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ben 10 omniverse 3d models and textures ripping


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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

image.png.0429a7ac1ab5a90976c6480ad57df594.png


 

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Posted (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")

Без имени-1.png

Edited by Durik256
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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")

Без имени-1.png

cool thanks i will try this i hope it works out 

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Posted (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")

Без имени-1.png

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 

 image.thumb.png.6353eef1ce64005a8620a3e8725c5f15.pngimage.thumb.png.5fc8685ff657d635c65e290c240d79c7.pngimage.thumb.png.0ee58b98a5f9c15d96d72cb6b53482f4.png

Edited by joker.production360
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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

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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 )
image.thumb.png.62c8873821cf24e1603c8558e7799f0e.pngimage.thumb.png.de7a7da5256dcd2bff57e65c836bf534.png

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Posted (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 by joker.production360
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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

-1.png.8b7bf596bffe0625e65e43319a40ce77.png

Last submesh:

Без имени-1.png

 

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

-1.png.21a419209841e61474847aceeb32ff91.png

Edit2: add load textures:

-2.png.31a30ed2f28748be16df22a0950a6430.png

Edited by Durik256
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Posted (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

-1.png.8b7bf596bffe0625e65e43319a40ce77.png

Last submesh:

Без имени-1.png

 

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

-1.png.21a419209841e61474847aceeb32ff91.png

Edit2: add load textures:

-2.png.31a30ed2f28748be16df22a0950a6430.png

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.
Untitled-1.thumb.png.0be3ffd6fcd5d4e6e775dcafaf7fea4c.png
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
eventhecarthatigothisuvfixedbymaking8to12.thumb.PNG.b70c1da2ebc0827620fb2d5aa512acaf.PNG

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 :
 likethispic.thumb.png.2c56ba3b4a3ac50fe3e2f87a63fda03e.png

Edited by joker.production360
i forgot to mention Durik256 post
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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

-1.png.8b7bf596bffe0625e65e43319a40ce77.png

Last submesh:

Без имени-1.png

 

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

-1.png.21a419209841e61474847aceeb32ff91.png

Edit2: add load textures:

-2.png.31a30ed2f28748be16df22a0950a6430.png

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 
image.thumb.png.d19663758e9011e2b868a86a36228baa.png
I WAS HAVE TO SCALE UP THE UVS  TO FIT THE TEXTURES LIKE THIS 
image.thumb.png.ff5f2dfd5a353cc1cdc4d51106c7584c.png
SO CHRATERS FILES WORKS SO GOOD NOW I WILL CHEEK THE MAPS FILES TOO AND SOME OTHER CHRACTERS AND I WILL GIVE YOU FEEDBACK 

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Posted (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

-1.png.8b7bf596bffe0625e65e43319a40ce77.png

Last submesh:

Без имени-1.png

 

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

-1.png.21a419209841e61474847aceeb32ff91.png

Edit2: add load textures:

-2.png.31a30ed2f28748be16df22a0950a6430.png

image.thumb.png.6028bd42763e352bc675ba49bf17ba2b.png
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 by joker.production360
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