007 Legends
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007 Legends
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.
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.
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.
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.
Last edited by id-daemon on Wed Aug 10, 2016 4:15 am, edited 4 times in total.
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Re: 007 Legends
007 Goldeneye PS3 models have almost the same format. So they also work with all weights and bones already.
Last edited by id-daemon on Mon Aug 08, 2016 7:59 pm, edited 1 time in total.
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Re: 007 Legends
Took a bit of work but your instructions are pretty spot on and easy to follow. Sucks that there's no naming scheme to help figure out what is what as far as models go. Should note that vgmtoolbox isn't included in your tools pack (not that it should be but someone else might not understand). Easy enough to find through google.
Thank you for the work and the release.
EDIT: advanced cutter is the option within the program, not the program name
Thank you for the work and the release.
EDIT: advanced cutter is the option within the program, not the program name
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Re: 007 Legends
ssringo wrote:Sucks that there's no naming scheme to help figure out what is what as far as models go. Should note that vgmtoolbox isn't included in your tools pack (not that it should be but someone else might not understand). Easy enough to find through google.
Thank you for the work and the release.
Yes, no filenames there. vgmtoolbox is too big for attachment. I will make a note.
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Re: 007 Legends
"vgmtoolbox plugin "advanced cutter"? What?
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Re: 007 Legends
ok tell me how it must be called
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Re: 007 Legends
Why would I? VGMToolbox has many options, "Advanced Cutter" being one of them.
You can refer .xml files for use in "Advanced Cutter" as "plugins" though.
You can refer .xml files for use in "Advanced Cutter" as "plugins" though.
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Re: 007 Legends
AnonBaiter wrote:Why would I?
To help people use this tool
Thanks, post corrected.
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Re: 007 Legends
Hi id-daemon, my friend, Thank you very much for your great work, I tested the tool, the work is very perfect, but when I import the model, there is a problem, how to repair, and once again thank you for your help
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Re: 007 Legends
This is the sample file.
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Re: 007 Legends
I can't tell anything without the filename it was FROM, or the original GEOM file
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Re: 007 Legends
Which files should be dragged to vgmtoolbox_bin_r1022? I can't seem to make the first step work.
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Re: 007 Legends
The big "filelist.00x" files. But you don't have to drag it. Run VGMtoolbox, find advanced cutter, then drag it into the input field
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Re: 007 Legends
id-daemon wrote:The big "filelist.00x" files. But you don't have to drag it. Run VGMtoolbox, find advanced cutter, then drag it into the input field
EDIT : Ok got it to work now. I'll update if I encounter any errors.
EDIT(2) : Decrypted files produced 2 .skel files and 89 mesh files (and only 2 mesh.ascii files when I ran 007_model.exe) . None of the textures extracted are for any of the characters. I'm chalking this one up for me as hard to use tools.
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Re: 007 Legends
2 mesh.ascii files is because only 2 skeletons. This tool will only make skeletal models. Since no character textures, you probably choose wrong package to extract. Maybe its some sublevel with no characters.
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Re: 007 Legends
Tools are hard to use because NO NAMES for files, nor packages. This can't be helped, because names were removed from game files by developers so there's no way to get them.
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Re: 007 Legends
id-daemon, maybe you will interested in researches of goldeneye 007 Rogue Agent formats?
This game also contain more cool models.
I provide samples from Gamecube version:
This game also contain more cool models.
I provide samples from Gamecube version:
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Re: 007 Legends
id-daemon wrote:2 mesh.ascii files is because only 2 skeletons. This tool will only make skeletal models. Since no character textures, you probably choose wrong package to extract. Maybe its some sublevel with no characters.
Just want to confirm something... do the tools require windows 10 or a 64bit workstation/laptop to use?