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[Xbox] Conker Live and Reloaded models


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Posted
22 hours ago, Über Winfrey said:

I've been so busy at work lately, but here is the version with fixed material batching

RBMimport_noAnimation5.py

Completely understandable. At least you're okay and still thriving. As for the update, much appreciated on figuring out that little material problem despite the annoyance it brings with having to retread old ground just to make something else work.

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Posted

Here's a quick little texture extractor for blender
import a map, or model
open, or paste the script in the script editor
edit the output path to where you want them to go
press run script

all textures currently in your scene are exported

refresh the scene if you want to keep the textures tidy
you will have some missing textures, because I forgot to reimplement the extra textures stored inside the texture handles, it will get reimplemented soon
batch_imgextract.py

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

Here's a quick little texture extractor for blender
import a map, or model
open, or paste the script in the script editor
edit the output path to where you want them to go
press run script

all textures currently in your scene are exported

refresh the scene if you want to keep the textures tidy
you will have some missing textures, because I forgot to reimplement the extra textures stored inside the texture handles, it will get reimplemented soon
batch_imgextract.py

Once again, hitting it out of the ballpark with another script. I'll have to play around with it some time. I have been looking into the files again and am wondering are the Tediz Grunt supposed to be rigged like this? This is the one from the FrontEnd file. His Cheeks are weightmapped to just one section of teeth rather than both. Is the jaw also meant to really do nothing? Wasn't sure if that was intentional. 

image.png.12e9f3aa009ad19601491e4c41ccf04a.pngimage.png.2a3f83b1e7a7735cbace53628eb42398.png
As for this, this is just one of the toilet seat parts from FrontEnd. It's not the biggest deal, but pretty sure this wasn't meant to happen unless it's made that was since you're not gonna notice too much. 

Edited by MilesMontana
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Posted

 

9 minutes ago, MilesMontana said:

Once again, hitting it out of the ballpark with another script. I'll have to play around with it some time. I have been looking into the files again and am wondering are the Tediz Grunt supposed to be rigged like this? This is the one from the FrontEnd file. His Cheeks are weightmapped to just one section of teeth rather than both. Wasn't sure if that was intentional. 

image.png.12e9f3aa009ad19601491e4c41ccf04a.pngimage.png.2a3f83b1e7a7735cbace53628eb42398.png
As for this, this is just one of the toilet seat parts from FrontEnd. It's not the biggest deal, but pretty sure this wasn't meant to happen unless it's made that was since you're not gonna notice too much. 

I'll look into it, 
as for the toilet seat is that the one that is above Berri's room?

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Posted
4 minutes ago, Über Winfrey said:

 

I'll look into it, 
as for the toilet seat is that the one that is above Berri's room?

Yeah. Just curious about these things.

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Posted
10 minutes ago, MilesMontana said:

Perhaps. Better to ask than to just assume.

the Tediz is just that way, looks like they only had him rigged for what they needed him to do, the teeth were probably never in the way so they didn't bother fixing it

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Posted
Just now, Über Winfrey said:

the Tediz is just that way, looks like they only had him rigged for what they needed him to do, the teeth were probably never in the way so they didn't bother fixing it

Ah, gotcha. Thanks for the heads up my dude! Appreciate it.

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Posted

Huh. Looks pretty nice. I just plugged them into emission on a principled BSDF in Blender on my end and ended up with something like this after setting it up for a friend to do some renders with and some armature created just for some options like animating or just for the sake of it. Maybe a bit too bright or just got it enough to look similar to ingame. Screenshot2026-02-16205838.thumb.png.76f3f9fe1eba928b5e836094c97efc26.png

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Posted
4 hours ago, MilesMontana said:

Huh. Looks pretty nice. I just plugged them into emission on a principled BSDF in Blender on my end and ended up with something like this after setting it up for a friend to do some renders with and some armature created just for some options like animating or just for the sake of it. Maybe a bit too bright or just got it enough to look similar to ingame. Screenshot2026-02-16205838.thumb.png.76f3f9fe1eba928b5e836094c97efc26.png

in unity I multiplied it with the albedo and plugged that into emission, it solved a lot of the  over brightened colors

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Posted

Ah, perhaps I need to play with stuff more? Then again, the guy had no real complaints so maybe i'll be fine for now. Time will tell, but looks good on your end.

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Posted

There is one thing i've found while cross referencing cutscenes vs the importer. Located in BladeBoardRoom, the texture setup for the table isn't correct. It uses "Texture 12", which is the red texture with some black lines.

image.thumb.png.a9976e6904b069a5652bef40de388529.png

After checking the files, it seems the correct one is "Texture 8"

image.thumb.png.03b17db7a9b8748deac1c97b94991668.png

image.thumb.png.c2adfe108f903ad809e14dce8e608c67.png

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Posted
22 hours ago, MilesMontana said:

There is one thing i've found while cross referencing cutscenes vs the importer. Located in BladeBoardRoom, the texture setup for the table isn't correct. It uses "Texture 12", which is the red texture with some black lines.

image.thumb.png.a9976e6904b069a5652bef40de388529.png

After checking the files, it seems the correct one is "Texture 8"

image.thumb.png.03b17db7a9b8748deac1c97b94991668.png

image.thumb.png.c2adfe108f903ad809e14dce8e608c67.png

the red texture is a type of mask for what I think is for a sheen type effect

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Posted
1 hour ago, Über Winfrey said:

the red texture is a type of mask for what I think is for a sheen type effect

Ah, so how does that work in terms of nodes since a red mask isn't exactly something i'm too familiar with on this mess.

I also realized that was a mistake on my part since I didn't initially notice till later.

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Posted
10 hours ago, MilesMontana said:

Ah, so how does that work in terms of nodes since a red mask isn't exactly something i'm too familiar with on this mess.

I also realized that was a mistake on my part since I didn't initially notice till later.

I honestly have no idea, I would have to watch an ingame shot to see how it acts ingame

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Posted (edited)

image.thumb.png.c5a654d2c24fa1532011522d30777b81.pngI'm adding support for light importing, this is from Frontend, lights at top of Berri's room and the Pub is the bottom

Edited by Über Winfrey
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Posted

Here's the updated Script, has a few new features
you'll see checkboxes at the top of the importer screen currently they are broken, so they do nothing, can ignore them
Can load in light placements and light colors (Currently you will need to edit the radius and such manually, xbox attenuation is a lot different than Blender, or unity)

Also reimplemented an autoimport that will gather all the textures that are stored inside of a texture file and import them into your scene cache. for instance, you can now get animated texture frames, and alternate textures from your imports now
Conker for example has multiple pupil textures, fur masks, and eye lid textures that will now import

 

RBMimport_7.py

post processing done in unity, this is to show you can import the lights into Unity via Blender fbx export
image.thumb.png.777dc410bae8c80167b09c85ade9e21d.png

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Posted

Once again, excellent work. Nice to see alternate texture choices (Ex: Multiplayer characters eyes) and whatnot being there since only other way to get them previously was that older method that kinda sucked to do (Xemu+Renderdoc)

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Posted
28 minutes ago, MilesMontana said:

Once again, excellent work. Nice to see alternate texture choices (Ex: Multiplayer characters eyes) and whatnot being there since only other way to get them previously was that older method that kinda sucked to do (Xemu+Renderdoc)

the logic to get them was always there, I just forgot to turn False to True lol

Posted

I am so glad that finally someones actually trying to dump conker live and reloaded assets. seems like such an overdue thing. its been like 20 years since it came out and now we're trying to dump it and not 10 to 15 years earlier. but good job so far. maybe someone could port the SHC soldier from the assault level from the its war chapter, that has been my favorite version of the SHC soldier by far. generic but my favorite.

vlcsnap-2026-02-28-01h19m50s521.png

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Posted
8 hours ago, MrBlue2838 said:

I am so glad that finally someones actually trying to dump conker live and reloaded assets. seems like such an overdue thing. its been like 20 years since it came out and now we're trying to dump it and not 10 to 15 years earlier. but good job so far. maybe someone could port the SHC soldier from the assault level from the its war chapter, that has been my favorite version of the SHC soldier by far. generic but my favorite.

vlcsnap-2026-02-28-01h19m50s521.png

If you mean just getting the model from the game to Blender, you can already do that. Just have the files from the rom itself, use the tools provided in the thread and you have it yourself.

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Posted (edited)
On 2/21/2026 at 9:56 PM, MilesMontana said:

There is one thing i've found while cross referencing cutscenes vs the importer. Located in BladeBoardRoom, the texture setup for the table isn't correct. It uses "Texture 12", which is the red texture with some black lines.

image.thumb.png.a9976e6904b069a5652bef40de388529.png

After checking the files, it seems the correct one is "Texture 8"

image.thumb.png.03b17db7a9b8748deac1c97b94991668.png

image.thumb.png.c2adfe108f903ad809e14dce8e608c67.png

here is a patch to hopefully fix the red messy textures
just search for #generic linear in the word search found on the right side of the script window and it should bring you there, 
replace this whole section 
# generic linear
payload = self._unswizzle_linear_bytes(raw, w, h, spec['bpp'] // 8) if swz else raw
return self._make_dds(w, h, payload, bpp=spec['bpp'], rgba_masks=spec['rgba_masks'])

with the below code, 
 

        # generic linear (ALL OTHER formats)
        payload = self._unswizzle_linear_bytes(raw, w, h, spec['bpp'] // 8) if swz else raw

        # --- PATCH: fmt 0x00 L8-
        if int(fmt_code) == 0x00:
            top_len = w * h  # 1 byte per pixel
            if len(payload) < top_len:
                print(f"[tex-decode] fmt0x00(L8) payload too small: have={len(payload)} need={top_len}")
                return None

            src = payload[:top_len]

            # Expand L8 -> RGBA8888 (R=G=B=A=v) (RenderDoc-like)
            out = bytearray(top_len * 4)
            for i, v in enumerate(src):
                j = i * 4
                out[j+0] = v  # R
                out[j+1] = v  # G
                out[j+2] = v  # B
                out[j+3] = v  # A

            rgba_masks = (0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000)
            return self._make_dds(w, h, bytes(out), bpp=32, rgba_masks=rgba_masks)

        return self._make_dds(w, h, payload, bpp=spec['bpp'], rgba_masks=spec['rgba_masks'])   


THEN
go to the  _init_ function and under where you see 
 

        self.FORCE_SWIZZLE = False   # None=auto, True=force on, False=force off
        self.FORCE_SWIZZLE_BY_FMT = {0x28: True}


Add this immediately after
 

        self.FORCE_SWIZZLE_BY_FMT[0x00] = True

image.thumb.png.9d57fbb7eabfd45750dc562d89b6cffc.pngimage.thumb.png.ddac3911b4c4106e8fbeed52b276f589.pngimage.png.8429af15975d790a65bbc185976ed861.png

Edited by Über Winfrey

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