007 Legends

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Assasinge
Posts: 46
Joined: Sat Apr 20, 2019 7:15 pm

Re: 007 Legends

Post by Assasinge »

Forgive me, one it's good news that it does work, but I must admit I don't fully understand your instructions. So how do I know what mesh files correspond to the skel files? For example I took s000.skel and m000.mesh and out them in their own separate folder and the tool failed, probably because I saw the numbers being the same and figured they corresponded. But I basically have one folder where the bms script dumped everything from the game, sifting through it is pretty hard so how do I know what mesh files connect what skel files? Perhaps an example?

Edit: I took a look at venkman's facepunch dump of some Legends models he extracted and they all seem to have numerous mesh files like 0001, 0002 and even letters making up the model. Unfortunately I still don't know how this is determined and how I know what model I want is made up of how many meshes.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: 007 Legends

Post by id-daemon »

each GEOM file is one model
you will get one SKEL and about 10 MESH files from each GEOM ---> they will form one complete model
Assasinge
Posts: 46
Joined: Sat Apr 20, 2019 7:15 pm

Re: 007 Legends

Post by Assasinge »

Well...there are hundreds of GEOM files I extracted at once and dumped into a folder, so that's confusing in of itself. Secondly I'm still confused on this, say for example I want Tracy's skiing outfit from the OHMSS level, well someone extracted her other outfit and it was comprised of skel.000 and 7 different mesh files starting from mesh000 to mes0006. Is there something specific in each GEOM file that tells me what model(s) it contains, perhaps pertaining to a particular level for those models? Sorry if this is sounding stupid, it's just so unclear to me with all these strange naming conventions that I can't seem to figure out just what means what here.

Edit: Wait I jus understood what you mean. Each GEOM file contains characters right? I just tried filelist BB whatever and it gave me Drax. Ok I figured it out. There's just one issue left....how do I know what GEOM file has what character? I can't go through every one of these individually can I? That's too much work...
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: 007 Legends

Post by id-daemon »

there's no way to tell what GEOM file has what character

only help here will be that characters usually have a certain GEOM size, so you can skip those too big or too small
Assasinge
Posts: 46
Joined: Sat Apr 20, 2019 7:15 pm

Re: 007 Legends

Post by Assasinge »

Yeah that sucks big time but I finally got it to work, thank you so much man! Real props for responding after so long!
SleepingDragon
Posts: 6
Joined: Tue Apr 19, 2016 10:26 pm

Re: 007 Legends

Post by SleepingDragon »

Hello, sorry to use this topic for a related request, but figured I may as well ask while it's active. Would you be able to take a look at a Harry Potter Kinect file and see if you are able to extract anything from it if I uploaded a sample, id-daemon? It's by the same company and has the same filelist.000 etc archive and I believe GEOM format for models. Made around the same time as the 007 games, though it was a 360 game so it may differ.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: 007 Legends

Post by id-daemon »

i dont have time for this
SleepingDragon
Posts: 6
Joined: Tue Apr 19, 2016 10:26 pm

Re: 007 Legends

Post by SleepingDragon »

Okay, no problem. Thank you for the response. Sorry for the thread hijack!
Assasinge
Posts: 46
Joined: Sat Apr 20, 2019 7:15 pm

Re: 007 Legends

Post by Assasinge »

Hi id-daemon do you think you could look at this xbox 360 prototype files here and see if the .edb files can be extracted here?

https://ufile.io/eq4x01rq

That's a sample of them, much easier than to look through binary strings of unnamed characters.
Assasinge
Posts: 46
Joined: Sat Apr 20, 2019 7:15 pm

Re: 007 Legends

Post by Assasinge »

id-daemon wrote:007 Legends tools. To save time, I didn't make a full set of tools, so its done in steps:

1. Split big archives into individual "GEOM" files with vgmtoolbox.
vgmtoolbox "advanced cutter" can be found in "misc tools / extraction / generic"
Put 007_moeg.xml into plugins folder, load it and drag files onto it. Game files have no names, so proper extraction will not be possible anyway.

2. decrypt headers with 007_decrypt_geom.exe
Run it in the folder where you have .geom files. keytable.bin must be in the same dir.
Double run will encrypt them again.

3. Run 007_legends.bms script on decrypted .geom files and it will extract resources from it: textures, models, skeletons, other types.

4. 007_images.exe will convert all textures into DDS.
Run it in the folder where you have .texture files.


Sorry to dig up an old post but for some reason a couple of .ascii files being produced are corrupted for me and will not import into Blender or open in Noesis. Here's an example, "filelist_000000DC.geom" which is Gustav Graves, the .ascii file it produces is not readable. I've attached the .ascii file it outputs as well as the mesh files as well if anyone can help me with this.

Download: https://mega.nz/file/awgAjRDA#Myjp2FXkQ ... MF5EXprhtE

If anyone can tell me what's wrong that would be much appreciated.
5. Drag .skel file onto 007_model.exe to convert all meshes in the directory and connect them with that skeleton. Low quality models will have many LODs. Recognized by having no finger bones. Usually not needed. Good quality models are usually in separate .geom file, with only one highest LOD.

Image