Iron Man 2 (PS3 & Xbox 360) Tool Sets

Post questions about game models here, or help out others!
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Bigchillghost
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Iron Man 2 (PS3 & Xbox 360) Tool Sets

Post by Bigchillghost » Sun Sep 10, 2017 8:17 am

If you've skimmed my previous extraction guides on this game you should find it really time consuming and tedious to extract all submeshes manually through Hex2Obj.
So I have to create some tools to automate the process.

Change log:
  • 20.03.2019
    - Fixed a bug for reading certain mesh format;
    - Fixed normals issue for Xbox360 models;
    - Discard degenerate triangles for Xbox360's trixstripped meshes;
    - Added instructions for executebles. Run without prams to see the usage.
  • 21.12.2017
    - Add vertex normals support for PS3 version.
  • 29.11.2017
    - A few updates on the mesh extractor. You might see below for changes of the usage.
  • 17.09.2017
    - Fixed some bugs in the mesh extractor, now it'll work correctly for Xbox 360 version .
  • 14.09.2017
    - Updated the BMS unpacking script to skip the unnecessary files which makes the process a bit simpler.
  • 11.09.2017
    - Improved the Noesis texture script to support PS3 ambient maps thanks to Acewell's assistance.
See below for the instructions.
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Last edited by Bigchillghost on Fri May 31, 2019 1:19 am, edited 12 times in total.
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Re: Model & Texture Tools for PS3/Xbox360 Iron Man II

Post by Bigchillghost » Sun Sep 10, 2017 8:32 am

Follow these steps to reach your goal:

Preparations

Use the attached BMS script (IM2_Unpacker_EXT.bms) to unpack the archives.
Now locate to the output folder. For those big archives some files are named differently, which would require you to make some slight modifications. Here the condition I've met:

Code: Select all

1. Misspelling "AmbientOcclusion" as AmbientOccusion, or use "AO" for short. Rename their EXT. to "AmbientOcclusion".
2. Ambiguous extension "Surfaces" in the same folder locating .SurfaceResident files. Rename them to "*.SurfaceResident"
Models Extraction

Use IM2.exe to extract your meshes. In the attachment there has already been a batch script. But you should know how the batch commands work:

Code: Select all

@echo off
for %%f in (*.ib) do IM2.exe Num "%%f"
pause
The Num is the order of the "_" in the filename before which to be truncated as the obj filename. By default it is set to 1 so it merges files sharing the same name before the first "_" into one obj file.
You can change this value if needed. Be aware that if you set it to a value greater than the amount of "_" in the filename it won't have any effects. No file will be merged then.

Textures Extraction

The textures are stored as headerless data files. So we gotta add them the needed headers. Place IM2T.Processor.exe to the output folder and run the following batch commands:

Code: Select all

@echo off
for %%f in (*.SurfaceResident) do IM2T.Processor.exe Ver "%%f"
pause
Remember to change "Ver" to your game version, that's either "PS3" or "X360". After the batch process you can find .IM2T files in the same folder. Then use the Noesis script tex_IM2T.py to preview
and convert them to any format you want.

There're some issues with the lower resolusion images coz their headers are not always correct.
Last edited by Bigchillghost on Sun Dec 31, 2017 5:37 pm, edited 8 times in total.
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Re: Model & Texture Tools for PS3/Xbox360 Iron Man II

Post by Bigchillghost » Sun Sep 10, 2017 8:33 am

Several renders I made for some of the suits. You could find them in DVD_HQFrontEnd.pkg.

Image
Image
Image
Image
Last edited by Bigchillghost on Sat Feb 23, 2019 11:00 am, edited 2 times in total.
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Re: Model & Texture Tools for PS3/Xbox360 Iron Man II

Post by Acewell » Sun Sep 10, 2017 4:52 pm

Bigchillghost wrote:For PS3 version the AmbientOccusion map is not handled. Don't know what to do with it.
try this :D

Code: Select all

        elif MapType == 8:
            untwid = bytearray()
            for x in range(imgWidth):
                for y in range(imgHeight):
                    idx = noesis.morton2D(x, y)
                    untwid += data[idx * 4:idx * 4 + 4]
            data = rapi.imageDecodeRaw(untwid, imgWidth, imgHeight, "r8 g8 b8 p8")
            texFmt = noesis.NOESISTEX_RGBA32

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Re: Model & Texture Tools for PS3/Xbox360 Iron Man II

Post by Bigchillghost » Mon Sep 11, 2017 1:16 am

AceWell wrote: try this :D
This's what I got:
Image

Am I doing it wrong?

Code: Select all

	if Platform == 0:	# PS3
		if MapType == 0:
			texFmt = noesis.NOESISTEX_DXT1
		elif MapType == 3 or MapType == 6:
			texFmt = noesis.NOESISTEX_DXT5
		elif MapType == 8:
			untwid = bytearray()
			for x in range(imgWidth):
				for y in range(imgHeight):
					idx = noesis.morton2D(x, y)
					untwid += data[idx * 4:idx * 4 + 4]
			data = rapi.imageDecodeRaw(untwid, imgWidth, imgHeight, "r8 g8 b8 p8")
			texFmt = noesis.NOESISTEX_RGBA32
Last edited by Bigchillghost on Sat Feb 23, 2019 11:00 am, edited 1 time in total.
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Re: Model & Texture Tools for PS3/Xbox360 Iron Man II

Post by Acewell » Mon Sep 11, 2017 1:40 am

looks ok but the texture size should be 512x512 me thinks, you can see the repeat :)
guess you have to do something like this

Code: Select all

    elif imgFmt == 8:
        imgWidth = imgWidth // 2
        imgHeight = imgHeight // 2
        untwid = bytearray()
        for x in range(imgWidth):
            for y in range(imgHeight):
                idx = noesis.morton2D(x, y)
                untwid += data[idx * 4:idx * 4 + 4]
        data = rapi.imageDecodeRaw(untwid, imgWidth, imgHeight, "r8 g8 b8 p8")
        texFmt = noesis.NOESISTEX_RGBA32
edit
is all in this thread obsolete now?
viewtopic.php?f=16&t=16580

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Re: Model & Texture Tools for PS3/Xbox360 Iron Man II

Post by Bigchillghost » Mon Sep 11, 2017 2:38 am

AceWell wrote:looks ok but the texture size should be 512x512 me thinks, you can see the repeat :)
Oh right, didn't realize that. :D
edit: looks like there's something wrong with my browser :D
AceWell wrote: is all in this thread obsolete now?
viewtopic.php?f=16&t=16580
It shows almost all necessary info of the process of these tools. So if someone's gonna support bones and
anims of this game some day it might come in handy. But for now it indeed is obsolete.
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Re: [Release]Tools for Iron Man 2 (PS3&Xbox360)

Post by Bigchillghost » Thu Dec 21, 2017 9:47 am

Updates: Add vertex normals support for PS3 version. Results from X360 version don't seem perfect since their normals were stored in a slightly different way but that's the best I can do for now.
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Re: Model & Texture Tools for PS3/Xbox360 Iron Man II

Post by Willi Miner » Fri Mar 16, 2018 1:34 pm

Bigchillghost wrote:Several renders I made for some of the suits. You could find them in DVD_HQFrontEnd.pkg.

ImageImage
ImageImage
Hi. I have 2 questions: Are these models form Iron man 1/ 2 the video game? And 2, is there a download link to obtain those models?

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Re: Iron Man 2 (PS3 & Xbox 360) Tool Sets

Post by Bigchillghost » Fri Mar 16, 2018 2:03 pm

Willi Miner wrote:Are these models form Iron man 1/ 2 the video game?
Otherwise? I guess the topic is clear enough.
Willi Miner wrote:And 2, is there a download link to obtain those models?
Not sure. Obviously won't by me. I only release the tools. The rest is on your own.
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Re: Iron Man 2 (PS3 & Xbox 360) Tool Sets

Post by Ecelon » Tue Mar 19, 2019 3:32 pm

Hey mate, pretty awesome toolest. Thanks for it. I've been ripping models from the game and run into a bit of a problem with characters. It seems the "LASH" meshes don't convert properly and I was hoping this epic tool could get an update to fix this one flaw. In case it's needed, I'm using the XBox 360 version of Iron Man 2.

I've taken some screenshots of Black Widow, Iron Man and War Machine so you know what I mean:
[spoiler]
Image
Image
Image
[/spoiler]

I've also uploaded the problematic meshes to my google drive account:
https://drive.google.com/open?id=1PTe-C ... m13gOY19H7

Thanks for taking the time to read and check into this and hopefully I hear back from you soon;
Ecelon
Image

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Re: Iron Man 2 (PS3 & Xbox 360) Tool Sets

Post by Bigchillghost » Wed Mar 20, 2019 4:32 pm

Ecelon wrote:
Tue Mar 19, 2019 3:32 pm
It seems the "LASH" meshes don't convert properly
Yeah, a stupid bug I wasn't aware when creating the tool. Tools been updated now. [roll]
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Re: Iron Man 2 (PS3 & Xbox 360) Tool Sets

Post by Ecelon » Thu Mar 21, 2019 7:46 am

Hey mate, thanks for fixing that bug. The models look great now. There is however a new problem. The meshes no longer have their original UV's. Thanks again for the fix, and thought I'd let you know.
Image

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Re: Iron Man 2 (PS3 & Xbox 360) Tool Sets

Post by Bigchillghost » Thu Mar 21, 2019 8:28 am

Ecelon wrote:
Thu Mar 21, 2019 7:46 am
The meshes no longer have their original UV's.
My bad. Forgot to restore the code after the debugging stage. :D
Tool reuploaded now.
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Re: Iron Man 2 (PS3 & Xbox 360) Tool Sets

Post by Ar7579009 » Mon May 06, 2019 3:09 pm

Bigchillghost wrote:
Thu Mar 21, 2019 8:28 am
Ecelon wrote:
Thu Mar 21, 2019 7:46 am
The meshes no longer have their original UV's.
My bad. Forgot to restore the code after the debugging stage. :D
Tool reuploaded now.
Hi bigchillghost i hope you remember me.
your avengers playground script helped me alot.
i need you help once more please take efforts once more
would you please upload exported models.
i have an how to export .pkg files but the problem is that i don't have iron man 2 game to work on its files and game store aren't interested to download again and i am not getting correct link to downloaded whole game.
if you please upload .obj with textures of these models
TONY STARK
RHODES
NICK FURY
BLACK WIDOW

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