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NFS Payback

Post questions about game models here, or help out others!
mono24
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NFS Payback

Post by mono24 » Sat Nov 04, 2017 1:28 am

Greetings.

Got it today pre-ordered and after more than 4h of extraction process, I got all extracted yaay
Actual game files are:

Code: Select all

21.8 GB (23,421,294,377 bytes)
21.8 GB (23,422,025,728 bytes)
351 Files, 35 Folders
[/i]
And after extraction:

Code: Select all

34.2 GB (36,793,962,498 bytes)
35.0 GB (37,661,401,088 bytes)
365,233 Files, 22,414 Folders
[/i]

It can be extracted in same manner as any frostbite engine game that uses cat/cas file format.

Now, it does not extract using same bf4 python script as it worked for the NFS16, it has similar file/folder format arrangement as SWBF2, there for more information you can get it already posted here thank you daemon1 for all your hard work.

Keep in mind that it has already a Patch folder with files in it so make sure to enable it in the script.

UPDATE 01 *****************************************************************************************************
After a bit of more investigation seems meshes/textures can not be extracted/converted with the usual tools that are out there and that worked for other NFS frostbite games, there for samples sent out to be tested and also attached in here.

Maybe if daemon1 has some time can take a look and, who knows hehe, magic happens.

NFSP_sample / EBX_sample

Also, if I try to use the fb3decoder I get the following result after few audio conversions occur:

Code: Select all

Traceback (most recent call last):
  File "E:\3D Assets Game Geometry\fb3decoder.py", line 576, in <module>
    main()
  File "E:\3D Assets Game Geometry\fb3decoder.py", line 566, in main
    dbx=Dbx(f,relPath)
  File "E:\3D Assets Game Geometry\fb3decoder.py", line 343, in __init__
    inst=self.readComplex(instanceRepeater.complexIndex,f,True)
  File "E:\3D Assets Game Geometry\fb3decoder.py", line 369, in readComplex
    cmplx.fields.append(self.readField(fieldIndex,f))
  File "E:\3D Assets Game Geometry\fb3decoder.py", line 422, in readField
    (typ,length)=numDict[fieldDesc.type]
KeyError: 49709
UPDATE 02 *****************************************************************************************************
Well, now we have access to the game assets, for research or what not.
Image
Image
Image
Image
cheers
Last edited by mono24 on Sun Dec 03, 2017 2:57 am, edited 2 times in total.

8thwond3r
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Re: NFS Payback

Post by 8thwond3r » Sat Dec 02, 2017 11:49 am

how did you find out that this chunk file is of this particular Meshset??
I get error while using Fb_SWBF2_mesh.exe, Fb_SWBF_mesh.exe or Fb_BF1_mesh.exe...
i tried these tools on your included sample file..

mono24
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Re: NFS Payback

Post by mono24 » Sun Dec 03, 2017 1:27 am

8thwond3r wrote:how did you find out that this chunk file is of this particular Meshset??
I get error while using Fb_SWBF2_mesh.exe, Fb_SWBF_mesh.exe or Fb_BF1_mesh.exe...
i tried these tools on your included sample file..
And you will continue to have errors because daemon1 never updated them to work with NFSPayback or any other NFS in the series, usually car racing games do not get same love as the hyped games out there such as BF series and now SWBF series.

And for example, NFS Payback .MeshSet files have the following 6 hex sequences in the beginning of the file,

Code: Select all

FF FF FF FF
Once you find them all you will find in front of them the chunks name, for example:
  • Model: car_acura_nsx_2017_mesh.MeshSet

    LODs: 6
    LOD: 0, 26BF241C1B3675FCA09D52557B4ADB9D.chunk
    LOD: 1, D50CD9C613E5C2B1704CF740B6F3AC87.chunk
    LOD: 2, 4E6453E7221C4BA6BA83D411E21DD497.chunk
    LOD: 3, 86E2EFE746988101A727C36D28ACD967.chunk
    LOD: 4, 51D0F79A71007BCB31211C7FDBA09657.chunk
    LOD: 5, F30D41C77C939C74EEFF5904A4762603.chunk
Image

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Re: NFS Payback

Post by 8thwond3r » Sun Dec 03, 2017 2:05 am

mono24 wrote:
8thwond3r wrote:how did you find out that this chunk file is of this particular Meshset??
I get error while using Fb_SWBF2_mesh.exe, Fb_SWBF_mesh.exe or Fb_BF1_mesh.exe...
i tried these tools on your included sample file..
And you will continue to have errors because daemon1 never updated them to work with NFSPayback or any other NFS in the series, usually car racing games do not get same love as the hyped games out there such as BF series and now SWBF series.
he said he will take a look, lets see what happens.
BTW, is unwrap 3d working for all meshset files ?
i am not paying 60$ just to convert the meshes..

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Re: NFS Payback

Post by 8thwond3r » Sun Dec 03, 2017 2:23 am

mono24 wrote:
8thwond3r wrote:how did you find out that this chunk file is of this particular Meshset??
I get error while using Fb_SWBF2_mesh.exe, Fb_SWBF_mesh.exe or Fb_BF1_mesh.exe...
i tried these tools on your included sample file..
And you will continue to have errors because daemon1 never updated them to work with NFSPayback or any other NFS in the series, usually car racing games do not get same love as the hyped games out there such as BF series and now SWBF series.

And for example, NFS Payback .MeshSet files have the following 6 hex sequences in the beginning of the file,

Code: Select all

FF FF FF FF
Once you find them all you will find in front of them the chunks name, for example:
  • Model: car_acura_nsx_2017_mesh.MeshSet

    LODs: 6
    LOD: 0, 26BF241C1B3675FCA09D52557B4ADB9D.chunk
    LOD: 1, D50CD9C613E5C2B1704CF740B6F3AC87.chunk
    LOD: 2, 4E6453E7221C4BA6BA83D411E21DD497.chunk
    LOD: 3, 86E2EFE746988101A727C36D28ACD967.chunk
    LOD: 4, 51D0F79A71007BCB31211C7FDBA09657.chunk
    LOD: 5, F30D41C77C939C74EEFF5904A4762603.chunk
thanks for the info, didn't know low lods' hex are also included in the same meshset file ...
I extracted only from the vehicles0,1,2,3 toc files (2 hours)...which was a bad idea coz i can't find any LOD0 chunks. Looks like I have to dump all the toc files in the directory...Well, this is going to take a minute :D

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Re: NFS Payback

Post by mono24 » Sun Dec 03, 2017 2:56 am

8thwond3r wrote:he said he will take a look, lets see what happens.
BTW, is unwrap 3d working for all meshset files ?
i am not paying 60$ just to convert the meshes..
UPDATE/CORRECTION: Now the plugin also has an option to import externally a .ebx skeleton file for the characters in NFSPayback or some cars that have them. also supports every mesh asset from the NFS frostbite games such as:
Need For Speed The Run (2011)
Need For Speed Rivals (2013)
Need For Speed 2016
Need For Speed Payback (2017)
mono24 wrote:Meshes ONLY, and it will never be updated to support anything else for that matter, textures need to be placed manually one by one and that ONLY if you can find the right tool to get them to .dds, and it supports any .dds you throw at it, so far I found none to support NFSP.
Also, if daemon1 or anyone else who knows what to change, can make or update an ebx2txt converter so we can use the proper information with in ebx to place the wheels tires brakes and such in the right 3d space, it could be awesome, until then, we just look and stare at the mesh/chunks lol.

BTW, the plugin for Unwrap3D has a feature where you can import a .xml file with required info from the EBX file and all wheels tires brakes and such get imported in to place, I bought it because its stable, multitude of formats including Frostbite3 games.
posted EBX sample in first post as well to convert for those that can help
Also for those who are curious if theyre extraction process went as correct as possible (I have doubts every asset gets extracted but anyway), after second patch of the game the sizes are as follows:
after patch #2

Code: Select all

25.0 GB (26,927,658,351 bytes)
25.0 GB (26,928,377,856 bytes)
344 Files, 35 Folders
after extraction

Code: Select all

36.2 GB (38,896,404,789 bytes)
37.0 GB (39,777,431,552 bytes)
371,287 Files, 22,595 Folders
[/i]
Last edited by mono24 on Tue Jan 16, 2018 4:54 pm, edited 3 times in total.

daemon1
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Re: NFS Payback

Post by daemon1 » Sun Dec 03, 2017 8:15 am

heres you car and cop. As I said, all games are different, but only a little.
If you tell me default human skeleton name, i'll change it, now its walrus_humanmale.ebx as in SWBF2.
For car, use car's skeleton name parameter (if you even need the skeleton)

Image

i posted ebx2txt and also sound convertor somewhere in my frostbyte thread
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Re: NFS Payback

Post by daemon1 » Sun Dec 03, 2017 9:39 am

as for textures, try texture converters from SWBF
let me know if they dont work, i'll support them

beware, models here have 4 UV pairs

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Re: NFS Payback

Post by mono24 » Thu Dec 07, 2017 5:27 am

daemon1 wrote:i posted ebx2txt and also sound convertor somewhere in my frostbyte thread
Those never worked for NFSP.

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Re: NFS Payback

Post by daemon1 » Thu Dec 07, 2017 4:51 pm

mono24 wrote:
daemon1 wrote:i posted ebx2txt and also sound convertor somewhere in my frostbyte thread
Those never worked for NFSP.
i posted specific convertor for NFSP audio.
also i know for sure ebx2txt worked with it, because i converted some NFSP EBX files myself

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Re: NFS Payback

Post by mono24 » Fri Dec 08, 2017 1:19 am

daemon1 wrote:
mono24 wrote:
daemon1 wrote:i posted ebx2txt and also sound convertor somewhere in my frostbyte thread
Those never worked for NFSP.
i posted specific convertor for NFSP audio.
also i know for sure ebx2txt worked with it, because i converted some NFSP EBX files myself
OK, I will search for them again and try them once more.

By the way, you managed to look at the samples I sent in PM, it seems they also have messed up heads, sent full sample few days ago, let me know if you could get them if not I will resend it, there is no rush of course only when ever you can, just wanted to know if you got them.

UPDATE:
Tried them again as last time, for the audio still gives error, unless you do a folder at a time and avoid what ever the errors are
But ebx2text still nothing as ive mentioned in the other thread nothing but 615 lines of the following:

Code: Select all

Unknown field type: 49709 File name: 
then followed by this error

Code: Select all

Traceback (most recent call last):
  File "D:\NFSP_dump\ebxtotext.py", line 422, in <module>
    main()
  File "D:\NFSP_dump\ebxtotext.py", line 45, in main
    createGuidTable()
  File "D:\NFSP_dump\ebxtotext.py", line 62, in createGuidTable
    dbx=Dbx(f,relPath)
  File "D:\NFSP_dump\ebxtotext.py", line 241, in __init__
    self.instances.append( (instanceGUID,self.readComplex(instanceRepeater.complexIndex,f,True)) )
  File "D:\NFSP_dump\ebxtotext.py", line 264, in readComplex
    cmplx.fields.append(self.readField(fieldIndex,f))
  File "D:\NFSP_dump\ebxtotext.py", line 274, in readField
    field.value=self.readComplex(fieldDesc.ref,f)
  File "D:\NFSP_dump\ebxtotext.py", line 264, in readComplex
    cmplx.fields.append(self.readField(fieldIndex,f))
  File "D:\NFSP_dump\ebxtotext.py", line 274, in readField
    field.value=self.readComplex(fieldDesc.ref,f)
  File "D:\NFSP_dump\ebxtotext.py", line 264, in readComplex
    cmplx.fields.append(self.readField(fieldIndex,f))
  File "D:\NFSP_dump\ebxtotext.py", line 271, in readField
    field=Field(fieldDesc,f.tell())
MemoryError

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Re: NFS Payback

Post by daemon1 » Fri Dec 08, 2017 4:51 pm

mono24 wrote:By the way, you managed to look at the samples I sent in PM
yes i got them

about EBX, ok, i only tried that on a few audio EBX sent to me by someone. So if it fails on others, i need to look at that later.

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Re: NFS Payback

Post by mono24 » Fri Dec 08, 2017 5:05 pm

daemon1 wrote:yes i got them
Does that mean included samples have all the required info to have same facefix tool for the characters as well?

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Re: NFS Payback

Post by daemon1 » Fri Dec 08, 2017 5:23 pm

mono24 wrote:
daemon1 wrote:yes i got them
Does that mean included samples have all the required info to have same facefix tool for the characters as well?
no i didnt check whats inside

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Re: NFS Payback

Post by enter » Sat Jan 06, 2018 9:46 am

hi guys i have a big problem i'm new with ripping games stuff and i like to ask about the NFS PayBack mesh tool, so i dumped the full game with this tool ( UFBE_0_2.exe ) and everything ok, but when i try to use the mesh tool ( Fb_NFSPB_mesh.exe ) it make 2 files one .ascii and one .smd but the problem is the 2 files have 0KB and when i try to import them with this 2 tools for blender like you suggest in the tutorial ( XNALaraMesh(1.7.3).zip / blender_source_tools_2.9.1.zip ) nothing happens with SMD file and gives me error with Ascii file.

so what i'm doing wrong can someone help please.

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