Sluicer Posted June 21, 2015 Share Posted June 21, 2015 I mean nxg and mesh extractors for nxg_textures and gsc/ghg mesh files For the textures you may use a new version of my tool: http://oresome.rockraidersunited.com/download/259 Link to comment Share on other sites More sharing options...
Stanislav94 Posted June 22, 2015 Share Posted June 22, 2015 I mean nxg and mesh extractors for nxg_textures and gsc/ghg mesh files For the textures you may use a new version of my tool: http://oresome.rockraidersunited.com/download/259 Unfortunatly, it still doesn't work with Lego Jurassic World videogame Link to comment Share on other sites More sharing options...
Sluicer Posted June 22, 2015 Share Posted June 22, 2015 Unfortunatly, it still doesn't work with Lego Jurassic World videogame For me it works for all files I have tested. Which file do you try. Is there any kind of output of my tool? Can anyone else give it a try? Link to comment Share on other sites More sharing options...
Stanislav94 Posted June 23, 2015 Share Posted June 23, 2015 Unfortunatly, it still doesn't work with Lego Jurassic World videogame For me it works for all files I have tested. Which file do you try. Is there any kind of output of my tool? Can anyone else give it a try? I put the nxg_texture on the the program then the black window opens for the second and nothing happens Link to comment Share on other sites More sharing options...
Sluicer Posted June 23, 2015 Share Posted June 23, 2015 Could you please try to start the tool from the console? Try to work with absolute file paths. Link to comment Share on other sites More sharing options...
Stanislav94 Posted June 23, 2015 Share Posted June 23, 2015 Could you please try to start the tool from the console? Try to work with absolute file paths. The console tell me that : "No argument handed over!" Link to comment Share on other sites More sharing options...
Sluicer Posted June 23, 2015 Share Posted June 23, 2015 I enter: X:\LJW>ExtractNxgTextures.exe .\chars\creature\apatosaurus\apatosaurus_custom_dx11.nxg_textures and get: 000000ad iSize = 619 0000003f files = 5 00000043 checksum = c0 28 e7 e8 84 24 51 70 78 c6 d5 1f 4b 38 29 96 00000058 filename = project_amber/project_amber_characters_images_nut/creatures/tint_solid.nut 0000031c DDS DXT1 height=8 width=8 mipmaps=4 cubemapflags=00000000 0000031c calculatedsize = 00000038 .\chars\creature\apatosaurus\tint_solid.dds 000000ac checksum = 9e 8b 5b 7c c3 47 25 7c 3f c1 d0 6f 11 85 95 d6 000000c1 filename = project_amber/project_amber_characters_images_nut/creatures/tint_blank.nut 000003d4 DDS DXT5 height=32 width=32 mipmaps=6 cubemapflags=00000000 000003d4 calculatedsize = 00000570 .\chars\creature\apatosaurus\tint_blank.dds 00000115 checksum = 8f 3a 90 e5 20 4c f4 1b bd 40 77 0e 04 84 a7 2a 0000012a filename = project_amber/project_amber_characters_images_nut/creatures/apatosaurus/apato_body_nml.nut 000009c4 DDS DXT5 height=1024 width=1024 mipmaps=11 cubemapflags=00000000 000009c4 calculatedsize = 00155570 .\chars\creature\apatosaurus\apato_body_nml.dds 0000018e checksum = c7 1a d9 a8 a7 69 64 da 19 a6 0a d8 9d 09 bd 71 000001a3 filename = project_amber/project_amber_characters_images_nut/creatures/speckle_normals.nut 00155fb4 DDS DXT5 height=512 width=512 mipmaps=10 cubemapflags=00000000 00155fb4 calculatedsize = 00055570 .\chars\creature\apatosaurus\speckle_normals.dds 000001fc checksum = 6d f9 01 2b 2b 7c b3 c5 59 63 49 9a 26 30 9b ba 00000211 filename = project_amber/project_amber_characters_images_nut/creatures/dino_claws_black.nut 001ab5a4 DDS DXT1 height=8 width=8 mipmaps=4 cubemapflags=00000000 001ab5a4 calculatedsize = 00000038 .\chars\creature\apatosaurus\dino_claws_black.dds Link to comment Share on other sites More sharing options...
Stanislav94 Posted June 23, 2015 Share Posted June 23, 2015 Oh my god it worked with cmdThank you very much!!!! Link to comment Share on other sites More sharing options...
Sluicer Posted June 23, 2015 Share Posted June 23, 2015 For me it also works with drag and drop (XP and 7). But, most important thing is that it is working. Link to comment Share on other sites More sharing options...
Stanislav94 Posted June 23, 2015 Share Posted June 23, 2015 For me it also works with drag and drop (XP and 7). But, most important thing is that it is working. Textures are extracting but now i have the problems with meshAny way doesn't work Link to comment Share on other sites More sharing options...
darkel Posted June 23, 2015 Share Posted June 23, 2015 (edited) I wrote tutorial-shaped post to explain how mesh swapping between Lego games works. Hope, this will be helpful.Also, I was able to put Mikey from TMNT into Lego Marvel. With custom head and backpack/shell thingy. Head model materials took some time to work through, but they can be edited. QuickBMS script, as it seems, doesn't work with some Lego Jurassic World .DATs (game0.dat) and does work with others. Edited June 23, 2015 by darkel Sluicer and Quisoves Potoo 2 Link to comment Share on other sites More sharing options...
Stanislav94 Posted June 23, 2015 Share Posted June 23, 2015 I wrote tutorial-shaped post to explain how mesh swapping between Lego games works. Hope, this will be helpful. QuickBMS script, as it seems, doesn't work with some Lego Jurassic World .DATs (game0.dat) and does work with others. For me it works with all dat files Link to comment Share on other sites More sharing options...
Sluicer Posted June 23, 2015 Share Posted June 23, 2015 Textures are extracting but now i have the problems with meshAny way doesn't work I needed some time. Here is an update for the meshes tool: http://oresome.rockraidersunited.com/download/260 QuickBMS script, as it seems, doesn't work with some Lego Jurassic World .DATs (game0.dat) and does work with others. For me it was the GAME.DAT. Some dummy value (DUMMY1) was bigger than 0. I commented the error message in the script (0.7b). The script was able to extract the archive. But there were two crc errors. Link to comment Share on other sites More sharing options...
darkel Posted June 23, 2015 Share Posted June 23, 2015 Textures are extracting but now i have the problems with meshAny way doesn't work I needed some time. Here is an update for the meshes tool: http://oresome.rockraidersunited.com/download/260 QuickBMS script, as it seems, doesn't work with some Lego Jurassic World .DATs (game0.dat) and does work with others. For me it was the GAME.DAT. Some dummy value (DUMMY1) was bigger than 0. I commented the error message in the script (0.7b). The script was able to extract the archive. But there were two crc errors. Yes, my mistake. It was GAME.DAT. I changed if DUMMY1 > 0 in the script to if DUMMY1 > 100 and it did the unpacking. Link to comment Share on other sites More sharing options...
Stanislav94 Posted June 28, 2015 Share Posted June 28, 2015 (edited) Found new problemthen i try to extract ghg file with mesh the console tells me that :" Index was outside the bounds of the array"D:\>file\extractdx11mesh6\ExtractDx11MESH.exe .\file\extractdx11mesh6\HEAD_DILOPHOSAURUS_DX11.ghg000003d2 MESH Version 0xaf000003d6 Number of Parts: 0x00000014000003da Part 0x00000000000003de Number of Vertex Lists: 0x00000002000003e2 Vertex List 0x00000000000003e2 New Vertex List 0x0005000003f6 Number of Vertex Definitions: 00000001000003fa vec4half position00000403 Number of Vertices: 000023af0001217f Vertex List 0x000000010001217f New Vertex List 0x000600012193 Number of Vertex Definitions: 0000000600012197 vec4mini normal0001219a color4char colorSet00001219d vec4mini tangent000121a0 vec4half uvSet01000121a3 vec4char blendIndices0000121a6 vec4mini blendWeight0000121af Number of Vertices: 000023af000508db New Index List 0x0007000508db Unknown 0x00000001000508df Unknown 0x00000102000508e3 Number of Indices: 0000b97c00067be3 Offset Indices: 0x0000000000067be7 Number Indices: 0x00005a9000067beb Offset Vertices: 0x0000000000067bf1 Number Vertices: 0x0000110400067bfd 01 02 07 06 0a 09 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff00067c44 Part 0x0000000100067c48 Number of Vertex Lists: 0x0000000200067c4c Vertex List 0x0000000000067c50 Vertex List Reference to 0x000500067c58 Vertex List 0x0000000100067c5c Vertex List Reference to 0x000600067c6c Index List Reference to 0x000700067c70 Offset Indices: 0x00005a9000067c74 Number Indices: 0x0000226800067c78 Offset Vertices: 0x0000110400067c7e Number Vertices: 0x0000063e00067c8a 04 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff00067cd1 Part 0x0000000200067cd5 Number of Vertex Lists: 0x0000000200067cd9 Vertex List 0x0000000000067cd9 New Vertex List 0x000e00067ced Number of Vertex Definitions: 0000000400067cf1 vec4mini normal00067cf4 color4char colorSet000067cf7 vec4char blendIndices000067cfa vec4mini blendWeight000067d03 Number of Vertices: 000000c000068907 Vertex List 0x0000000100068907 New Vertex List 0x000f0006891b Number of Vertex Definitions: 000000010006891f vec3float position00068928 Number of Vertices: 0000010000069534 Index List Reference to 0x000700069538 Offset Indices: 0x00007cf80006953c Number Indices: 0x0000009c00069540 Offset Vertices: 0x0000000000069546 Number Vertices: 0x0000003800069552 02 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff00069575 Relative Position Lists: 0x00000001dbbe89c2 Part 0x00000003Index was outside the bounds of the array. в ExtractHelper.BigEndianBitConverter.ToInt32(Byte[] data, Int32 i) в ExtractDx11MESH.MESHs.MESHAF.ReadPart(Int32& referencecounter) в ExtractDx11MESH.MESHs.MESHAF.Read(Int32& referencecounter) в ExtractDx11MESH.ExtractDx11MESH.readMESH() в ExtractDx11MESH.ExtractDx11MESH.Extract() в ExtractDx11MESH.Program.Main(String[] args) Edited June 28, 2015 by Stanislav94 Link to comment Share on other sites More sharing options...
darkel Posted June 29, 2015 Share Posted June 29, 2015 I wrote another post on abilities in Lego games. Also, I've updated CMM tool on Nexus and added Joker char. Interesting, that there is no simple way to give a char two ranged weapons with a different behaviors to switch between. Even in Batman 3, Joker demolition bombs and 66 Joker electric thingy use hardcoded abilities to work.Also, sound samples for character grunts are moddable. If audio/restsfx_pc.pac isn't present, game will look into samples_nxg.cfg, which is a text file. For samples .cbx(?), .ogg, .wav and several others are used.Stanislav94:Sluicer's tools are really helpful, but I don't think they'll work with the newest Lego Jurassic World. At least, not with every model. TT changes specifications a little with each new game. Link to comment Share on other sites More sharing options...
Stanislav94 Posted June 30, 2015 Share Posted June 30, 2015 Stanislav94:Sluicer's tools are really helpful, but I don't think they'll work with the newest Lego Jurassic World. At least, not with every model. TT changes specifications a little with each new game. I know this i just wanna to show the problem that will maybe help Sluicer Link to comment Share on other sites More sharing options...
Sluicer Posted June 30, 2015 Share Posted June 30, 2015 I know this i just wanna to show the problem that will maybe help Sluicer And I think that is absolutly ok. But I have not enough time to test. So here is a new version. It runns for your example, but I did not test any further files. There was a new structure for the relative vertexLists. http://oresome.rockraidersunited.com/download/261 Hope it works. Stanislav94 1 Link to comment Share on other sites More sharing options...
Stanislav94 Posted June 30, 2015 Share Posted June 30, 2015 Yeah, it works fine with all of the files Thank you!) Link to comment Share on other sites More sharing options...
blakey001 Posted July 7, 2015 Share Posted July 7, 2015 (edited) I wrote tutorial-shaped post to explain how mesh swapping between Lego games works. Hope, this will be helpful.Also, I was able to put Mikey from TMNT into Lego Marvel. With custom head and backpack/shell thingy. Head model materials took some time to work through, but they can be edited. QuickBMS script, as it seems, doesn't work with some Lego Jurassic World .DATs (game0.dat) and does work with others. Hey Darkel, I saw this mod and Immediately got it for my Younger Brother (he loves TMNT) and just wanted to say when I installed it, he has no mouth for some reason. Is there a fix for this? Also, did you make the model or get it from somewhere? Sorry for so many questions, but Sluicer, your .NXG_TEXTURE extractor doesn't seem to work for Lego Marvel Superheroes. I'm trying to Extract the Spiderman Textures and isn't working (says the file is too big, I dont know how I read it it just closed very fast) so how do I do this? I'm kind of a noob and need help. Edited July 7, 2015 by blakey001 Link to comment Share on other sites More sharing options...
darkel Posted July 10, 2015 Share Posted July 10, 2015 Hey Darkel, I saw this mod and Immediately got it for my Younger Brother (he loves TMNT) and just wanted to say when I installed it, he has no mouth for some reason. Is there a fix for this? Also, did you make the model or get it from somewhere? This is mighty strange. He does have eyes but not mouth? Can you, please, make a screenshot?That's how he looks after installation on clean Lego Marvel in my case. Model is from Lego Movie game. He was an unplayable character there. Link to comment Share on other sites More sharing options...
blakey001 Posted July 10, 2015 Share Posted July 10, 2015 (edited) This is mighty strange. He does have eyes but not mouth? Can you, please, make a screenshot?That's how he looks after installation on clean Lego Marvel in my case. Hidden Content Model is from Lego Movie game. He was an unplayable character there. Sure thing, I'll take a screenshot for you, It should be a clean Marvel install, because I downloaded it 2 weeks ago. Also, it sucks he wasn't in the Lego Movie game, I would've loved him in there. EDIT: Here ya go! Edited July 10, 2015 by blakey001 Link to comment Share on other sites More sharing options...
darkel Posted July 11, 2015 Share Posted July 11, 2015 Sure thing, I'll take a screenshot for you, It should be a clean Marvel install, because I downloaded it 2 weeks ago. Also, it sucks he wasn't in the Lego Movie game, I would've loved him in there. He was, but he wasn't. That's the case with Lego games sometimes. For example, there is an almost fully playable raptor in Lego Marvel. With sound, animations, all the bells and whistles. In Mikey's case problem is with shaders. I've overlayed Arnim Zola's glow texture and it gets disabled/switched off at medium-low shaders. As a temporary workaround, I suggest setting shaders quality in effects settings on high. But I'll try to fix this soon. Link to comment Share on other sites More sharing options...
blakey001 Posted July 11, 2015 Share Posted July 11, 2015 Okay then, will do! Thanks for the help! Link to comment Share on other sites More sharing options...
darkel Posted July 16, 2015 Share Posted July 16, 2015 I have added Guardians of the Galaxy pack and updated CMM on Nexus. Now it's possible to add indexed anims, faces, misc and even characters to a mod, 10 slots each. Characters thing can be used for characters packs or transforming chars (Bruce Banner - Hulk). Also, additional icons can be added, so that transforming chars will have their icons. CPJ that are in use by the game specified in global/gameglobal.led. It is hex-editable. However, for some reason, collection uses only one cpj. In Lego Marvel it is marvel_minifig.cpj.Animations are somewhat swappable. Only real progress I've had was with LotR anims that were included in Lego Marvel but weren't used, but even there were some minor bugs with faces. Looks like Lego Batman 2 and Lego Movie animations can be used too. Modern games changed either .as, or .an4 structure. No luck there.Haven't had time to fix Mikey yet. Sorry. ProfessorBrickkeeper 1 Link to comment Share on other sites More sharing options...
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