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Twisted Metal PS3 (2012)
Posted: Sun Feb 02, 2020 10:05 am
by daemon1
Twisted Metal PS3 (2012) models tool
Usage: drop .NGP file onto the tool. Corresponding .VRAM file must be in the same folder
Tool will output all meshes into single .ASCII file with all UV pairs, and also each mesh into individual .OBJ file with only 1st UV
Skeletal meshes will be output as static. The full data tree will be written to console.

Re: Twisted Metal PS3 (2012)
Posted: Sun Feb 02, 2020 12:50 pm
by Henchman800
"I've killed tougher than you, a**hole! Don't get cocky, you're just the appetizer...before I find and slaughter the entree!"
—Sweet Tooth
Ohhh man!!! Thank you so much for this tool!!!
Finally i can get my hands on the Brothers Grimm models
EDIT:
The single .obj files come out very distorted....or faces seem to connect wrong:
This is what seems to be warthogs tank part.
Blender won't even let me import the .objs

Can u help me out here?
Judging from your screenshots, you managed to import the files into blender
2. EDIT:
I found a quickbms script here on xentax that is able to convert the games .rtt and .vram textures into .dds!
viewtopic.php?f=10&p=92488#p92488

Re: Twisted Metal PS3 (2012)
Posted: Sun Feb 02, 2020 6:40 pm
by daemon1
ok OBJ fixed
Re: Twisted Metal PS3 (2012)
Posted: Tue Feb 04, 2020 1:50 pm
by Henchman800
daemon1 wrote: ↑Sun Feb 02, 2020 6:40 pmok OBJ fixed
Thanks man! Looking much better now!!!
Did you allign the wheels to the axels yourself or did you do it via the .ascii file?
EDIT:
There also seems to be no UV-Map for the .OBJ files:
How did you do your blender imports?
PEACE
Re: Twisted Metal PS3 (2012)
Posted: Tue Feb 04, 2020 8:22 pm
by daemon1
Tool updated. OBJs fixed again.
Also "boss3" level now must work. This level had additional .PGM file with extra geometry. It will not be exported, just skipped. But tool will not crash and export everything else.
I can add PGM export later if there's anything important there.
Re: Twisted Metal PS3 (2012)
Posted: Wed Feb 05, 2020 6:21 pm
by Henchman800
daemon1 wrote: ↑Tue Feb 04, 2020 8:22 pm
Tool updated. OBJs fixed again.
HELL YEAH! UVs now work!!! (but have to be flipped on the y-axis) Thank you for the time you put into this tool man
Theres still alot to move and tweak by hand....most of the boss1/hammerhead submeshes allign perfectly well and keep their damage versions on the exact same place. However alot of other meshes (wheels, mohawk exhaust, monitors, dashboardparts) are either slightly off on the y-axis or just just simply at 0,0,0 (world origin). Are these position coordinates handled by other files in that case?
Heres a picture of the original hammerhead from artstation:
NOTE: The truck has two phases during the boss fight. One with armor, the other without.
Re: Twisted Metal PS3 (2012)
Posted: Wed Feb 05, 2020 6:46 pm
by daemon1
Henchman800 wrote: ↑Wed Feb 05, 2020 6:21 pm
Are these position coordinates handled by other files in that case?
no, they are in the data tree
i dont have time to analyze and apply them, because there are too many
Re: Twisted Metal PS3 (2012)
Posted: Thu Feb 06, 2020 2:49 am
by Henchman800
daemon1 wrote: ↑Wed Feb 05, 2020 6:46 pm
no, they are in the data tree
i dont have time to analyze and apply them, because there are too many
I See

Still big ups for the tool man!