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[Xbox] Conker Live and Reloaded models


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Posted
7 hours ago, Cyiatic said:

Hey there, I'm reaching out because I'm interested in extracting models from this game. Right now I'm focused on exporting Windy to be used as a custom stage in Smash Bros. I followed the steps MilesMontana posted and got the main portion loaded but am seemingly missing a lot of models and textures such as the Windmill's blades. I'll go ahead and upload an attachment of my blender screen below. I noticed there are several other RBM files in the scrip menu. Do I need to load all of these as well? It seems like there's also textures that need to be extracted with batch_imgextract_2.py? I'm somewhat tech savvy but find structured walkthroughs like MilesMontana's above to be helpful for processes such as this. 

On a closing note, the work that has been achieved here so far is incredible! Well done! Cool to see these models being freed just in time for the 25th anniversary.

image.thumb.png.23ace41b94a71427eccfda43a5d3dc70.png

the missing props should be listed in the asset list ,  you'll have to place them manally in the scene.

the batch image extractor is to get all of the images that you have loaded in the scene, because the only other method I know of was to do each image manually

all the textures should be there, the mess you're seeing is the lightmaps and layering bugs in the  material importer, right now that part of the importer is buggy, until I can work on getting materials to import more cleanly, which I actually am working on doing right now, with the fur shader, and other xbox shaders, so hopefully in time, things will look a lot more smoother

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Posted (edited)

Been looking at Rock Solid image.thumb.png.88f31e5b9db9acdf39b362243c2dca58.pngrecently, but unsure on how the texture setup is meant to go here on certain aspects. I know the orange and blue is for something like emission or some lighting ordeal since the club's lights shift from blue to orange but not confident it's meant to look like this. There is no other UV Map option so is there something i'm not understanding?

Since this is how it is originally before I tried messing with anything:

image.png.5c8c5ae2c63b601534f8cdc126968b1c.png

Edited by MilesMontana
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Posted
18 hours ago, MilesMontana said:

Been looking at Rock Solid image.thumb.png.88f31e5b9db9acdf39b362243c2dca58.pngrecently, but unsure on how the texture setup is meant to go here on certain aspects. I know the orange and blue is for something like emission or some lighting ordeal since the club's lights shift from blue to orange but not confident it's meant to look like this. There is no other UV Map option so is there something i'm not understanding?

Since this is how it is originally before I tried messing with anything:

image.png.5c8c5ae2c63b601534f8cdc126968b1c.png

I haven't delved far into some of the map stuff, I would guess maybe thats a translation texture from orange to blue, but I'm very uncertain, I haven't unlocked much in the game, since I'm working from a clean game copy, once I figure out cheats in Xemu I might see whats going on in Renderdoc

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Posted
4 hours ago, Über Winfrey said:

I haven't delved far into some of the map stuff, I would guess maybe thats a translation texture from orange to blue, but I'm very uncertain, I haven't unlocked much in the game, since I'm working from a clean game copy, once I figure out cheats in Xemu I might see whats going on in Renderdoc

Gotcha. I get it's meant to shift from blue to orange, but the way it appears just looks so off compared to what's expected since when I usually see a texture like this, it's a gradient that doesn't shift back in such a way.

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Posted

Only other thing i've found a little odd is the map "Beach Dead" has some models that import, but they're all a part of the same state minus a few things. Little example here with the door to the base.

image.png.8193baec765fc94b39a0437a6209954a.png

It has both intact, damaged and broken states all packed into one another. Not sure if this was intentional or just some weird ordeal, but it certainly makes it a pain to swap them out on the fly.

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Posted
1 hour ago, MilesMontana said:

Only other thing i've found a little odd is the map "Beach Dead" has some models that import, but they're all a part of the same state minus a few things. Little example here with the door to the base.

image.png.8193baec765fc94b39a0437a6209954a.png

It has both intact, damaged and broken states all packed into one another. Not sure if this was intentional or just some weird ordeal, but it certainly makes it a pain to swap them out on the fly.

I never implemented the bodygroups that are in the game files, for now if you're able to, the only solutions would be to manually select them by mesh, and separate them into their own objects

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Posted
21 minutes ago, Über Winfrey said:

I never implemented the bodygroups that are in the game files, for now if you're able to, the only solutions would be to manually select them by mesh, and separate them into their own objects

That's fair. I was able to make it work and separate them into collections for easy changing. Screenshot2026-03-07220019.thumb.png.6814c4bb5b70ee0d0ff8515946c7c2e9.pngScreenshot2026-03-07215951.png.f5d1a8c0889ed6f13b72361b2a2c98f1.png

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Posted
1 hour ago, MilesMontana said:

image.png.770f7460a12bfd35e6b28a95c2ddbcce.pngOoof, found these missing some pieces in Beach Dead. It's not noticeable from a distance, but dang is that rough.

I'll look into it, could just be a register argument I never defined, kinda like how the Beach Runup had issues

 

figured out how the game does Fur Shaders, atleast for the Tail
image.thumb.png.aa39828be1eadc5d3674f815c6bdf87c.png

 

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Posted
On 3/8/2026 at 12:28 AM, Über Winfrey said:

I'll look into it, could just be a register argument I never defined, kinda like how the Beach Runup had issues

 

figured out how the game does Fur Shaders, atleast for the Tail
image.thumb.png.aa39828be1eadc5d3674f815c6bdf87c.png

 

Nice! Looks pretty well done all things considered since doing fur in Blender already is rough to get perfect

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Posted

Oh and not sure if the armature on the "JetCopterWW2" is meant to be broke, but some of the weight mapping isn't there or something else is going on. I probably should check the Future War one as well. image.png.e1068df545910176822116606cfb7f9f.png

Posted
On 3/5/2026 at 8:02 PM, Über Winfrey said:

the missing props should be listed in the asset list ,  you'll have to place them manally in the scene.

the batch image extractor is to get all of the images that you have loaded in the scene, because the only other method I know of was to do each image manually

all the textures should be there, the mess you're seeing is the lightmaps and layering bugs in the  material importer, right now that part of the importer is buggy, until I can work on getting materials to import more cleanly, which I actually am working on doing right now, with the fur shader, and other xbox shaders, so hopefully in time, things will look a lot more smoother

Is there a chance I'd be able to commission you and/or another individual to rip the complete Windy model/scene? Totally understand if you do this for fun and not for financial reasons but admittedly this seems like a lot.

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Posted

slowly getting it to import, I had to manually set the scale and rotation of the fur mask's uvs, so they aren't exact, but progess is being made
image.thumb.png.2f6017d142e922e19d37827b1afbdf46.png

On 3/9/2026 at 8:23 PM, MilesMontana said:

Oh and not sure if the armature on the "JetCopterWW2" is meant to be broke, but some of the weight mapping isn't there or something else is going on. I probably should check the Future War one as well. image.png.e1068df545910176822116606cfb7f9f.png

could be a different format of skin weights, I had a similar issue with Bugga, so could be an issue here too

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Posted
4 hours ago, Über Winfrey said:

slowly getting it to import, I had to manually set the scale and rotation of the fur mask's uvs, so they aren't exact, but progess is being made
image.thumb.png.2f6017d142e922e19d37827b1afbdf46.png

could be a different format of skin weights, I had a similar issue with Bugga, so could be an issue here too

Ayy, progress on the fur! Nicely done for a WIP. As for the skin weight ordeal with the ship, I can try just improvising with the Future version's weights and just copy it over to the old war one as a placeholder. Could work for the time being until things are figured out.

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Posted
2 hours ago, MilesMontana said:

Ayy, progress on the fur! Nicely done for a WIP. As for the skin weight ordeal with the ship, I can try just improvising with the Future version's weights and just copy it over to the old war one as a placeholder. Could work for the time being until things are figured out.

I also figured out how to fix the UV's for the weasels, and other models where the UVs are incorrect

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Posted (edited)
20 hours ago, Über Winfrey said:

the only thing I had to manually set was the eye uvs from tex0 to tex0_raw 
image.thumb.png.80f955e387c9446f2067ee1cb91ccc6f.png

Once again, congrats on getting the UVs fixed. They've been funky for a bit, but it makes things a lot easier than having to fight with the UVs just to correct the error. Although, weren't his sunglasses more detailed than that originally?

Edited by MilesMontana
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Posted
2 hours ago, MilesMontana said:

Once again, congrats on getting the UVs fixed. They've been funky for a bit, but it makes things a lot easier than having to fight with the UVs just to correct the error. Although, weren't his sunglasses more detailed than that originally?

image.thumb.png.e1038f7c87f7d5bac87de12e4cae7e0b.pngwhoops, I fixed it

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Posted
2 minutes ago, Über Winfrey said:

image.thumb.png.e1038f7c87f7d5bac87de12e4cae7e0b.pngwhoops, I fixed it

There we go, that was throwing me off for a second, but hey, good to see the fur working well for you in the end.

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Posted
5 minutes ago, MilesMontana said:

There we go, that was throwing me off for a second, but hey, good to see the fur working well for you in the end.

once I work out the bugs,I'll release it, its pretty clunky right now, the material itself is just a simple template I have the importer fill in, and for most models it works, but Berri has an extra texture in her fur shader, that I for to account for, I also need to add a checkbox for if people want to import the fur or not, the fur shells definitely bring the polycount up

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Posted
9 minutes ago, Über Winfrey said:

once I work out the bugs,I'll release it, its pretty clunky right now, the material itself is just a simple template I have the importer fill in, and for most models it works, but Berri has an extra texture in her fur shader, that I for to account for, I also need to add a checkbox for if people want to import the fur or not, the fur shells definitely bring the polycount up

Sounds about right with those things. Could be worse. Could be dealing with having it use the method to make fur in Blenderand while it isn't the worst, it can be annoying to perfect.

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Posted

image.thumb.png.7b2e3f6215093fefee45b7bc2ec3f043.pngI just implemented the shader to get Berri's fur to show up, since she uses a variant of the fur shader, the color is going to need some tweaking, but hey I got it in order so far

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Posted
2 hours ago, Über Winfrey said:

Conker now imports with his eyes corrected after implementing a material template to replicate the eye shader
image.thumb.png.d79bb51ded2c0cf2033d61c6157169ee.png

I see his eye surgery went well. Jokes aside, that looks really good! Nice to see the little tiny bit of reflection on his eyes.

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