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[Xbox] Conker Live and Reloaded models


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Posted (edited)

I have decompressed the file by slapping it into Clr_unpackv4.exe. It slips out an .unpacked file. Every time i've tried running the script in Blender's text editor and the Python Script, it's never worked out well. I tried modifying it earlier to see if it'd work by readjusting it, but that also went horrible.image.thumb.png.ebc91c62ee398d5e83d15acc0720fdc0.png 

Edited by MilesMontana
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Posted
3 minutes ago, MilesMontana said:

I have decompressed the file by slapping it into Clr_unpackv4.exe. It slips out an .unpacked file. Every time i've tried running the script in Blender's text editor and the Python Script, it's never worked out well. I tried modifying it earlier to see if it'd work by readjusting it, but that also went horrible.image.thumb.png.ebc91c62ee398d5e83d15acc0720fdc0.png 

Hmmm, ok

so what I'll do is I'll make another version, and I'll strip out all of the animations logic, that is the area that is triggering the indentation error and tabspace stuff

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Posted
12 minutes ago, MilesMontana said:

I have decompressed the file by slapping it into Clr_unpackv4.exe. It slips out an .unpacked file. Every time i've tried running the script in Blender's text editor and the Python Script, it's never worked out well. I tried modifying it earlier to see if it'd work by readjusting it, but that also went horrible.image.thumb.png.ebc91c62ee398d5e83d15acc0720fdc0.png 

RBMimport_noAnimation.pyTry this one, I'll also go back and update the original upload aswell

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Posted

This was all I got out of it. I already had one of the multiplayer models set to .unpacked and then hit import. Blender does register the addon and allows it to be toggled, but this is as far as it goes. Did it with the script in the text editor, ran the script and still the same issues as just enabling the addon.
image.png.d5ad379c42a3f95228dbdceec7dfb778.png
image.png.236f93047a8e68f2df484de571ffee24.png

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Posted (edited)
6 minutes ago, MilesMontana said:

This was all I got out of it. I already had one of the multiplayer models set to .unpacked and then hit import. Blender does register the addon and allows it to be toggled, but this is as far as it goes. Did it with the script in the text editor, ran the script and still the same issues as just enabling the addon.
image.png.d5ad379c42a3f95228dbdceec7dfb778.png
image.png.236f93047a8e68f2df484de571ffee24.png

you have to use the -d option from clr_unpack

default unpack won't work

the correct version will have .mapped at the end

image.thumb.png.2f317faa2f81ae830b0cb71159f7b3c9.pngimage.thumb.png.018f0499d26bc6287ca90d45c09e6b92.png

Edited by Über Winfrey
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Posted

I'm a bit tech illiterate..so this would be just using cmc, put the directory, slap the rbm in the same file as the unpacker, put the -d there and that should do it, correct?

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Posted
6 minutes ago, MilesMontana said:

I'm a bit tech illiterate..so this would be just using cmc, put the directory, slap the rbm in the same file as the unpacker, put the -d there and that should do it, correct?

what I do is put clr_unpack into the folder I have the desired rbm in, then type cmd in the address bar, which will open cmd prompt

from there you put in clr_unpack.exe  default.rbm  -d index
 
image.thumb.png.8ade54b3b08e0b22fb7cc7701e6b537a.png

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Posted (edited)

Okay, the script seems to work, but there's still some oddities here and there. One of those is the weight maps. I had to scale her down to about a 0.08 iirc from her original scale when imported. image.png.2debfbf7f8235b11b6abc8aba5d7b630.png

image.png.bd8465fe31c70558694be03f73780f3f.png

Edited by MilesMontana
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Posted (edited)
25 minutes ago, MilesMontana said:

Okay, the script seems to work, but there's still some oddities here and there. One of those is the weight maps. I had to scale her down to about a 0.08 iirc from her original scale when imported. image.png.2debfbf7f8235b11b6abc8aba5d7b630.png

image.png.bd8465fe31c70558694be03f73780f3f.png

reload the script, hit the play button in the script menu to refresh, then re import, if that doesn't work, open a fresh scene then re import, the only issue I'm seeing with her is the pony tail isn't parenting to her head, but that seems to be how its set up in the game's skeleton, because they all just reuse Conker's skeleton, and they use the tail bones for the ponytail, leaving them connected to the waist still


image.thumb.png.16d1595b0e4161838121c89acf862873.png

Edited by Über Winfrey
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Posted

Gotcha. Reloaded it and it works fine now. Thanks for that! It took me a second with how command prompt was being weird since I haven't had to use it in some time. It works fine now.

Posted (edited)

So uber, this Conker rbm importer is amazing! But the poo level needs a little fix ups, the bettle texture is not loading, and the great mighty poo texture isn’t loading, but I got the other characters to load with textures like Haybot, Reg Ron and Frankie, Count Batual, Mavis, Bugger Lugs, Terminator Bot, Boiler, ETC, I LOVE THE RBM IMPORTER IT WORKS VERY WELL, EVEN THOUGH I STILL GO THROUGH UV PROBLEMS, I STILL LOVE IT UBER!!!

Edited by IWantConkerLiveModelsNow
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Posted (edited)
4 hours ago, IWantConkerLiveModelsNow said:

So uber, this Conker rbm importer is amazing! But the poo level needs a little fix ups, the bettle texture is not loading, and the great mighty poo texture isn’t loading, but I got the other characters to load with textures like Haybot, Reg Ron and Frankie, Count Batual, Mavis, Bugger Lugs, Terminator Bot, Boiler, ETC, I LOVE THE RBM IMPORTER IT WORKS VERY WELL, EVEN THOUGH I STILL GO THROUGH UV PROBLEMS, I STILL LOVE IT UBER!!!

maps aren't fully supported yet, most of the mesh uses multiple UV channels, and some of the mesh isn't fixed yet, but I'll work on that stuff after I get animations and other things working

as for the texture thing I'll work on it, I thought I had fixed it when I had that issue with the multiplayer models, but I actually never opened up the Mighty Poo level files

the beetles texture works in the Windmill levels though if you still need them

 

Edited by Über Winfrey
Posted (edited)
4 hours ago, Über Winfrey said:

maps aren't fully supported yet, most of the mesh uses multiple UV channels, and some of the mesh isn't fixed yet, but I'll work on that stuff after I get animations and other things working

as for the texture thing I'll work on it, I thought I had fixed it when I had that issue with the multiplayer models, but I actually never opened up the Mighty Poo level files

the beetles texture works in the Windmill levels though if you still need them

 

Yeah, I have been mapping the .rbm.unpacked like crazy yesterday, guess I'll go though more unpacking. I just woke up but idc, I am gonna do tech stuff early today

2025-12-30_13-56-05.jpg

Edited by IWantConkerLiveModelsNow
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Posted

Only issues I've seen so far is the multiplayer vehicles (Future Jeep and WW2 Jeep) having armature, but assigned to only "CENTI1" and at times some weird missing texture from time to time. (Ex: Tediz Sneaker WW2 having a robotic internal piece, but no assigned texture). Other than the level thing you already know about, probably gonna do some more testing to see what may have been missed.

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Posted (edited)
2 hours ago, MilesMontana said:

Only issues I've seen so far is the multiplayer vehicles (Future Jeep and WW2 Jeep) having armature, but assigned to only "CENTI1" and at times some weird missing texture from time to time. (Ex: Tediz Sneaker WW2 having a robotic internal piece, but no assigned texture). Other than the level thing you already know about, probably gonna do some more testing to see what may have been missed.

I'll look into it, some of the models use different format, I had to fix the armature for Bugga recently because it had a wildly different skin weight format than the majority of the files

sometimes you'll need to refresh the scene for textures and armature fixes
but originally my script would skip the first entry in the shaderparams because for most models its just a default shadowmap color, and because of that, some models that have a texture in the first entry are getting skipped, and then there is no matching number for the texturefile to reference

I'm currently working on it, I would have had it completed earlier but I had to deal with some stuff

Edited by Über Winfrey
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Posted (edited)

I got the textures to work for Poo, Since I overhauled the texture logic, I haven't tested it on the other models yet, but should work on the previous models that worked, it broke the alpha connection into the specular, so I'll try to work on thatimage.thumb.png.b73cd5f79a2db425f589451a515ec1ea.pngHere is what he looked like when directly imported, before I manually fixed the alpha channel getting piped into the correct shading output

image.thumb.png.7f9c8ad4caa92645b907b427cd8a9265.png

Edited by Über Winfrey
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Posted (edited)
2 hours ago, MilesMontana said:

Only other thing that seems to not import is the "CombatFlag" for both Tediz and SHC. I did the clrunpack with the .mapped output image.png.50ee21d87068fb1141dd21be0b0297bb.png

because they are empty archives

 

Edited by Über Winfrey
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Posted (edited)
2 hours ago, MilesMontana said:

Huh. That's pretty odd for it. I guess they're in the "timezone" folder then or somewhere else?

what file are you referencing here? game build? path etc?

Edited by birdytsc
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Posted
5 minutes ago, birdytsc said:

what file are you referencing here? game build? path etc?

image.png.08b15f2b21f5c00da1f3d90f936001b4.png

This location. I know using the .RBM importer summons a set of weapons for both Old War and Future War so i'm presuming it might be there or it's in the level files themselves I guess.

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