i ended up downloading the game client because i felt there had to be something missing with
the texture only having 12 byte header with little data and sure enough there is more to this
the main image data is stored in files that end in "_M0", which probably means "mip zero"
the rest of header with width and height is stored in files of the same name without the "_M0"
so the script is going to work with file pairs like this
zAO_ModernGeneratorA01_AO
zAO_ModernGeneratorA01_AO_M0
the width and height is stored as shorts in the non "_M0" file at 0x10 and 0x12
i think the image format flag is stored in the non "_M0" some where in the 4 bytes after the width and height
files with "DM" in the name are diffuse maps
files with "EM" in the name are emissive maps
files with "NM" in the name are normal maps
files with "AO" in the name are ambient occlusion maps
files with "LVM" in the name are light or level maps (?)
files with "DA" in the name are diffuse alpha maps (?)
Ghost Recon: Phantoms Online - maxscript
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Re: Ghost Recon: Phantoms Online - maxscript
Last edited by Acewell on Sat Dec 23, 2017 3:23 am, edited 2 times in total.
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Re: Ghost Recon: Phantoms Online - maxscript
First of all, i'd like to sorry for necroposting in year-old thread, but i'm seeking some help or advice.
I wanted to extract some weapon models from this game, because they look cool for me.
So I managed to download the game, then I extracted all game files from .yeti archive by using "quickbms" tool and imported models' meshes into 3ds max by using kindly provided maxscript.
So I can import models. But now I want to import textures for them as well, and here I get stucked.
I don't know how to import them. I read all the replies here - including advice about deleting 12 bytes in texture file - but I didn't get me the needed results. I simply don't know what to do
Could someone give me some advice about this, please? Thanks in advance
And again, sorry for necroposting.
I wanted to extract some weapon models from this game, because they look cool for me.
So I managed to download the game, then I extracted all game files from .yeti archive by using "quickbms" tool and imported models' meshes into 3ds max by using kindly provided maxscript.
So I can import models. But now I want to import textures for them as well, and here I get stucked.
I don't know how to import them. I read all the replies here - including advice about deleting 12 bytes in texture file - but I didn't get me the needed results. I simply don't know what to do
Could someone give me some advice about this, please? Thanks in advance
And again, sorry for necroposting.
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Re: Ghost Recon: Phantoms Online - maxscript
i no longer have the client files or samples, if you can upload that yeti.big to mega i will continue my research.
edit
i think i found something here, i will download it and see
https://www.reddit.com/r/GhostReconPhan ... file_dump/
edit
i think i found something here, i will download it and see
https://www.reddit.com/r/GhostReconPhan ... file_dump/
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Re: Ghost Recon: Phantoms Online - maxscript
I can help with samples too.Acewell wrote:i no longer have the client files or samples, if you can upload that yeti.big to mega i will continue my research.
edit
i think i found something here, i will download it and see
https://www.reddit.com/r/GhostReconPhan ... file_dump/
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Re: Ghost Recon: Phantoms Online - maxscript
Thanks, Acewell and Tosyk, for replies i appreciate it very much
Acewell, may I kidnly ask how is it going with textures?
Acewell, may I kidnly ask how is it going with textures?
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Re: Ghost Recon: Phantoms Online - maxscript
no change yet, they are in queue though, don't know when i will get to them.
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Re: Ghost Recon: Phantoms Online - maxscript
Oh, ok then No worries, i'll wait Good luck with them
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Re: Ghost Recon: Phantoms Online - maxscript
any luck to update the script to load maps ??
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Re: Ghost Recon: Phantoms Online - maxscript
@zaramot , can you update your script to load bones ??
regards
regards