joker.production360 Posted April 15 Share Posted April 15 hello every one i am new here i need some one to tell me how to rip 3d models from ben 10 Omniverse ps3 game i got this bms script and it give me some et_decomp files what should i do now # ben 10 Omniverse 1,2 [PS3] [xbox360] [Vicious Engine] endian big comtype lzf //lzf,lzfx,BLOSC get ZSIZE asize idstring "\x2F\xA9\xC0\x56\xCD\x33\x2E\x57" get SIZE long get NUM_OFFSETS long get OFFSET long math ZSIZE - OFFSET xmath NAME_OFF "OFFSET + 0x33" goto NAME_OFF get NAME_LENGTH byte get SKIP byte getdstring NAME NAME_LENGTH string NAME + ".et_decomp" clog NAME OFFSET ZSIZE SIZE Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted April 15 Engineer Share Posted April 15 As far as I remenber there was only one person on xentax who asked for Ben 10 Omniverse models. Anyways, here's a result from years ago: 1 Link to comment Share on other sites More sharing options...
joker.production360 Posted April 15 Author Share Posted April 15 so what should i do i really needs the maps to make my own open world game Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted April 15 Engineer Share Posted April 15 I don't know the map files. You could upload a small map file. But don't expect results too soon. Link to comment Share on other sites More sharing options...
joker.production360 Posted April 15 Author Share Posted April 15 (edited) no problem take your time i am sure thay will be there the maps files should be 440mb in rar file i uploaded https://drive.google.com/drive/folders/1NVDozS9l-Gx7temGBjd7P1-fsuqnnwsw?usp=sharing Edited April 16 by joker.production360 Link to comment Share on other sites More sharing options...
joker.production360 Posted April 16 Author Share Posted April 16 i got the software but its too hard to understand how it works thay give you file for cow 3d model but its so easier than ben 10 files Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted April 16 Engineer Share Posted April 16 8 hours ago, joker.production360 said: i am sure thay will be there the maps files should be 440mb in rar file i uploaded Well, sorry I won't download 440 MB just to get ONE map file, Link to comment Share on other sites More sharing options...
Engineer Solution Durik256 Posted April 16 Engineer Solution Share Posted April 16 (edited) 11 hours ago, joker.production360 said: the maps files should be 440mb in rar file i uploaded just a crude hack to load all meshes from *.et_decomp:: fmt_et_decomp.py g_001.zip small file for Shak-otay) *(There are also a lot of textures inside (possibly also a height map) **(all strings are 36 bytes, so you can search (00 00 00 24) or filter (00 00 00 01 00 00 00 24)) ***(Are the paths of the original 3D max files also indicated? search ".max") Edited April 16 by Durik256 1 1 Link to comment Share on other sites More sharing options...
joker.production360 Posted April 16 Author Share Posted April 16 6 hours ago, shak-otay said: Well, sorry I won't download 440 MB just to get ONE map file, sure i can upload 1 file 14 mb is okay ?? _09_____00000000.rar 3 hours ago, Durik256 said: just a crude hack to load all meshes from *.et_decomp:: fmt_et_decomp.py g_001.zip small file for Shak-otay) *(There are also a lot of textures inside (possibly also a height map) **(all strings are 36 bytes, so you can search (00 00 00 24) or filter (00 00 00 01 00 00 00 24)) ***(Are the paths of the original 3D max files also indicated? search ".max") cool thanks i will try this i hope it works out Link to comment Share on other sites More sharing options...
joker.production360 Posted April 16 Author Share Posted April 16 (edited) 4 hours ago, Durik256 said: just a crude hack to load all meshes from *.et_decomp:: fmt_et_decomp.py g_001.zip small file for Shak-otay) *(There are also a lot of textures inside (possibly also a height map) **(all strings are 36 bytes, so you can search (00 00 00 24) or filter (00 00 00 01 00 00 00 24)) ***(Are the paths of the original 3D max files also indicated? search ".max") 1-most maps files are working well by this noises plugin 2- for sorry many models come on top of each other,but this is easy to fix 3-and also when I tried with the character files, I did not get any results. The files may contain models other than the characters, such as a ball or a cube. 4- the uvs is bad or missing with all maps for sorry is there any way to fix this 5- is there textures finder plugins or something that can get the textures from et_decomp files Edited April 16 by joker.production360 Link to comment Share on other sites More sharing options...
Engineer Durik256 Posted April 16 Engineer Share Posted April 16 6 hours ago, joker.production360 said: 1-most maps files are working well by this noises plugin 2- for sorry many models come on top of each other,but this is easy to fix 3-and also when I tried with the character files, I did not get any results. The files may contain models other than the characters, such as a ball or a cube. 4- the uvs is bad or missing with all maps for sorry is there any way to fix this 5- is there textures finder plugins or something that can get the textures from et_decomp files 1- nice 😎 2- see 3 3-This is just a crude hack, without parsing the format. and perhaps the characters have a different structure. 4-line 54 "rapi.rpgBindUV1BufferOfs(uvbuf, noesis.RPGEODATA_SHORT, 20,8)" try instead of 8, different values from (0,4,8,12,16). because there seem to be several uv channels (I liked the 3rd one) 5-graphicstexture-finders-and-viewers Link to comment Share on other sites More sharing options...
joker.production360 Posted April 17 Author Share Posted April 17 3 hours ago, Durik256 said: 1- nice 😎 2- see 3 3-This is just a crude hack, without parsing the format. and perhaps the characters have a different structure. 4-line 54 "rapi.rpgBindUV1BufferOfs(uvbuf, noesis.RPGEODATA_SHORT, 20,8)" try instead of 8, different values from (0,4,8,12,16). because there seem to be several uv channels (I liked the 3rd one) 5-graphicstexture-finders-and-viewers thanks dude The advice that you mentioned in 4 really worked every object have his own value to get the uv fixed so it will take so long to all the models inside one file I also was have to flip the uvs and scale it up but it works well after all here's some results (i got the textures with ninjaripper ) Link to comment Share on other sites More sharing options...
joker.production360 Posted April 17 Author Share Posted April 17 (edited) 4 hours ago, Durik256 said: 1- nice 😎 2- see 3 3-This is just a crude hack, without parsing the format. and perhaps the characters have a different structure. 4-line 54 "rapi.rpgBindUV1BufferOfs(uvbuf, noesis.RPGEODATA_SHORT, 20,8)" try instead of 8, different values from (0,4,8,12,16). because there seem to be several uv channels (I liked the 3rd one) 5-graphicstexture-finders-and-viewers for what you mentioned in 3 do you have any idea about how to load the characters too heres file Gravattack____00000000.rar if you want to test for what you mentioned in 5 theres many tools there which one can understand et_decomp files also do you have any idea if some one can update the fmt_et_decomp noises plugin to import the textures with the models Edited April 17 by joker.production360 Link to comment Share on other sites More sharing options...
joker.production360 Posted April 17 Author Share Posted April 17 here is all ben 10 Omniverse 1 and 2 important et_decomp files if some one need it https://drive.google.com/drive/folders/1W-O3raKHg5hFlmxBopxW9N0brgPHD-Zh?usp=sharing Link to comment Share on other sites More sharing options...
Engineer Durik256 Posted April 17 Engineer Share Posted April 17 (edited) 10 hours ago, joker.production360 said: Gravattack____00000000.rar if you want to test also do you have any idea if some one can update the fmt_et_decomp noises plugin to import the textures with the models I doubt that anyone is eager to make you plugins hehe 😅 Regarding uvs, you can add all 3 at once and then select the one you need in the 3D editor. for the character, look for mentions 0,1,2 for faces, seek back (vnum *(8+24)), for vertex buffer and uvs for textures, usually this template: 00 01 00 00 00 00 00 00 BB BB BB BB ** ** ** ** 00 00 00 01 01 00 00 04 00 00 00 04 00 00 00 00 0B 00 0A AA B8 [uint 65536] [uint 0] [»»»»] [uniq 4 bytes] [byte 0 and uint 257] [uint width] [uint height] [uint fmt] [uint size] if fmt=11 its DXT1 Last submesh: edit: i update plugin on github, now it tries to load the mesh with different step values (as in the map and as in the character), and loads 2 uv chanels Edit2: add load textures: Edited April 17 by Durik256 1 Link to comment Share on other sites More sharing options...
joker.production360 Posted April 17 Author Share Posted April 17 (edited) You really did a great job! You have great experience in this field! Edited April 17 by joker.production360 the rest of the post in the next replay Link to comment Share on other sites More sharing options...
joker.production360 Posted April 17 Author Share Posted April 17 (edited) 10 hours ago, Durik256 said: I doubt that anyone is eager to make you plugins hehe 😅 Regarding uvs, you can add all 3 at once and then select the one you need in the 3D editor. for the character, look for mentions 0,1,2 for faces, seek back (vnum *(8+24)), for vertex buffer and uvs for textures, usually this template: 00 01 00 00 00 00 00 00 BB BB BB BB ** ** ** ** 00 00 00 01 01 00 00 04 00 00 00 04 00 00 00 00 0B 00 0A AA B8 [uint 65536] [uint 0] [»»»»] [uniq 4 bytes] [byte 0 and uint 257] [uint width] [uint height] [uint fmt] [uint size] if fmt=11 its DXT1 Last submesh: edit: i update plugin on github, now it tries to load the mesh with different step values (as in the map and as in the character), and loads 2 uv chanels Edit2: add load textures: I really want to thank you for your efforts you really did great job btw You really did a great job! You have great experience in this field. However unfortunately, there are still some problems to be solved. I've tried it with some files, and now we can finally extract images and read character files successfully. However, there are still problems with UV maps. We only have one UV map, not two. I tried in two different programs, 3ds Max and Blender, and both programs read only one uv map, and this uv map is unfortunately bad, as shown in the picture here. I tried with the file “Arctiguana____00000000.et_decomp.” This was the result: there were four different versions of the model with a different number of faces each model on top of each other, and each one of them had one uv map. I separated them here to show the difference. I tried in one of the map files, I chose the file "10_Scene_02_____00000000.et_decomp" to test because I got the car from it after you advised me to change line 54 in the code i was planning to cheek the car But even this model, like many others, contains only one uv map, which is bad Note: ( When you advised me to modify line 54 in the old code and try instead of 8, different values from (0,4,8,12,16) the UVs for the car were relatively good when I made the value 12 I just had to make a simple adjustment as I explained previously But not all models in the file were good when I used the value 12. The matter differs from one model to another) i also wonder if you can make like other plugins that load the model with his textures like this : Edited April 17 by joker.production360 i forgot to mention Durik256 post Link to comment Share on other sites More sharing options...
joker.production360 Posted April 18 Author Share Posted April 18 20 hours ago, Durik256 said: I doubt that anyone is eager to make you plugins hehe 😅 Regarding uvs, you can add all 3 at once and then select the one you need in the 3D editor. for the character, look for mentions 0,1,2 for faces, seek back (vnum *(8+24)), for vertex buffer and uvs for textures, usually this template: 00 01 00 00 00 00 00 00 BB BB BB BB ** ** ** ** 00 00 00 01 01 00 00 04 00 00 00 04 00 00 00 00 0B 00 0A AA B8 [uint 65536] [uint 0] [»»»»] [uniq 4 bytes] [byte 0 and uint 257] [uint width] [uint height] [uint fmt] [uint size] if fmt=11 its DXT1 Last submesh: edit: i update plugin on github, now it tries to load the mesh with different step values (as in the map and as in the character), and loads 2 uv chanels Edit2: add load textures: THERE IS UPDATE I WAS ABLE TO GET ALL 2 UV MAPS CHANELS WHEN I EXPORT 3D MODELS WITH GLTF FORMAT AND IMPORT IT TO BLENDER I tried again with the file “Arctiguana____00000000.et_decomp.” THE RESULT WAS LIKE THAT I WAS HAVE TO SCALE UP THE UVS TO FIT THE TEXTURES LIKE THIS SO CHRATERS FILES WORKS SO GOOD NOW I WILL CHEEK THE MAPS FILES TOO AND SOME OTHER CHRACTERS AND I WILL GIVE YOU FEEDBACK Link to comment Share on other sites More sharing options...
joker.production360 Posted April 18 Author Share Posted April 18 every character is the same Link to comment Share on other sites More sharing options...
joker.production360 Posted April 18 Author Share Posted April 18 (edited) 22 hours ago, Durik256 said: I doubt that anyone is eager to make you plugins hehe 😅 Regarding uvs, you can add all 3 at once and then select the one you need in the 3D editor. for the character, look for mentions 0,1,2 for faces, seek back (vnum *(8+24)), for vertex buffer and uvs for textures, usually this template: 00 01 00 00 00 00 00 00 BB BB BB BB ** ** ** ** 00 00 00 01 01 00 00 04 00 00 00 04 00 00 00 00 0B 00 0A AA B8 [uint 65536] [uint 0] [»»»»] [uniq 4 bytes] [byte 0 and uint 257] [uint width] [uint height] [uint fmt] [uint size] if fmt=11 its DXT1 Last submesh: edit: i update plugin on github, now it tries to load the mesh with different step values (as in the map and as in the character), and loads 2 uv chanels Edit2: add load textures: the both uv is not good for maps and other things i hope you can edit the script to add more uv maps to the script i think 0 and 4 is not enough add 8, 12, 16 , 20 too edit : most maps working with 16 or 12 Edited April 18 by joker.production360 Link to comment Share on other sites More sharing options...
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