Author Topic: swbf-unmunge - v1.1.1  (Read 22187 times)

411Remnant

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Re: swbf-unmunge - v1.0.1
« Reply #90 on: October 16, 2017, 06:56:44 PM »
 :o Um....well....I guess if that idle animation is being used for personal/private use, no harm no foul.
Spoiler (click to show/hide)


Contrary that is a very handy way to use this tool and it is pretty neat how many functions it has. I can see someone using this to get those custom animation files for kit fisto and assaj ventress from that official DLC battlefront 2 had for the xbox. It could be cool to see how those files function since they had extra bits of animation.

Someone mentioned the idea of sound un-mugning and while that is also a nifty idea, I think it would just be easier to find that desired sound or better yet, turn down all the audio settings in battlefront except the fx sounds, use a screen recorder that records sound, record the sound, convert the desired sound into a wav format and just munge that into your sound file. Though I do see the voice lines being something that people would have a hard time trying to extract individually using the method I suggested.
 
« Last Edit: October 16, 2017, 07:11:05 PM by 411Remnant »
Battfront Stuff if your interested.
http://www.youtube.com/user/411Remnant

LitFam

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Re: swbf-unmunge - v1.0.1
« Reply #91 on: February 07, 2018, 03:45:51 PM »
@SleepKiller

I have seemed to have found a bug. Besides the textures UV(s) being flipped when I load a .msh model with corrected flipped textures into the .msh viewer the textures are darker and not there original brightness.

Cheek image in the attachment.
« Last Edit: February 07, 2018, 03:47:54 PM by LitFam »
Hello, I am into modding Star Wars Battlefront II and Minecraft. I am co-leading a Star Wars Battlefront II mod called Star Wars: A New Frontier. I am also the lead developer for a Minecraft mod called Wither Craft.

Giftheck

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Re: swbf-unmunge - v1.0.1
« Reply #92 on: February 07, 2018, 03:47:25 PM »
I have seemed to have found a bug. Besides the textures UV(s) being flipped when loaded into .msh viewer the textures are darker.

That's an issue with the model and not the textures. Import the model into Mod Tool then re-export it and the issue will vanish.
Works in Progress:

--Star Wars: Battlefront 1.25: "First Order-Resistance War Expansion"
--Main Play Mod Reboot
--DICE Edition Mod
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LitFam

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Re: swbf-unmunge - v1.0.1
« Reply #93 on: February 07, 2018, 03:48:18 PM »
Mod Tool? Do you mean XSI Softimage?
Hello, I am into modding Star Wars Battlefront II and Minecraft. I am co-leading a Star Wars Battlefront II mod called Star Wars: A New Frontier. I am also the lead developer for a Minecraft mod called Wither Craft.

Giftheck

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Re: swbf-unmunge - v1.0.1
« Reply #94 on: February 07, 2018, 03:49:44 PM »
Mod Tool? Do you mean XSI Softimage?

Yeah. The free version is called Softimage Mod Tool 7.5.
Works in Progress:

--Star Wars: Battlefront 1.25: "First Order-Resistance War Expansion"
--Main Play Mod Reboot
--DICE Edition Mod
--PSP Map conversions
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--Future Legacy Reboot

LitFam

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Re: swbf-unmunge - v1.0.1
« Reply #95 on: February 07, 2018, 04:25:14 PM »
What if I can’t import the model in Softimage  :'(

When I try I get a error.
Hello, I am into modding Star Wars Battlefront II and Minecraft. I am co-leading a Star Wars Battlefront II mod called Star Wars: A New Frontier. I am also the lead developer for a Minecraft mod called Wither Craft.

SleepKiller

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Re: swbf-unmunge - v1.0.1
« Reply #96 on: February 07, 2018, 04:38:33 PM »
That's an issue with the model and not the textures. Import the model into Mod Tool then re-export it and the issue will vanish.
Any idea what exactly is at fault here? Material colour? Vertex colours? I'll try to remember to take a look at this sometime soon.

Giftheck

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Re: swbf-unmunge - v1.0.1
« Reply #97 on: February 07, 2018, 04:41:02 PM »
Any idea what exactly is at fault here? Material colour? Vertex colours? I'll try to remember to take a look at this sometime soon.

I'm not entirely sure myself. I tried importing a few meshes from an unmunged version of Gogie's Scarif (he gave me permission to do so) and once I imported them, I simply followed the 'normal procedure' for imported objects (such as hiding lowres, collisions and shadowvolumes) and then re-exported, and the models came out as normal.
« Last Edit: February 07, 2018, 04:55:35 PM by Gistech »
Works in Progress:

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--Main Play Mod Reboot
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Giftheck

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Re: swbf-unmunge - v1.0.1
« Reply #98 on: February 09, 2018, 05:21:38 AM »
So, AnthonyBF2 is working on a PSP SWBF2 mod. I thought I'd try this on the PSP version, as it is supposed to be very similar to the PS2 build.

It works... sort of. It can't rip everything. But it rips a lot from my test (rep.lvl)
Works in Progress:

--Star Wars: Battlefront 1.25: "First Order-Resistance War Expansion"
--Main Play Mod Reboot
--DICE Edition Mod
--PSP Map conversions
--Scarif: Beach
--Future Legacy Reboot

Ginev

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Re: swbf-unmunge - v1.0.1
« Reply #99 on: February 11, 2018, 01:36:41 AM »
Gistech are there working textures?

Giftheck

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Re: swbf-unmunge - v1.0.1
« Reply #100 on: February 11, 2018, 06:45:52 AM »
Gistech are there working textures?

No.
Works in Progress:

--Star Wars: Battlefront 1.25: "First Order-Resistance War Expansion"
--Main Play Mod Reboot
--DICE Edition Mod
--PSP Map conversions
--Scarif: Beach
--Future Legacy Reboot

SleepKiller

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Re: swbf-unmunge - v1.1.0
« Reply #101 on: February 14, 2018, 03:08:57 AM »
There is a new minor release out. It includes fixes that improve the output of extracted models (such as fixing the normals on hardskinned meshes, which I believe was causing the darkening LitFam posted above) and some cool new stuff.

The big highlight for me that I worked on was adding support for Xbox files (both models and textures) and PS2 textures (while also fixing up PS2 model extraction). As a small example attached below is a screenshot one of the DLC heroes extracted from the Xbox DLC files.

I mean the ability to extract the console files is almost completely useless but I had a lot of fun implementing it. See the full changelog and download the new release on GitHub.

LitFam

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Re: swbf-unmunge - v1.1.0
« Reply #102 on: February 14, 2018, 09:44:16 AM »
Looking forward to test the new version later today :cheers: if I find any bugs I will report them.
Hello, I am into modding Star Wars Battlefront II and Minecraft. I am co-leading a Star Wars Battlefront II mod called Star Wars: A New Frontier. I am also the lead developer for a Minecraft mod called Wither Craft.

Teancum

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Re: swbf-unmunge - v1.1.0
« Reply #103 on: February 15, 2018, 08:08:24 PM »
YES! Console support is actually a lot more useful than you might think, especially for those of us who work on console-based mods.

On a different note if I sent a few specific PC map lvls to you could you take a look at them? These were old files I got permission for from the Conversion Pack days, and I'd like to use them in the Xbox mod. The problem is these files (well, really one map in particular) don't output the .wld file, and so I can't rebuild the assets.

That being said I've been able to recover a few maps with this tool, which is amazing. Honestly you've done so much to revitalize things.

AnthonyBF2

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Re: swbf-unmunge - v1.1.0
« Reply #104 on: February 15, 2018, 08:16:24 PM »
YES! Console support is actually a lot more useful than you might think, especially for those of us who work on console-based mods.

On a different note if I sent a few specific PC map lvls to you could you take a look at them? These were old files I got permission for from the Conversion Pack days, and I'd like to use them in the Xbox mod. The problem is these files (well, really one map in particular) don't output the .wld file, and so I can't rebuild the assets.

That being said I've been able to recover a few maps with this tool, which is amazing. Honestly you've done so much to revitalize things.

You could copy the wlrd section from the map file and paste it into its own level file, then unmunge it.
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