• Battlefield 4 models and smoothing groups
    33 replies, posted
Hey, I have some problems with importing Battlefield 4 models to 3ds max. No matter how I extract them (via the mesh importer script or via Hex2Obj) I get those smoothing errors: [IMG]http://s17.postimg.org/s277quxwf/Unbenannt.jpg[/IMG] I also tried to export it as OBJ without normals and reimport it, or add a edit normals modifier, like I read in some forums, but to no avail. The normal map looks like this when extracted with the Batch iTexture converter for BF4: The left is the unmodified, in the right I swapped the channels, flipped the green channel and used the auto-level correction. [IMG]http://s17.postimg.org/a1y0mh5pb/Unbenannt2.jpg[/IMG] It looks to me like the weird normal map corresponds to the smoothing group. But I really don't know shit about smoothing groups and such, so it would be nice if someone could enlighten me. Is it possible to fix this somehow?
SmoothingGroups/normals data from the game is lost (autogenerated by 3ds max) when you import the model with hex2obj.
Ok, that explains it. Thanks alot for your answer! So I assume there is no way to extract the models with their proper smoothing groups? Or to, like, rebuild the smoothing groups?
Well you could try my frostbite 3 maxscripts. Normals data is being read and stored in an array, but since I found no need to use original data I did not implement that part in my script. [url]https://www.youtube.com/watch?v=VdgwQpWCk84[/url]
I already tried it with your scripts. No luck either... Or I'm doing something wrong. Were you able to get the original smoothing groups from weapons with your script?
[QUOTE=dainiuxxx;46798118]Well you could try my frostbite 3 maxscripts. Normals data is being read and stored in an array, but since I found no need to use original data I did not implement that part in my script. [url]https://www.youtube.com/watch?v=VdgwQpWCk84[/url][/QUOTE] Hey sry to ask but how can i extract the files needed to import in max with your script? can you make a tutorial for that to? I realy love the models in bf4 but i didnt find something to help a beginer I will be awesome if you can explain to me how can i do that stuf my self
[QUOTE=fenn1xx;46798469]Hey sry to ask but how can i extract the files needed to import in max with your script? can you make a tutorial for that to? I realy love the models in bf4 but i didnt find something to help a beginer I will be awesome if you can explain to me how can i do that stuf my self[/QUOTE] [url]http://facepunch.com/showthread.php?t=1320985&p=43704317#post43704317[/url] Look at the first post from KENNITHH. You need to dump the files. Than you can use dainiuxxx great Chunk File Management Tool ([url]http://www.bfeditor.org/forums/index.php?showtopic=15866[/url]) and than you can use his 3ds max scripts. Instructions are on the sites. It's relatively easy And this is for the textures: [url]http://www.bfeditor.org/forums/index.php?showtopic=15857[/url]
Wait, are you using the 3rd person mesh? could you pass me the .mesh and .chunk files? because i screwed my bf4 dumped files.... and i dont have enough space on my hard drive for re-dumping it again...
[QUOTE=AdrianTheShep;46799113]Wait, are you using the 3rd person mesh? could you pass me the .mesh and .chunk files? because i screwed my bf4 dumped files.... and i dont have enough space on my hard drive for re-dumping it again...[/QUOTE] No, always using the 1st person mesh. There is a 3rd person normal map which I could use if I make some changes to the smoothing group of the model but the map is very small and not so detailed like the 1st person normal map... Anyways here are all the unedited files for the RFB: [url]http://www.file-upload.net/download-10053458/Files.7z.html[/url]
I was talking about the 3rd mesh person but nevermind, doesnt matter, here´s some renders i made for testing the smoothing and Normals w/ diffuse: [IMG]http://i.imgur.com/MDGWh6k.jpg[/IMG] w/o diffuse: [IMG]http://i.imgur.com/yOJ0Vlj.jpg[/IMG] w/o diffuse and normals maps [IMG]http://i.imgur.com/Wc0j1M3.jpg[/IMG] i have some smoothing errors in the back but not so [I]drastically[/I] terrible... have in mind that some formats may ruin the smoothing of the model (for example the .smd format ruined some of the smoothing while porting, only when directly converting from the original mesh) Converted to .smd : [IMG]http://i.imgur.com/AwrYWCp.jpg[/IMG] seems shitty, uh? i tried to replicate your render [editline]26th December 2014[/editline] Wait, i think you screwed the normal map, i compared mine extracted a long time ago with yours and seems to have important differences
Thanks for your time and help! How did you import the files and with which version of 3ds max? And did you modify the normal map somehow? This looks alot better than when I import it... The screenshot I made were also a direct import from the chunk file, nothing exported/converted or something.
1- I use the 3ds max 2012, maybe thats why the scripts works on my version 2- the normals that you used is simply bad, below there´s a comparison The pic from the left is your "flipped" normal and the pic from the right is the normal converted with Noesis (the one that i used for the renders), you can see that the color doesnt match and seems missing details [IMG]http://i.imgur.com/dODYre5.jpg[/IMG]
Yeah that looks quite different. Thanks alot! Using Noesis gave me the same maps as you. It's better but there are still some bad smoothing errors for me... Could you do me a favour and make a render of just the normal map applied, specular level at 25 and Glossiness at 15. These are my render settings, so I can compare them. When it's different, than I know it is the 3ds max version. EDIT: Nevermind, got it working! :D I tried 3ds max 2012, but it made no difference. So I thought... I have to export it as obj and then import it into blender. This solves the problem. Thansk again for all your help! Much appreciated!
[QUOTE=Elias123;46798499][url]http://facepunch.com/showthread.php?t=1320985&p=43704317#post43704317[/url] Look at the first post from KENNITHH. You need to dump the files. Than you can use dainiuxxx great Chunk File Management Tool ([url]http://www.bfeditor.org/forums/index.php?showtopic=15866[/url]) and than you can use his 3ds max scripts. Instructions are on the sites. It's relatively easy And this is for the textures: [url]http://www.bfeditor.org/forums/index.php?showtopic=15857[/url][/QUOTE] Sry to ask again but i didnt find a Instruction file on the Mesh And Chunk File Management Tool and the texture converter how can i use them? I did extract all the files do! Do i open them with python as well?
You can try rebuilding the low poly's tangent normals using [url=http://www.renderhjs.net/textools/]Textools[/url] for 3DS Max. All well done tangent space normal maps will have smoothing breaks along the UV island seams so it could be possible to recreate the proper smoothing using TexTools -> Tools Menu -> Smoothing Groups from UV Shells.
Can you try and fix the Smoothing Groups for the bf4 ump45 m4a1 fn57 l96 scout elite and the m98b? + I allmost extract all the files in the game it took me 3 hours to do that and still nothing i realy need some instructions for the mesh manager tool stuf
[QUOTE=fenn1xx;46805384]i realy need some instructions for the mesh manager tool stuf[/QUOTE] [url=http://postimg.org/image/tua2tmn5v/][img]http://s13.postimg.org/tua2tmn5v/Screenshot_2014_12_27_20_42_10.jpg[/img][/url]
[QUOTE=dainiuxxx;46805462][url=http://postimg.org/image/tua2tmn5v/][img]http://s13.postimg.org/tua2tmn5v/Screenshot_2014_12_27_20_42_10.jpg[/img][/url][/QUOTE] Dude i cant find anny file or a button with instrictions or warnings in the file are just some files that i realy dont know what they are ^^ maybe you can show me where the instruction realy are pls
I still get the normals a bit bad on some models but i dont know why?
There's vertex normals then there's normal maps. it's like that because your smoothing is broken, go to editable poly, select all faces, then hit autosmooth under smoothing groups on right sidebar.
I found whats the problem now isnt the smoothing groups is the normal map maybe is bad converted 0_o on some models it works but on others is not
[QUOTE=fenn1xx;46811402]I found whats the problem now isnt the smoothing groups is the normal map maybe is bad converted 0_o on some models it works but on others is not[/QUOTE] it looks pixelated? or like shitty in quality? try converting with Noesis
i tried the noesis he converts it ok but on some modeles the normal map doesn't do her jobb [IMG]http://i.imgur.com/I5Vm1cB.jpg[/IMG] this is the m98b but it looks wierd in 3ds max 0_o with the normal map on it
its not the normal map, its the smoothing, and i cant fix this shit too (i tried extracting it of 3 ways, none of them without this smoothing problem) Same with the Scorpion, Sar21, Scout Elite, i cant really help with this honestly. This only happened with some BF4 models, not even with MoHWF or BF3 models (which theyre FB2 games)...
Yeah, happened to me too... thought I fixed it by exporting it into blender but that only works on some models. For the ballistic scope I had to tick the optimize option when exporting. But with some other models I get even worse results with the options ticked than without. Thats really weird. I found out that one problem is overlapping vertices. Because I looked what the "optimize" options do in the OBJ exporter window and the vertice option removes duplicate vertices. On some parts of models they need to be removed, so that normal map "works", on others don't :P Those models are really weird...
[QUOTE=AdrianTheShep;46812162]its not the normal map, its the smoothing, and i cant fix this shit too (i tried extracting it of 3 ways, none of them without this smoothing problem) Same with the Scorpion, Sar21, Scout Elite, i cant really help with this honestly. This only happened with some BF4 models, not even with MoHWF or BF3 models (which theyre FB2 games)...[/QUOTE] Smoothing could be baked into the mesh, slap an edit normals modifier on it, select all normals, and hit "reset"
[QUOTE=Stiffy360;46812734]Smoothing could be baked into the mesh, slap an edit normals modifier on it, select all normals, and hit "reset"[/QUOTE] still nothing, in fact, i screwed it way much worse from what it was huh, anyway the BF3 M98B have its normal perfect and can be used with BF4 textures
I think the real problem is the way is the vertices welded because some parts are not welded and fucks up the smothing groups 0_o when i selded them the smoothing groups had other looking and it works batter with the normal map (my opinion)
Yeah, that's what I meant with duplicated vertices. But its a very tedious process to weld the right ones... AdrianTheShep, is it now possible to extract battlefield 3 normal maps? Or do you mean the models normal?
Sorry to bump this, but has anybody tried ninja ripper or something similar to get the models?
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