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Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Mon May 01, 2023 10:16 pm
by mono24
richardphone wrote: Mon May 01, 2023 8:11 pm i'm lookng into extracting animation for anthem did anyone manage to do that ?
There are no tools for animations for games built on Frostbite engine, hopefully in the very far future that will happen.

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Sat May 13, 2023 7:07 pm
by SilverEvo
Does anyone have the latest tool that were posted for CnC Generals 2013(Frostbite 2)

I can get the mesh extraction to work but ebx to txt doesn't work and if I use another ext to txt it doesn't import into 3ds max :(

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Sat May 13, 2023 9:11 pm
by mono24
SilverEvo wrote: Sat May 13, 2023 7:07 pmDoes anyone have the latest tool that were posted for CnC Generals 2013(Frostbite 2)
Never knew this even existed, where?
SilverEvo wrote: Sat May 13, 2023 7:07 pmI can get the mesh extraction to work but ebx to txt doesn't work and if I use another ext to txt it doesn't import into 3ds max :(
Would've helped but i never knew there where working tools for i game i personally never seen released in anyway?

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Sun May 14, 2023 12:10 am
by SilverEvo
mono24 wrote: Sat May 13, 2023 9:11 pm
SilverEvo wrote: Sat May 13, 2023 7:07 pmDoes anyone have the latest tool that were posted for CnC Generals 2013(Frostbite 2)
Never knew this even existed, where?
SilverEvo wrote: Sat May 13, 2023 7:07 pmI can get the mesh extraction to work but ebx to txt doesn't work and if I use another ext to txt it doesn't import into 3ds max :(
Would've helped but i never knew there where working tools for i game i personally never seen released in anyway?
https://ppmforums.com/topic-44642/cc-ge ... pha-tools/

I found some tools here. I remember using some other scripts to get the ebx to txt to work so the skeleton works with the max script plugin, but no luck so far

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Sun May 14, 2023 12:48 am
by mono24
SilverEvo wrote: Sun May 14, 2023 12:10 amI found some tools here. I remember using some other scripts to get the ebx to txt to work so the skeleton works with the max script plugin, but no luck so far
I have no clue where such build can be downloaded from to test as well, but have you tried:
https://github.com/NicknineTheEagle/Frostbite-Scripts

If i could find the build to test i bet current tools for it must work if its same engine version that i think it may be, not sure though impossible to know with out actual game build.

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Sun May 14, 2023 12:52 am
by SilverEvo
mono24 wrote: Sun May 14, 2023 12:48 am
SilverEvo wrote: Sun May 14, 2023 12:10 amI found some tools here. I remember using some other scripts to get the ebx to txt to work so the skeleton works with the max script plugin, but no luck so far
I have no clue where such build can be downloaded from to test as well, but have you tried:
https://github.com/NicknineTheEagle/Frostbite-Scripts

If i could find the build to test i bet tools fro it must work if its same engine version that i think it may be, not sure though impossible to know with out actual game build.
Yes I had to use that ebxtotxt because the one from the originals generals tools didn't work. I can load the mesh fine after hex editing, but either the max script doesn't work properly for loading the skeleton or the ebxtotxt didn't convert it properly. I just don't remember what I used last year to get the skeleton to load :(

Image

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Sun May 14, 2023 5:24 am
by mono24
SilverEvo wrote: Sun May 14, 2023 12:52 amYes I had to use that ebxtotxt because the one from the originals generals tools didn't work. I can load the mesh fine after hex editing, but either the max script doesn't work properly for loading the skeleton or the ebxtotxt didn't convert it properly. I just don't remember what I used last year to get the skeleton to load :(
Ok, so from what i noticed this game has slight changes to the format and current tools in this thread that are for Frostbite 2 games do not work, using Nicknine's scripts doesn't seem to work as they do not export metadata needed for daemon's tools, with some luck maybe daemon will make a tool for this Alpha never released game, you never know.

Also from what i could find on my HDD among the old python scripts the following seems to deserialize the EBX's to TXT correctly, give it a try, there's also the chance that the 3dsMax script based on your screenshot above will not work properly on new versions, not sure exactly as those scripts where made/used around 2014-2016 of 3dsMax versions.
ebx2txt.zip

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Sun May 14, 2023 12:23 pm
by SilverEvo
mono24 wrote: Sun May 14, 2023 5:24 am Ok, so from what i noticed this game has slight changes to the format and current tools in this thread that are for Frostbite 2 games do not work, using Nicknine's scripts doesn't seem to work as they do not export metadata needed for daemon's tools, with some luck maybe daemon will make a tool for this Alpha never released game, you never know.

Also from what i could find on my HDD among the old python scripts the following seems to deserialize the EBX's to TXT correctly, give it a try, there's also the chance that the 3dsMax script based on your screenshot above will not work properly on new versions, not sure exactly as those scripts where made/used around 2014-2016 of 3dsMax versions.
ebx2txt.zip
Thank you soo much for this script. I just tested it and it imports the skeleton (using 3ds max 2022) :D :D

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Sun May 14, 2023 12:25 pm
by mono24
SilverEvo wrote: Sun May 14, 2023 12:23 pmThank you soo much for this script. I just tested it and it imports the skeleton (using 3ds max 2022) :D :D
That is good to know, have fun!

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Sun May 14, 2023 12:43 pm
by SilverEvo
mono24 wrote: Sun May 14, 2023 12:25 pm
SilverEvo wrote: Sun May 14, 2023 12:23 pmThank you soo much for this script. I just tested it and it imports the skeleton (using 3ds max 2022) :D :D
That is good to know, have fun!
Thanks I sure will since I have gotten rusty with hex editing and so far managed to get only vehicle and infantry to load.

Image

Might try some chunk tools from here to see if they will help with that.

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Sun May 14, 2023 2:35 pm
by SilverEvo
Lucky me I found a screenshot from an year ago what lines I had to delete for Buildings in the .mesh file for them to load. Still tho if anyone want's to update/make tools for this game I wouldn't mind :D

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Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Mon May 15, 2023 9:17 pm
by mono24
SilverEvo wrote: Mon May 15, 2023 8:16 pm...Before I managed to pull out buildings when they were completed

Image

but now I can only extract the buildup mesh

Image

as_airfield for example the skn buildup mesh is 2.15mb while the as_airfield_mesh is only 2.00kb...
PS Try to ask questions, regardless of their nature when comes about games that can be posted publicly, in case anyone comes across same issue, they might find it helpful and avoid struggling ;)

To sum it up, i personally never dealt with the 3dsMax setup you are doing on the Frostbite games based on the screenshots above, so i have no idea what is your trying to do, and what workarounds needs to be performed in order to achieve your needed results, but...

The reason you see such difference in sizes, the large one already has the chunk data next in line after the header and its specifications while the small one its just the header if you will and holds specifications as to what *.chunk needs to load in order to import that data with in that *.chunk.

If you open up that small, *.MeshSet in a hex editor, at the top, in front of the FF FF FF FF sequence of bytes, there is a 16byte GUID, that GUID is the first LOD of the *.MeshSet in some cases there is only one LOD while other *.MeshSets can have more LODs, leads to the *.chunk of data that holds the geometry you are looking for.
This example might be clearer: viewtopic.php?p=135900#p135900

Hope that clears it up a bit.

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Tue May 16, 2023 12:13 am
by SilverEvo
mono24 wrote: Mon May 15, 2023 9:17 pm
SilverEvo wrote: Mon May 15, 2023 8:16 pm...Before I managed to pull out buildings when they were completed

Image

but now I can only extract the buildup mesh

Image

as_airfield for example the skn buildup mesh is 2.15mb while the as_airfield_mesh is only 2.00kb...
PS Try to ask questions, regardless of their nature when comes about games that can be posted publicly, in case anyone comes across same issue, they might find it helpful and avoid struggling ;)

To sum it up, i personally never dealt with the 3dsMax setup you are doing on the Frostbite games based on the screenshots above, so i have no idea what is your trying to do, and what workarounds needs to be performed in order to achieve your needed results, but...

The reason you see such difference in sizes, the large one already has the chunk data next in line after the header and its specifications while the small one its just the header if you will and holds specifications as to what *.chunk needs to load in order to import that data with in that *.chunk.

If you open up that small, *.MeshSet in a hex editor, at the top, in front of the FF FF FF FF sequence of bytes, there is a 16byte GUID, that GUID is the first LOD of the *.MeshSet in some cases there is only one LOD while other *.MeshSets can have more LODs, leads to the *.chunk of data that holds the geometry you are looking for.
This example might be clearer: viewtopic.php?p=135900#p135900

Hope that clears it up a bit.

Will do in the future. I tried that on the link you send me, but couldn't find matching results in the .mesh file. The results I am going for is before I somehow managed to load the completed building with everything in place while now I can just load the skn mesh that is the structure durring its building animation.

Edit. NVM I am a bonehead and figured out how to do this viewtopic.php?p=135900#p135900. Everything works as intended thanks for the help

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Tue May 16, 2023 6:26 pm
by SilverEvo
Image

Image

Now I am having issues with the weights when I apply the rig to the mesh :( (also tested in 2012 and same issue)

Re: Frostbite model tools (Battlefield, Battlefront and others)

Posted: Tue May 16, 2023 10:14 pm
by mono24
SilverEvo wrote: Tue May 16, 2023 6:26 pm...Now I am having issues with the weights when I apply the rig to the mesh :( (also tested in 2012 and same issue)
Since in this situation only the author of the script can help with the weights, i can only offer a different suggestion/approach.

From your edited *.MeshSets where you say you have to modify in hex, try the following tools located,
here for the NFSTR game: viewtopic.php?p=181711#p181711
and here for BF3 and MOHWF: viewtopic.php?p=134793#p134793
Since they are all part of same Frostbiet 2 game engine, that way maybe... you'll get lucky and convert them with weights.