Essentials Series/Extracting Models: Difference between revisions

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This page is part of the Essential Series modding tutorials. It will cover how to use [[Industrial Park (level editor)|Industrial Park]] to extract models from the game to a common 3D format, such as DAE or OBJ.
 
The first thing you should do is find the model you want to extract. Models will be either [[MODL]] assets, which are characters and stage objects, present in the Model layer of a level's HOP, or [[JSP]] assets, which are stage models, present in the BSP layer. With the model selected, click on Edit Data to open the [[../Editing Assets/#Asset Data Editor|Asset Data Editor]].
 
Note: it is best to use the Xbox version of the games to extract the models. On GameCube, some models use native data (you can check this on the Asset Data Editor). The export from native data meshes is less optimized. Exporting from PS2 native data is not supported.
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This is the only method which preserves the skeleton (rigging) of rigged models. It only works on MODL assets. Use the Export Raw Data button on the model or select RenderWare DFF as the export format if exporting from the Asset Data Editor. If exporting from the Asset Data Editor, you can check Export Textures and the textures will be converted to PNG and saved in the same folder of the model. This will export your model as a DFF, which can be imported into 3ds Max using the [https://gtaforums.com/topic/838479-dff-importer-and-exporter-for-3ds-max/ DFF plugin] or into Blender with [https://github.com/Parik27/DragonFF DragonFF].
 
== Exporting as therother formats ==
This method works on MODL, JSP and BSP assets (which are the level models in Scooby), but does not preserve the skeleton (rigging). In the model's Asset Data Editor, click on Export and choose the format you want to export as. DAE is recommended and preferred over OBJ, as it preserves vertex colors when exporting. With Export Textures checked, textures will be converted to PNG and exported to the same folder of the model. You can then import this model into a 3d editor of your choice. If the format doesn't work, you can try another one.
 
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bpy.ops.wm.save_mainfile(filepath = "C:\\Users\\Desktop\\test.blend")
 
[[Category:Modding]] [[Category:Tutorials]]
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