires you to use Maya for assembling and exporting the models (which limits its use to only those with and knowledgeable in Maya).
-
daemon1
- M-M-M-Monster veteran

- Posts: 1923
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 50 times
- Been thanked: 1477 times
Post
by daemon1 » Sun Jul 24, 2016 5:11 pm
well, if this will be similar to 007, i can easily do that. But it can be very different there. At least I'm getting 007 models from files, not from memory.
-
Tosyk
- double-veteran

- Posts: 934
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 225 times
- Been thanked: 111 times
-
Contact:
Post
by Tosyk » Sun Jul 24, 2016 8:42 pm
daemon1,
I sholud admit that you make good effort on the topic so far. Odd coincidence is that I'm playing the game right now to rip some weapon models and if your technique will support props/weapons that would be just great.
Speaking of call of duty at least World at War should use same technology or even engine 'cause both of them created by treyarch company back in 2008. Btw Spider-Man: Web of Shadows was also made by this developer in the same year so if you find a time I could provide samples for both games.
I'll keep an eye on this topic. Thanks for your work.
-
daemon1
- M-M-M-Monster veteran

- Posts: 1923
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 50 times
- Been thanked: 1477 times
Post
by daemon1 » Mon Jul 25, 2016 7:24 am
My aim was to extract models with bones, which can't be done with rippers. But this may work for weapons too. We'll know that soon.
-
daemon1
- M-M-M-Monster veteran

- Posts: 1923
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 50 times
- Been thanked: 1477 times
Post
by daemon1 » Mon Jul 25, 2016 8:49 am
ok weapons got exported with bones too.

-
Tosyk
- double-veteran

- Posts: 934
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 225 times
- Been thanked: 111 times
-
Contact:
Post
by Tosyk » Mon Jul 25, 2016 8:53 am
daemon1 wrote:ok weapons got exported with bones too.

looking great!

the game has some unique modification of well know weapon.
-
Tosyk
- double-veteran

- Posts: 934
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 225 times
- Been thanked: 111 times
-
Contact:
Post
by Tosyk » Mon Jul 25, 2016 9:12 am
daemon1 wrote:cars...

whoo, at first I thought that cars in this game are terrible but then I looked closer at the texture an they have really good ones. How did you open the doors, is it skinned as well? how did you managed to extract resources and textures?
-
Highflex
- beginner
- Posts: 30
- Joined: Tue Jul 22, 2014 5:41 pm
- Has thanked: 17 times
- Been thanked: 8 times
Post
by Highflex » Mon Jul 25, 2016 1:30 pm
Amazing, i remember trying to extract models back in the days when this game came out, i am curious do you extract the meshes directly from the .FF format?
As this is running on the IW4 engine i think, that would be a interesting approach as the most common known tools ( from TomBMX ) are memory based to grab assets.
-
daemon1
- M-M-M-Monster veteran

- Posts: 1923
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 50 times
- Been thanked: 1477 times
Post
by daemon1 » Mon Jul 25, 2016 1:47 pm
ok I found the cars wheels. Now its all ready and published at the first post. Have fun.
Highflex wrote:i am curious do you extract the meshes directly from the .FF format?
Yes
-
Andrakann
- ultra-veteran

- Posts: 384
- Joined: Wed Jul 06, 2011 8:47 am
- Location: Russia
- Has thanked: 715 times
- Been thanked: 186 times
-
Contact:
Post
by Andrakann » Mon Jul 25, 2016 8:30 pm
daemon1 wrote:
Looks like normal smooth is recalculated, not original?
-
Tosyk
- double-veteran

- Posts: 934
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 225 times
- Been thanked: 111 times
-
Contact:
Post
by Tosyk » Mon Jul 25, 2016 11:15 pm
thank you daemon1,
looking good
bond_siena_prev001_sm.jpg
I ripped textures with ninja ripper. for import into 3ds max I'm using xnalara importer by mariokart.
You do not have the required permissions to view the files attached to this post.
Last edited by
Tosyk on Tue Jul 26, 2016 9:12 am, edited 1 time in total.