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Sluicer

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?

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Stanislav94

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

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Sluicer

Could you please try to start the tool from the console? Try to work with absolute file paths.

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Stanislav94

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!"

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Sluicer

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

 

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Sluicer

For me it also works with drag and drop (XP and 7). But, most important thing is that it is working.

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Stanislav94

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 mesh
Any way doesn't work

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darkel

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 by darkel

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Stanislav94

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

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Sluicer

Textures are extracting but now i have the problems with mesh
Any 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.

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darkel

Textures are extracting but now i have the problems with mesh
Any 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.

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Stanislav94

Found new problem
then 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_DILOP
HOSAURUS_DX11.ghg
000003d2 MESH Version 0xaf
000003d6   Number of Parts: 0x00000014
000003da   Part 0x00000000
000003de     Number of Vertex Lists: 0x00000002
000003e2       Vertex List 0x00000000
000003e2         New Vertex List 0x0005
000003f6           Number of Vertex Definitions: 00000001
000003fa             vec4half position
00000403           Number of Vertices: 000023af
0001217f       Vertex List 0x00000001
0001217f         New Vertex List 0x0006
00012193           Number of Vertex Definitions: 00000006
00012197             vec4mini normal
0001219a             color4char colorSet0
0001219d             vec4mini tangent
000121a0             vec4half uvSet01
000121a3             vec4char blendIndices0
000121a6             vec4mini blendWeight0
000121af           Number of Vertices: 000023af
000508db         New Index List 0x0007
000508db           Unknown 0x00000001
000508df           Unknown 0x00000102
000508e3           Number of Indices: 0000b97c
00067be3     Offset Indices: 0x00000000
00067be7     Number Indices: 0x00005a90
00067beb     Offset Vertices: 0x00000000
00067bf1     Number Vertices: 0x00001104
00067bfd     01 02 07 06 0a 09 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff f
f ff ff ff ff
00067c44   Part 0x00000001
00067c48     Number of Vertex Lists: 0x00000002
00067c4c       Vertex List 0x00000000
00067c50         Vertex List Reference to 0x0005
00067c58       Vertex List 0x00000001
00067c5c         Vertex List Reference to 0x0006
00067c6c     Index List Reference to 0x0007
00067c70     Offset Indices: 0x00005a90
00067c74     Number Indices: 0x00002268
00067c78     Offset Vertices: 0x00001104
00067c7e     Number Vertices: 0x0000063e
00067c8a     04 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff f
f ff ff ff ff
00067cd1   Part 0x00000002
00067cd5     Number of Vertex Lists: 0x00000002
00067cd9       Vertex List 0x00000000
00067cd9         New Vertex List 0x000e
00067ced           Number of Vertex Definitions: 00000004
00067cf1             vec4mini normal
00067cf4             color4char colorSet0
00067cf7             vec4char blendIndices0
00067cfa             vec4mini blendWeight0
00067d03           Number of Vertices: 000000c0
00068907       Vertex List 0x00000001
00068907         New Vertex List 0x000f
0006891b           Number of Vertex Definitions: 00000001
0006891f             vec3float position
00068928           Number of Vertices: 00000100
00069534     Index List Reference to 0x0007
00069538     Offset Indices: 0x00007cf8
0006953c     Number Indices: 0x0000009c
00069540     Offset Vertices: 0x00000000
00069546     Number Vertices: 0x00000038
00069552     02 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff f
f ff ff ff ff
00069575     Relative Position Lists: 0x00000001
dbbe89c2   Part 0x00000003
Index 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 by Stanislav94

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darkel

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.

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Stanislav94

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 

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Sluicer

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.

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blakey001

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 by blakey001

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darkel

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.

Mike_Clean01.png

Model is from Lego Movie game. He was an unplayable character there. 

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blakey001

 

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!

 

2015-07-10_00002.jpg

Edited by blakey001

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darkel

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.

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darkel

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.

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