Members birdytsc Posted December 31, 2025 Author Members Posted December 31, 2025 14 minutes ago, MilesMontana said: 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. i'm still not quite sure what you are saying or asking for here?
Members MilesMontana Posted December 31, 2025 Members Posted December 31, 2025 I was looking for the flags from the multiplayer "Capture the Flag" levels. The ones you grab and run with. back to base.
Members birdytsc Posted December 31, 2025 Author Members Posted December 31, 2025 6 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 i was referring to this post. if you just want to know where the flags are im not sure, probably aid\zpackage\Level\Mp_Frontend maybe or some other shared package.
Members MilesMontana Posted December 31, 2025 Members Posted December 31, 2025 11 minutes ago, birdytsc said: i was referring to this post. if you just want to know where the flags are im not sure, probably aid\zpackage\Level\Mp_Frontend maybe or some other shared package. Oh, I just ran into the error and thought there was something wrong with the script handed was all.
Members Über Winfrey Posted December 31, 2025 Members Posted December 31, 2025 (edited) 8 hours ago, MilesMontana said: Huh. That's pretty odd for it. I guess they're in the "timezone" folder then or somewhere else? back when I was debugging the game a year ago, it has a lot of the old CBD files associated with that file, for example, the pikachu tail, so they could very well just be dummy files to make sure the game doesn't crash when trying to cache the asset list, because the list still has tons of CBD files listed that don't exist in the game files 5 hours ago, MilesMontana said: I was looking for the flags from the multiplayer "Capture the Flag" levels. The ones you grab and run with. back to base. those should be in the level folders in the beach folder you can find Kriplespac's cutscene model Edited December 31, 2025 by Über Winfrey
Members MilesMontana Posted December 31, 2025 Members Posted December 31, 2025 Gotcha. Noted for the future.
Members Über Winfrey Posted January 1 Members Posted January 1 just for anyone waiting on the updated script, I'm currently revamping the material config, and adding flag detection to determine how the alpha masks should be handled. something that the current script doesn't do, once thats done I'll put in an update
Members shtyz Posted January 1 Members Posted January 1 HAPPY NEW YEARS, and to you Uber, thanks for the script man. HAPPY HOLIDAYS! 2 1
Members Über Winfrey Posted January 6 Members Posted January 6 (edited) Here is an updated version of the script What Changed: Added shader type detection Specular textures will now correctly pipe into the specular node Textures with a Cutout Alpha now correctly pipe into the alpha channel Fur is currently being worked on Added more attributes to the model Vertex Color is now supported Fur Length is now being collected (not fully implemented yet) Fixed an issue where some models never importing textures or materials I'll also update the original script post EDIT I'll be updating it again soon, appears some models have separate specular textures rather than them just deriving from the alpha, mostly the Barn_outside models RBMimport_noAnimation2.py Edited January 6 by Über Winfrey 3 1
Members Über Winfrey Posted January 7 Members Posted January 7 (edited) Might have to redo the material system again to using the pushbuffer to decrypt what the textures do, But maybe not, I'm still debugging some stuff, the phong shader uses the specular shader type number, but its config settings are different, so ironing that out might take a little bit maybe if I end up using the push buffer, maybe that will lead into modding files in the game itself, who knows Edited January 7 by Über Winfrey
Members MilesMontana Posted January 7 Members Posted January 7 Time will tell. We look forward to seeing what you find out regardless. I did find it odd with how this version of the script handles stuff in regards to specular and all that, but still kept V1 of the script in case something was to end up being weird. Nevertheless, still impressive and do take all the time needed.
Members Über Winfrey Posted January 7 Members Posted January 7 16 minutes ago, MilesMontana said: Time will tell. We look forward to seeing what you find out regardless. I did find it odd with how this version of the script handles stuff in regards to specular and all that, but still kept V1 of the script in case something was to end up being weird. Nevertheless, still impressive and do take all the time needed. the fixes can happen manually, you just have to plug the shading into the correct slots, hopefully I can figure it out I did find that not all the textures are importing for whatever reason , nothing major, just some masks that should be there
Members MilesMontana Posted January 7 Members Posted January 7 2 minutes ago, Über Winfrey said: the fixes can happen manually, you just have to plug the shading into the correct slots, hopefully I can figure it out I did find that not all the textures are importing for whatever reason , nothing major, just some masks that should be there True. I mostly just unplugged some of it for now. Nothing major until figured out better. Other than that, I have noticed the texture thing with some of the stuff like like maybe the guts of the Tediz when sliced since I opened the Sneaker Tediz from WW2 and did notice one of them has some internals, but it was just blank.
Members Über Winfrey Posted January 8 Members Posted January 8 7 hours ago, MilesMontana said: True. I mostly just unplugged some of it for now. Nothing major until figured out better. Other than that, I have noticed the texture thing with some of the stuff like like maybe the guts of the Tediz when sliced since I opened the Sneaker Tediz from WW2 and did notice one of them has some internals, but it was just blank. I'll look into it, could be an issue where it needs the texture from another rbm
Members Über Winfrey Posted January 8 Members Posted January 8 (edited) 21 hours ago, MilesMontana said: True. I mostly just unplugged some of it for now. Nothing major until figured out better. Other than that, I have noticed the texture thing with some of the stuff like like maybe the guts of the Tediz when sliced since I opened the Sneaker Tediz from WW2 and did notice one of them has some internals, but it was just blank. ok I believe I see what you mean, the player models in the multifrontend folder's texture works, but the ones in the multi folder are no long importing, so I'll have to look into that, I'm working on a resource pool thing, where you have to load in a file to cache shared textures through, right now I'm testing it on Berri's Matrix model, as she is referencing Conker's fur mask, yet the bank file doesn't contain it, its only in Conker's main fileThis might be the issue, I'll look into it, there are some compression formats for the textures that I haven't implemented, mostly because I forget about them EDIT so it seems they are relying on texture cache 00 00 00 00 00 00 00 00 A0 91 00 00 A0 92 00 00 00 00 00 00 this is a texture pointer array found at the bottom of the .Data section of the Demolisher model if a texture is shown in the zpackage list, its pointer will be 00 00 00 00 which originally I thought all the needed files would be in the archive when putting the script together for this model the second texture pointer is located in the zpackage list that you click on to import a model, which results in the null pointer in the .data what I didn't know was that it used resource files for the first texture pointer, which also cause Null pointers, but the textures for those Null areas are always named in the model's file example demolisher_Fbody.tga in Resource file demolisher_detail.tga in RBM ted_inside_texture_2.iff in Resource file so that is the reason for missing textures Edited January 8 by Über Winfrey
Members MilesMontana Posted January 8 Members Posted January 8 Ah, gotcha. Kinda odd they chose it that way since they seemed pretty organized for the most part, but I guess dependencies were inevitable somewhere. I know levels aren't the thing right now, but did notice some texture improvements on the FrontEnd area (Cock and Plunker menu), but the rest is of course a little borked.
Members Über Winfrey Posted January 8 Members Posted January 8 (edited) fixed some dynamic mesh scaling issues, there was a flag in one of the sneaker models that wasn't recorded, I have fixed it now, I'm still trying to work out the kinks of the resource loading once I feel its stable enough I'll pop up another update script, and I'll list the files that you will need to load as resour ces for some of the textures to transfer to mesh EDIT resource preloading seems to be working Edited January 9 by Über Winfrey
Members MilesMontana Posted January 9 Members Posted January 9 Nice, nice. Been wondering what the mesh was supposed to be there. Don't recall too well aside from some effects I guess.
Members Über Winfrey Posted January 9 Members Posted January 9 (edited) 1 minute ago, MilesMontana said: Nice, nice. Been wondering what the mesh was supposed to be there. Don't recall too well aside from some effects I guess. its the forcefield shield so I found that I am missing a handful of dds compressions, so some of the textures don't decode when importing them, so once I get those patched I'll test to see if all the textures import to the correct materials and if they do I might release an updated script, Edited January 9 by Über Winfrey
Members MilesMontana Posted January 9 Members Posted January 9 Ah. I really do need to sit through more of the multiplayer at some point to get a full grasp better. Take all the time required since it's amazing you've figured out this much already in the span of less than a year in the timeframe you started to now.
Members Über Winfrey Posted January 9 Members Posted January 9 1 hour ago, MilesMontana said: Ah. I really do need to sit through more of the multiplayer at some point to get a full grasp better. Take all the time required since it's amazing you've figured out this much already in the span of less than a year in the timeframe you started to now. I've dedicated way too much of my free time to this damned Squirrel
Members MilesMontana Posted January 9 Members Posted January 9 1 minute ago, Über Winfrey said: I've dedicated way too much of my free time to this damned Squirrel Maybe, but you seem to understand it the best so far compared to anyone else i've seen tbh and I respect it. 1
Members Über Winfrey Posted January 10 Members Posted January 10 (edited) RBMimport_noAnimation4.pyHere is an updated version of the script, Added Support for V8U8 DDS bumpmaps, textures that are apart of the perturbation shading, like rain and drunkeness Added a new feature that allows you to preload textures from a selected Resource RBM, doing so allows some models that rely on separate archives to be able to use their textures. to preload the textures click "Preload ALL Textures" which does what the label says the following are resource files I've found so far, there could be more: General/Singleplayer/ Levels/MP_Frontend/ General/Boot/ General/TemporaryBoot/ General/Multiplayer/ some of the multiplayer models don't import the textures, but if you really need that model, they all have packages else where in the files that does import textures Disregard the "Load Resource RBM" it will be removed at some point Edited January 10 by Über Winfrey 1
Members MilesMontana Posted January 11 Members Posted January 11 (edited) I'll have to look more into the script. This should be interesting. Edited January 11 by MilesMontana
Members Über Winfrey Posted January 12 Members Posted January 12 (edited) I'm working on maps now, had some leakage, with face tables for maps my script originally fed faces to vertex buffers based on IDs, but with maps its different, some of them do not have the matching requirements that most of the face distribution requires, so now I'm reworking that a little. In the image above, the treetops are one of those buffers that require a work around, so once I get that figured I'll post another update Edited January 12 by Über Winfrey 2
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