Members MilesMontana Posted December 30, 2025 Members Posted December 30, 2025 (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. Edited December 30, 2025 by MilesMontana
Members Über Winfrey Posted December 30, 2025 Members Posted December 30, 2025 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. 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
Members Über Winfrey Posted December 30, 2025 Members Posted December 30, 2025 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. RBMimport_noAnimation.pyTry this one, I'll also go back and update the original upload aswell
Members MilesMontana Posted December 30, 2025 Members Posted December 30, 2025 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.
Members Über Winfrey Posted December 30, 2025 Members Posted December 30, 2025 (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. you have to use the -d option from clr_unpack default unpack won't work the correct version will have .mapped at the end Edited December 30, 2025 by Über Winfrey
Members MilesMontana Posted December 30, 2025 Members Posted December 30, 2025 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?
Members Über Winfrey Posted December 30, 2025 Members Posted December 30, 2025 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
Members MilesMontana Posted December 30, 2025 Members Posted December 30, 2025 (edited) Gotta love Windows bullshit. NVM, I got it to work. Some weird shit went on. Edited December 30, 2025 by MilesMontana
Members MilesMontana Posted December 30, 2025 Members Posted December 30, 2025 (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. Edited December 30, 2025 by MilesMontana
Members Über Winfrey Posted December 30, 2025 Members Posted December 30, 2025 (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. 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 Edited December 30, 2025 by Über Winfrey
Members MilesMontana Posted December 30, 2025 Members Posted December 30, 2025 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.
IWantConkerLiveModelsNow Posted December 30, 2025 Posted December 30, 2025 GUYS, CONKER HAS HIS TAIL BACK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
IWantConkerLiveModelsNow Posted December 30, 2025 Posted December 30, 2025 (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 December 30, 2025 by IWantConkerLiveModelsNow
Members Über Winfrey Posted December 30, 2025 Members Posted December 30, 2025 (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 December 30, 2025 by Über Winfrey
IWantConkerLiveModelsNow Posted December 30, 2025 Posted December 30, 2025 (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 Edited December 30, 2025 by IWantConkerLiveModelsNow
Members MilesMontana Posted December 30, 2025 Members Posted December 30, 2025 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.
Members Über Winfrey Posted December 30, 2025 Members Posted December 30, 2025 (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 December 30, 2025 by Über Winfrey
Members Über Winfrey Posted December 31, 2025 Members Posted December 31, 2025 (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 thatHere is what he looked like when directly imported, before I manually fixed the alpha channel getting piped into the correct shading output Edited December 31, 2025 by Über Winfrey
Members MilesMontana Posted December 31, 2025 Members Posted December 31, 2025 Completely understandable. Did refresh those, but might be just a one time issue on them. Idk.
Members Über Winfrey Posted December 31, 2025 Members Posted December 31, 2025 so far all the textures are seeming to work now in the Poo level
Members MilesMontana Posted December 31, 2025 Members Posted December 31, 2025 Only other thing that seems to not import is the "CombatFlag" for both Tediz and SHC. I did the clrunpack with the .mapped output
Members Über Winfrey Posted December 31, 2025 Members Posted December 31, 2025 (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 because they are empty archives Edited December 31, 2025 by Über Winfrey
Members MilesMontana Posted December 31, 2025 Members Posted December 31, 2025 Huh. That's pretty odd for it. I guess they're in the "timezone" folder then or somewhere else?
Members birdytsc Posted December 31, 2025 Author Members Posted December 31, 2025 (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 December 31, 2025 by birdytsc
Members MilesMontana Posted December 31, 2025 Members Posted December 31, 2025 5 minutes ago, birdytsc said: what file are you referencing here? game build? path etc? 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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