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Twisted Metal PS3 (2012)

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id-daemon, posted Sun Feb 02, 2020 9:06 am (53674)


Twisted Metal PS3 (2012) models tool

Usage: drop .NGP file onto the tool. Corresponding .VRAM file must be in the same folder
Tool will output all meshes into single .ASCII file with all UV pairs, and also each mesh into individual .OBJ file with only 1st UV
Skeletal meshes will be output as static. The full data tree will be written to console.

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tm2012.rar

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DJ Normality, posted Sun Feb 02, 2020 1:13 pm (53676)


Words cant express how grateful I am. Thank you.
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id-daemon, posted Sun Feb 02, 2020 5:41 pm (53680)


OBJ export fixed
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DJ Normality, posted Sun Feb 02, 2020 10:09 pm (53683)


Did you happen to see there were a few levels that wouldn't extract? like Boss3.ngp. seems to find everything then program ends and nothing is dumped.. Loving this tool. Found so many new things already. Another one is Canals.ngp
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Another thing is some levels are 300,000kbs, and i dont know of a program that will open the ASCII directly. I use Noesis to convert the ASCII to FBX. But Noesis cant seem to handle such a big ASCII any ideas ?
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id-daemon, posted Mon Feb 03, 2020 4:24 am (53687)


DJ Normality wrote:
Did you happen to see there were a few levels that wouldn't extract?

no. I checked a few. Surely may be some with differences
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DJ Normality, posted Mon Feb 03, 2020 4:26 am (53688)


Ok, wasn't sure on that. I can always manually do them thats no biggie. Did you happen to know of a program that will open the ASCII directly ? I tried Maya and 3DS Max both nothing.
Heres what I did get so far though :D
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id-daemon, posted Mon Feb 03, 2020 3:59 pm (53706)


there are plugins for blender and 3dmax
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DJ Normality, posted Mon Feb 03, 2020 11:27 pm (53722)


Ok cool i got it. I didnt know XPS was the same as ACSII. Thank you its all working.. And I found that by changing the header to the files of the ones that wouldn't extract. Actually extracted something. Not sure if everything is correct but it did manage to pull something.
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id-daemon, posted Tue Feb 04, 2020 4:44 am (53732)


For levels i usually split them into 100mb parts, but for this game i didnt make levels support, so it was not added. For levels, meshes must be put to their places, and the tool is not currently doing it.

I may check other files later if I have time.
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id-daemon, posted Tue Feb 04, 2020 7:21 pm (53752)


Tool updated.

boss3 now must work. This level had additional .PGM file with extra geometry. It will not be exported, just skipped. But tool will not crash and export everything else.

I can add PGM export later if there's anything important there.
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DJ Normality, posted Wed Feb 05, 2020 2:18 am (53761)


Sweet! I didn't know the .PGM held any model information. Thanks for the update. So are the .HKX animations ? I've seen that file before.
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id-daemon, posted Wed Feb 05, 2020 3:12 pm (53781)


I dont think HKX are animations. Just physics.

So did you find everything you need in boss3?
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DJ Normality, posted Wed Feb 05, 2020 6:05 pm (53790)


Oooh yeah, I did every level. Seems to all be there in each one. Now the fun part of re assembling the zero'd out objects. But you saved me years worth of time and uv mapping. Thanks again.
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DJ Normality, posted Wed Feb 12, 2020 12:34 am (53944)


In your research did you happen to see any bones/animation data ? Trying to rig sweetbot but not going so well.
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id-daemon, posted Wed Feb 12, 2020 4:02 am (53947)


Yes, ive seen bones/weights, its all there
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DJ Normality, posted Wed Feb 12, 2020 4:42 am (53948)


Are they within the .NGP or another file and if so is there away to extract them? Its hard to rig some of these models without knowing where stuff goes. Also.. is there a way to create a .NGP from . OBJ's now? If so I could reverse the whole game. Like create a .OBJ drop it onto the program and it outputs a .NGP for .PS3 ?
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id-daemon, posted Fri Feb 14, 2020 3:15 pm (54011)


yes, there is a way
but you'll have to find someone who will do this
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DJ Normality, posted Fri Feb 14, 2020 11:49 pm (54017)


Thanks for all your help man. You made this project a reality.
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DJ Normality, posted Mon Feb 17, 2020 8:47 am (54082)


Well I was able to manually rig one so far lol.
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WareWolffTen31, posted Mon Feb 17, 2020 8:41 pm (54084)


how do you extract the textures for the models?
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whnewage, posted Sat Apr 04, 2020 1:43 am (55508)


Hello, thanks for the tool! I tried this on another game that has NGP and VRAM files, but to no avail. I would try to modify the script myself, but it's in exe format. I did try the .vram exporter however, and it worked perfectly at extracting the textures. Any idea on how to make this work? I've attached all of the files below, thanks!


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DJ Normality, posted Sat Apr 11, 2020 7:16 pm (55764)


No this is only for TM2012
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