Goldeneye 007 reloaded ps3

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: Goldeneye 007 reloaded ps3

Post by Assasinge »

goldenman wrote:
Assasinge wrote:
goldenman wrote:
Apologies for yet another necro-post, do you mind sharing what made this end up working for you? Encountered the same issue. Thanks


I just want to let it be known that for some reason it was neglected that the version of quickbms needed for this to work is here:

https://drive.google.com/file/d/1n5Wfgk ... sp=sharing

Otherwise you will run into errors like I did lol.


Do you happen to know where weapon models (Specifically the golden gun) are stored by the off-chance? Before I take my own endeavours.

Edit: I've ran quickbms on every .geom and placed each result in its own directory. I've then filtered to view only the directories with a skel file. Is this the best approach? Very unfamiliar with any of the process so any ideas are greatly appreciated.


I'm impressed that you managed to run quickbms on over 600 files. Um, skel files are only for characters, daemon's tool only works for characters and nothing else. If you want weapons or props etc. you'll need to use Ninja Ripper or something else.
goldenman
Posts: 5
Joined: Thu Feb 10, 2022 11:38 pm

Re: Goldeneye 007 reloaded ps3

Post by goldenman »

Assasinge wrote:
goldenman wrote:
Assasinge wrote:
I just want to let it be known that for some reason it was neglected that the version of quickbms needed for this to work is here:

https://drive.google.com/file/d/1n5Wfgk ... sp=sharing

Otherwise you will run into errors like I did lol.


Do you happen to know where weapon models (Specifically the golden gun) are stored by the off-chance? Before I take my own endeavours.

Edit: I've ran quickbms on every .geom and placed each result in its own directory. I've then filtered to view only the directories with a skel file. Is this the best approach? Very unfamiliar with any of the process so any ideas are greatly appreciated.


I'm impressed that you managed to run quickbms on over 600 files. Um, skel files are only for characters, daemon's tool only works for characters and nothing else. If you want weapons or props etc. you'll need to use Ninja Ripper or something else.


Powershell helped me out in that regard thankfully.

Thanks for the heads up that only characters can be retrieved in that way. It is a shame that I'll have to use something like Ninja Ripper as I would have loved to have maintained some animations rather than having to reanimate the model.

Nevertheless thanks for the advice, saved me a bunch of time.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Goldeneye 007 reloaded ps3

Post by id-daemon »

goldenman wrote:Powershell helped me out in that regard thankfully.

quickbms has an option to save dump in separate folder for each file
also you can run it as batch
so no need to use Powershell really
goldenman
Posts: 5
Joined: Thu Feb 10, 2022 11:38 pm

Re: Goldeneye 007 reloaded ps3

Post by goldenman »

id-daemon wrote:
goldenman wrote:Powershell helped me out in that regard thankfully.

quickbms has an option to save dump in separate folder for each file
also you can run it as batch
so no need to use Powershell really


I did make use of that, very convenient. And used powershell in this case purely because I knew what I wanted to do syntactically without searching. I should familiarise myself with batch more in that regard. Thanks though. I don't suppose you can suggest anything in terms of retrieving weapon models/anims? Otherwise I'll use a publicly available model and animate it myself.

Thanks again both
Assasinge
Posts: 46
Joined: Sat Apr 20, 2019 7:15 pm

Re: Goldeneye 007 reloaded ps3

Post by Assasinge »

Very cool, I didn't consider those options. Just wondering, were you able to use the 007_image.exe and models batch collectively at once on the output folders as well? I found that even by dumping every GEOM possible to their seperate folders, I had no way of converting the textures and models in respective folders at once and had to do it all by hand at which point I gave up. If you figured out how to do this let me know, there's a couple other things I'd like to extract from Reloaded and Legends I've been looking for.