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Ghost Recon: Phantoms Online - maxscript

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zaramot, posted Sat Sep 05, 2015 12:49 pm (7210)


Hi guys!
Here's maxscript to import Ghost Recon: Phantoms Online PC models with bones weights (3ds max 2009-2014)
Script isn't finish, but working for all models weapon's, vehicles and characters. Some guys requested me to share it, so here it is.

BMS script to extract yeti.big viewtopic.php?f=9&t=1297
Thanks a lot to sir Aluigi for the script!
Textures are plain .dds files, just remove first 12 bytes and paste .dds dxt1 ot dxt5 header. I'm working on texture converter, though maybe it will take time for me to finish it.

Image
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Raven, posted Sun Sep 06, 2015 10:29 am (7237)


great job !!! thks
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Irastris, posted Mon Oct 05, 2015 4:45 am (8074)


Huge thanks! Any progress on the texture converter, though?
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Irastris, posted Mon Oct 05, 2015 8:00 pm (8105)


Can someone help me use this? I have Max 2009, run the script, select a mesh (GRU-Commando0), and nothing ever appears.
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Raven, posted Sun Dec 13, 2015 8:57 am (10439)


zaramot, have you find a way for texture conversion ?
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Raven, posted Tue Jan 19, 2016 7:41 pm (10868)


any updates ?
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bob213, posted Sun Feb 14, 2016 2:43 pm (11416)


I'm confused. can someone help me how to use this script please? i have 3DS max 2014. I click run script... then located the .ms file which prompts me to find the phantoms model. i clicked on yeti.big. nothing appeared in the viewport after that.
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Acewell, posted Sun Feb 14, 2016 5:43 pm (11421)


I think you need to extract the files from yeti.big first with this QuickBMS script
http://aluigi.altervista.org/bms/yeti_ybig.bms
and then you can import the extracted files into 3dsMax with zaramot's maxscript
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bob213, posted Sun Feb 14, 2016 6:11 pm (11422)


Thank you for your reply and thank you for the BMS script. i extracted Yeti.big with BMS script in QuickBMS but i have ran into another issue. I ran the script in 3ds Max again and it still didn't import anything into the viewport. The files are plain '.File' are they supposed to be like that or do they need to be like .obj or .dat etc? is there a certain way i am supposed to be extracting it? also should i use the quickbms_4gb_files.exe or the normal one?
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Acewell, posted Sun Feb 14, 2016 9:16 pm (11424)


quickbms_4gb_files.exe should be fine. I don't use 3dsmax so i can't test that for you but i did look at the maxscript in notepad and it is using a wildcard for the file extension and it looks like it has a data type check in there too so files named .file should be ok too. i can't say much more than that sorry.
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bob213, posted Mon Feb 15, 2016 11:14 am (11434)


Thanks Acewell. I thought i extracted it the wrong way. now that i know i extracted it correctly i just need to figure out how to import the file into 3ds max. I went into 3DS max 2014, clicked on Run script... located the Maxscript then clicked on the mesh i wanted to use (.file) but nothing happens. Does anyone know how i can import the mesh please? is there a UI to this script?
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bob213, posted Sat Feb 27, 2016 4:54 pm (11668)


I have been trying to play around in using the maxscript but still no results. is there something to do with the 3DS max version im using? I am using 3DS Max 2014. Zaramot says 2009-2014. Have i chosen the wrong mesh/Model? if so which one should i be importing from? Is there a UI to this maxscript? I looked at videos on how to use maxscript and some of them open up a UI for those maxscripts.
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alientech, posted Thu Oct 13, 2016 5:45 am (18019)


I have a big question. How can I fix a texture file with hex editor? I tried to remove first 12 bytes and pasted DXT5 header. The file still not working.
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Acewell, posted Thu Oct 13, 2016 7:41 am (18026)


if you upload some texture samples i may be able to assemble a
Noesis python script so you don't have to edit anything by hand :D
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alientech, posted Sat Oct 15, 2016 6:33 am (18063)


Acewell wrote:
if you upload some texture samples i may be able to assemble a
Noesis python script so you don't have to edit anything by hand :D
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alientech, posted Sat Oct 15, 2016 6:35 am (18064)


I tried to use a texture file with TextureFinder. 12 bytes shift and it's DXT3 or DXT5. This is what I know. Sometimes the picture size is 1024x512. not 1024x1024
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Acewell, posted Sat Oct 15, 2016 7:04 am (18065)


looks like we only got a 12 byte header with barely anything in it to work with, :(
can you upload more samples, like maybe 15-20 more of varying sizes and formats?
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alientech, posted Sat Oct 15, 2016 5:22 pm (18069)


Acewell wrote:
looks like we only got a 12 byte header with barely anything in it to work with, :(
can you upload more samples, like maybe 15-20 more of varying sizes and formats?


All texture files have 12 bytes header. it's .dds file with DXT3 or DXT5 structure. Just try to replace first 12 bytes with DXT5 header.
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Acewell, posted Sat Oct 15, 2016 9:20 pm (18076)


no, i want to automate this process, but i need more samples to compare. :)

edit
if anyone has more texture samples from this game i can look
at please upload them and i will try to make a script to open them.
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Acewell, posted Mon Oct 17, 2016 1:34 am (18102)


i ended up downloading the game client because i felt there had to be something missing with
the texture only having 12 byte header with little data and sure enough there is more to this :D

the main image data is stored in files that end in "_M0", which probably means "mip zero"
the rest of header with width and height is stored in files of the same name without the "_M0"
so the script is going to work with file pairs like this
zAO_ModernGeneratorA01_AO
zAO_ModernGeneratorA01_AO_M0

the width and height is stored as shorts in the non "_M0" file at 0x10 and 0x12
i think the image format flag is stored in the non "_M0" some where in the 4 bytes after the width and height

files with "DM" in the name are diffuse maps
files with "EM" in the name are emissive maps
files with "NM" in the name are normal maps
files with "AO" in the name are ambient occlusion maps
files with "LVM" in the name are light or level maps (?)
files with "DA" in the name are diffuse alpha maps (?)
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Zoldat, posted Wed Dec 20, 2017 5:51 pm (30915)


First of all, i'd like to sorry for necroposting in year-old thread, but i'm seeking some help or advice.
I wanted to extract some weapon models from this game, because they look cool for me.
So I managed to download the game, then I extracted all game files from .yeti archive by using "quickbms" tool and imported models' meshes into 3ds max by using kindly provided maxscript.
So I can import models. But now I want to import textures for them as well, and here I get stucked.
I don't know how to import them. I read all the replies here - including advice about deleting 12 bytes in texture file - but I didn't get me the needed results. I simply don't know what to do :(
Could someone give me some advice about this, please? Thanks in advance :)
And again, sorry for necroposting.
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Tosyk, posted Fri Dec 22, 2017 6:41 am (30963)


Acewell wrote:
i no longer have the client files or samples, if you can upload that yeti.big to mega i will continue my research. :)

edit
i think i found something here, i will download it and see :)
https://www.reddit.com/r/GhostReconPhan ... file_dump/
I can help with samples too.
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