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007 Legends

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id-daemon, posted Sun Jul 31, 2016 3:08 pm (15996)


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.

Image

007 legends.rar

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id-daemon, posted Wed Aug 03, 2016 6:51 pm (16136)


007 Goldeneye PS3 models have almost the same format. So they also work with all weights and bones already.
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id-daemon, posted Wed Aug 03, 2016 8:11 pm (16142)


Image
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id-daemon, posted Mon Aug 08, 2016 8:10 pm (16294)


Tools posted
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ssringo, posted Tue Aug 09, 2016 3:57 am (16298)


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
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id-daemon, posted Tue Aug 09, 2016 8:23 pm (16314)


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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AnonBaiter, posted Tue Aug 09, 2016 8:38 pm (16315)


"vgmtoolbox plugin "advanced cutter"? What?
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id-daemon, posted Tue Aug 09, 2016 8:45 pm (16316)


ok tell me how it must be called
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AnonBaiter, posted Tue Aug 09, 2016 11:26 pm (16319)


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.
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id-daemon, posted Wed Aug 10, 2016 4:16 am (16344)


AnonBaiter wrote:
Why would I?


To help people use this tool ;)
Thanks, post corrected.
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raykingnihong, posted Sun Aug 14, 2016 8:29 am (16452)


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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raykingnihong, posted Sun Aug 14, 2016 8:31 am (16453)


This is the sample file.
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id-daemon, posted Tue Aug 16, 2016 3:08 pm (16535)


I can't tell anything without the filename it was FROM, or the original GEOM file
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thePWA, posted Sat Aug 20, 2016 7:38 am (16677)


Which files should be dragged to vgmtoolbox_bin_r1022? I can't seem to make the first step work.
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id-daemon, posted Sat Aug 20, 2016 7:43 am (16678)


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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thePWA, posted Sat Aug 20, 2016 7:50 am (16679)


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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id-daemon, posted Sun Aug 21, 2016 9:23 am (16722)


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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id-daemon, posted Sun Aug 21, 2016 9:26 am (16723)


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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StreamThread, posted Thu Aug 25, 2016 7:38 am (16864)


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:
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thePWA, posted Fri Aug 26, 2016 3:12 am (16890)


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?
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id-daemon, posted Fri Aug 26, 2016 4:24 am (16891)


no
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Assasinge, posted Sat Apr 20, 2019 7:26 pm (47152)


Hi I was told to post here to get help for QuickBMS. I'm using the script to extract 007 legends models from id-daemon here: viewtopic.php?t=2861

I followed all the steps and when I run the script I get this error: Image

Not too sure why this was happening but when I asked someone they said it was most likely a wrong script and to contact Aluigi about it so I'm hoping I can get some fix for this.
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aluigi, posted Mon Apr 22, 2019 7:26 am (47184)


Upload the archive you are trying to extract and I will check what's wrong.
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