Battlefield 3 Models v2 - May the shitposting carry on
1,110 replies, posted
We've already covered it, NinjaRipper doesn't appear to be supported any longer and only runs 32 bit DLLs which aren't compatible with 64 bit versions of BF4. This means we're waiting for some other computer wizard to come along with either a compatibility fix for NR or different software altogether.
[QUOTE=CSLeader;42458816]I wasn't aiming for glossiness; it's a gun, not a sports car. I just made it to make indentations on the mp7. Plus the exponent map isn't a black and white map, it's this:
[/QUOTE]
That's not what I was saying. I was saying that using a gloss or specular map (which is what the exponent map is) is about the least effective way to make a normal map for a model, and that the model doesn't need(and wasn't made with) one in the first place. It looks like butts with it.
That's what I'm saying. And everything I said still applies if it's an AO map.
Look, short of making your own black and white height map then putting that through xNorm (or CrazyBump or Nvidiatools if you still work with those), or making your own high-poly version to bake off of, anything you do with JUST the Bf3 material isn't going to look great as a normal map. It's going to look blobby and imprecise.
[QUOTE=toadie2k4;42465926]That's not what I was saying. I was saying that using a gloss or specular map (which is what the exponent map is) is about the least effective way to make a normal map for a model, and that the model doesn't need(and wasn't made with) one in the first place. It looks like butts with it.
That's what I'm saying. And everything I said still applies if it's an AO map.
Look, short of making your own black and white height map then putting that through xNorm (or CrazyBump or Nvidiatools if you still work with those), or making your own high-poly version to bake off of, anything you do with JUST the Bf3 material isn't going to look great as a normal map. It's going to look blobby and imprecise.[/QUOTE]
Well, you got a point there. I'll see what I can do to make it look better with the shared normals...
ignore it...
Im a bit new to this. How can i get these models into sfm? Is it even possible?
[QUOTE=Rinfect;42477621]try looking at this
[url]http://facepunch.com/showthread.php?t=1236601&highlight=[/url]
[editline]10th October 2013[/editline]
when your done just drop models and materials into sfms folder[/QUOTE]
thanks. Looks like its going to take me some time to do this.
Cross post, BF4 assault back in black
[img]http://puu.sh/4PE3O.jpg[/img]
wow they literally just used the same head as bf3.
Emm textures from bf4 are so small? Or whate the... ?
Firstly that's just the helmet, and full resolution textures aren't given in the beta. Apparently full ultra settings are only enabled on release.
[QUOTE=Biscuit-Boy;42464575]We've already covered it, NinjaRipper doesn't appear to be supported any longer and only runs 32 bit DLLs which aren't compatible with 64 bit versions of BF4. This means we're waiting for some other computer wizard to come along with either a compatibility fix for NR or different software altogether.[/QUOTE]
The final version of Battlefield 4 will come as 32 and 64 bit versions. Only the Beta is 64 bit exclusive on PC.
Oh, so then we'll be able to rip from it with ninjaripper regardless hopefully.
[QUOTE=Biscuit-Boy;42519300]Firstly that's just the helmet, and full resolution textures aren't given in the beta. Apparently full ultra settings are only enabled on release.[/QUOTE]
Aww I didn't know about this.
Can someone maybe do me a favour? I would like to have some models and textures of the Alborz mountain map. Unfortunately I only have it for Ps3 (yeye, I know). I can work with the rip files on my own, I would "just" need someone to zip all those raw files up and upload them somewhere. Some models like tents, shacks, trees etc would be awesome.
Have anybody tried to rip BF4 multiplayer models ? Any success ? I have tried , but I failed :(
[QUOTE=KAPA6UH;42685073]Have anybody tried to rip BF4 multiplayer models ? Any success ? I have tried , but I failed :([/QUOTE]
Did you run the x86 version?
Okay, so here's the deal as I see it. At some point, at least one of the many, many people involved in BF4 got smart, and realized it would be incredibly easy to block ninjaripper's functionality. I genuinely hope I'm just 'doing it wrong' but in all likelihood it was incredibly easy to program around, and since NinjaRipper isn't supported anymore, that well's just run dry.
Looking at the logfile for ninja ripper it appears the EA "ActivationUI.exe" program in the core folder is acting as a middleman since operation stops there. Could be the suspect and maybe a "No origin" or "No battlelog" patch could get ninjaripper working. I have no clue.
We've already seen IntelGPA suite works fine, so there might still be hope for DX11. The only other useful piece of information I have is that if you add -nosplash to the arguments in ninjaripper, x86 will launch straight to campaign without battlelog. Still completely unresponsive to rip or texture dump keys.
If anyone else makes any developments I suppose this is the best place to post them unless we want to make a BF4 thread.
[QUOTE=Biscuit-Boy;42686629]Okay, so here's the deal as I see it. At some point, at least one of the many, many people involved in BF4 got smart, and realized it would be incredibly easy to block ninjaripper's functionality. I genuinely hope I'm just 'doing it wrong' but in all likelihood it was incredibly easy to program around, and since NinjaRipper isn't supported anymore, that well's just run dry.
Looking at the logfile for ninja ripper it appears the EA "ActivationUI.exe" program in the core folder is acting as a middleman since operation stops there. Could be the suspect and maybe a "No origin" or "No battlelog" patch could get ninjaripper working. I have no clue.
We've already seen IntelGPA suite works fine, so there might still be hope for DX11. The only other useful piece of information I have is that if you add -nosplash to the arguments in ninjaripper, x86 will launch straight to campaign without battlelog. Still completely unresponsive to rip or texture dump keys.
If anyone else makes any developments I suppose this is the best place to post them unless we want to make a BF4 thread.[/QUOTE]
How about Rip models directly from Intel GPA ?
[QUOTE=LightFusion;42693727]How about Rip models directly from Intel GPA ?[/QUOTE]
That could be possible, since Intel GPA does have a little screen tab that shows the 3D mesh.
Also, BF3 guns galore!:
[T]http://cloud-2.steampowered.com/ugc/830079649409530307/2E0609D0F9483839DFD2C8BFE388C1C0812DA498/[/T]
[T]http://cloud-2.steampowered.com/ugc/830079649411009746/EED728E5DD9218F7148DE5A53E24AAC57F25AD4F/[/T]
[T]http://cloud-2.steampowered.com/ugc/703979493345491132/0031F989F035CB72DC657CD57046F987E9A7D9E9/[/T]
How are they?
[QUOTE=LightFusion;42693727]How about Rip models directly from Intel GPA ?[/QUOTE]
Currently not possible, I've already tried everything under the sun. It's not Direct X or OpenGL so nothing can really interact with it. It only exports as an image file or a weird sort of data log.
Without going into binary (which I suppose is inevitable at this rate) there's not much else we can do.
[editline]30th October 2013[/editline]
Also CSLeader, I didn't want to say anything because you're horrible with advice and it'll take an hour of shouting at you to fix even the smallest problem, but the normals or smoothing on the MP7 have been screwed up since day one.
Honestly besides that and how inherently ugly the BF4 M4 model is (nothing you can really do about it) they look pretty all-right. Good work.
[QUOTE=Biscuit-Boy;42695053]Currently not possible, I've already tried everything under the sun. It's not Direct X or OpenGL so nothing can really interact with it. It only exports as an image file or a weird sort of data log.
Without going into binary (which I suppose is inevitable at this rate) there's not much else we can do.
[editline]30th October 2013[/editline]
Also CSLeader, I didn't want to say anything because you're horrible with advice and it'll take an hour of shouting at you to fix even the smallest problem, but the normals or smoothing on the MP7 have been screwed up since day one.
Honestly besides that and how inherently ugly the BF4 M4 model is (nothing you can really do about it) they look pretty all-right. Good work.[/QUOTE]
Thanks for the advice. Also, are there other ways to fix smoothing groups besides Edge Splitting? Because that's way I've been using all this time to attempting to fix the smoothing groups. Unfortunately, it's not very useful for certain models. Like the muzzle and barrel of the M40A5 rifle can look smooth and slick with Edge Splitting, but the base of the gun looks crappy on certain areas when I applied it, especially on the stock.
Also, all of the pistols except the MP412 REX in the pictures are Rin's BF3 pistols with my Intel GPA ripped textures put on them. That also brings up another thing: how do I make a model illuminate a certain way?
Well firstly, just look at the model without the normal map you made, then look at the model without any smoothing applied. Try some basic autosmooth and see how far you can push it before you get the same errors you're having now.
I've never used 'Edge Splitting' nor am I familiar with the technique, but whenever I've encountered smoothing errors it's either been just adjusting a vertice or two, or welding vertices that are already split together.
[QUOTE=CSLeader;42694178]That could be possible, since Intel GPA does have a little screen tab that shows the 3D mesh.
Also, BF3 guns galore!:
[T]http://cloud-2.steampowered.com/ugc/830079649409530307/2E0609D0F9483839DFD2C8BFE388C1C0812DA498/[/T]
[T]http://cloud-2.steampowered.com/ugc/830079649411009746/EED728E5DD9218F7148DE5A53E24AAC57F25AD4F/[/T]
[T]http://cloud-2.steampowered.com/ugc/703979493345491132/0031F989F035CB72DC657CD57046F987E9A7D9E9/[/T]
How are they?[/QUOTE]
Theyr great - can you share them - texture packs - 1 texture file(with norm color) for a weapons.
P.S.
There is also DX Ripper - that can run in monitor mod + couple of other rippers it rly doesnt help?
[QUOTE=Biscuit-Boy;42686629]Looking at the logfile for ninja ripper it appears the EA "ActivationUI.exe" program in the core folder is acting as a middleman since operation stops there. [/QUOTE]
EA put that there for an other reason than stopping programs like NinjaRipper.
Every time you start Origin, it now checks if you are allowed to play the games that you have in your library [I](i.e. if they have been release already)[/I]. In addition to that, once you launch the game, ActivationUI.exe is used to *activate* the game. If you deactivate your VPN connection before you launch the game, and the game is not yet available in your area, you will have a popup (UI) telling you that there is an issue with your serial number/etc and the game can not be launched.
Thats why the VPN trick is no-longer permanently unlocking games for you which are not yet released for your timezone.
Holy crap, thanks for the share. That's actually super useful to know.
Then, from the sounds of it, the only solution might be shady 'underworld' workarounds for getting past the activationUI program to actually rip from the program itself. Personally I doubt I'll be looking into that. But who knows what might develop.
Otherwise hopefully someone somewhere is working out a method to just reverse engineer the archives instead.
[QUOTE=Biscuit-Boy;42696190]Otherwise hopefully someone somewhere is working out a method to just reverse engineer the archives instead.[/QUOTE]
A direct importer for the files stored in the game archives would be really great. But if you follow the guys at bf-editor, or read the postings from NoFaTe and kiwidog, then you will see that despite there is quite some stuff happening behind closed doors, such an importer is not even close. :(
I hope that Frankelstner will soon find time to update his BF3 scripts to be compatible with BF4 final, so that we can extract the audio.
BF4 alpha audio has already been extracted and was uploaded to mega a few months ago, I don't know about the full release but I definitely know the alpha audio archive was available.
[editline]30th October 2013[/editline]
I've read through the threads at BFEditor and you're right, it seems the Beta and current release are unsupported.
[QUOTE=Biscuit-Boy;42696304]I've read through the threads at BFEditor and you're right, it seems the Beta and current release are unsupported.[/QUOTE]
Yap, archives changed after the alpha - script is incompatible.
I talked with Frankelstner. he does know what to do, but needs to find time for it.
[QUOTE=Biscuit-Boy;42696304]BF4 alpha audio has already been extracted and was uploaded to mega a few months ago, I don't know about the full release but I definitely know the alpha audio archive was available.
[/QUOTE]
Woo! I'm getting recognition!
Seriously though, they've changed the encoding. I suppose it could be an easy fix, but I don't have enough experience to fix it myself. Kiwidog is rewriting IceEd to support it. That's what he told me anyway.
Gonna post BF3 stuff here so the thread won't die out:
[T]http://cloud-3.steampowered.com/ugc/830079109001806378/0326122C2AF85458479317B82A489D0DCCE471FB/[/T][T]http://cloud-2.steampowered.com/ugc/828952480741587988/A8D9C58FFD1E64DBADA9446BCEF69706FA555BAA/[/T][T]http://cloud-4.steampowered.com/ugc/828952480631020144/658B8127C550C1CA6FADFFF43A6A634411ABFF82/[/T][T]http://cloud.steampowered.com/ugc/830079108925373415/01D87FD267D8CEAA88919ADCE11129245654DF58/[/T]
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