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Jurassic Park: The Game model extractor
#1
Hey everyone, I built a very simple tool for converting *.d3dmesh files from Jurassic Park: The Game (from Telltale Games) to *.obj Big Grin

I thought I'd post it here in case anyone needs it! It only supports vertex and face data, but if you want you can edit it however you like, but I'd like to know if it helped out! Smile

https://github.com/Stefander/JPMeshConverter


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#2
Nice contribution, and welcome to the party~ Big Grin
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Thanked by: Stefander
#3
(01-05-2015, 07:46 PM)RandomRedMage Wrote: Nice contribution, and welcome to the party~ Big Grin

Cheers man! Big Grin I got some more time to work on it, so it actually loads UV's properly now.. Here's a shot from the new and improved version! Wink

[Image: fqf3XWe.jpg]
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#4
Forgive me for being a newbie, but how does one go about using the github files? BIG THANKS in advance though (I've been waiting so long for these models!) Big Grin
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#5
(01-13-2015, 02:43 PM)thellamamaster Wrote: Forgive me for being a newbie, but how does one go about using the github files? BIG THANKS in advance though (I've been waiting so long for these models!) Big Grin

Grab a copy Visual C# Express and compile it Smile
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#6
Doesn't RTB's Telltale games MaxScript support these models?
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#7
(01-13-2015, 04:06 PM)ThatStruggleThough Wrote: Grab a copy Visual C# Express and compile it Smile

Thanks a bunch, that did the trick!  And big thanks to Stefander for writing the code in the first place.  Works like a dream on all dinos, props, and environment pieces as far as I can tell.  Only problem is it doesn't work with any of the characters yet.  Either it gives one of two errors or just crashes altogether.  Wonder why that is, and how one might go about fixing it.

(01-13-2015, 05:08 PM)TGE Wrote: Doesn't RTB's Telltale games MaxScript support these models?

The last version he posted never had JP in it.  Poker Night 2 could be used to extract some of the skeleton rigs, but didn't seem to work for objs as far as I could tell.  However, I noticed he update the dropbox page with JP in the "games that work" column recently, so maybe he has an update soon to be released?  I sent him an e-mail message about it a couple of days ago, but I don't think he's seen it yet.
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#8
(01-14-2015, 11:21 PM)thellamamaster Wrote:
(01-13-2015, 05:08 PM)TGE Wrote: Doesn't RTB's Telltale games MaxScript support these models?

The last version he posted never had JP in it.  Poker Night 2 could be used to extract some of the skeleton rigs, but didn't seem to work for objs as far as I could tell.  However, I noticed he update the dropbox page with JP in the "games that work" column recently, so maybe he has an update soon to be released?  I sent him an e-mail message about it a couple of days ago, but I don't think he's seen it yet.
Yeah, I did update it a while back... but I actually forgot to fix the link so that it was linking to the most recent version. Whoops!

And the e-mail got lost, I just realized I never fixed my profile so it was linked to my long-defunct address for about two years now... I've been kinda forgetful recently. Sick
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#9
(01-14-2015, 11:31 PM)Random Talking Bush Wrote: Yeah, I did update it a while back... but I actually forgot to fix the link so that it was linking to the most recent version. Whoops!

And the e-mail got lost, I just realized I never fixed my profile so it was linked to my long-defunct address for about two years now... I've been kinda forgetful recently. Sick

Wow that was a speedy reply!  No worries at all, man.  Can't thank you enough for all the time and effort you've put into all this.  And now that JP's included I'm more excited than ever!  Can't wait to try it out later tonight!  Big Grin
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#10
(01-05-2015, 05:14 PM)Stefander Wrote: Hey everyone, I built a very simple tool for converting *.d3dmesh files from Jurassic Park: The Game (from Telltale Games) to *.obj Big Grin

I thought I'd post it here in case anyone needs it! It only supports vertex and face data, but if you want you can edit it however you like, but I'd like to know if it helped out! Smile

https://github.com/Stefander/JPMeshConverter

You are one of my new favourite people! Thank you!
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#11
(01-15-2015, 07:28 PM)trexjones Wrote: [quote='Stefander' pid='577499' dateline='1420496099']
Hey everyone, I built a very simple tool for converting *.d3dmesh files from Jurassic Park: The Game (from Telltale Games) to *.obj Big Grin

I thought I'd post it here in case anyone needs it! It only supports vertex and face data, but if you want you can edit it however you like, but I'd like to know if it helped out! Smile

https://github.com/Stefander/JPMeshConverter

Okay, so, I'm a dummy. I've downloaded Visual C# but have no knowledge of coding. Am I going to earn eye-rolls by asking what I do once I've got it up and running?
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#12
(01-16-2015, 02:56 AM)trexjones Wrote:
(01-15-2015, 07:28 PM)trexjones Wrote:
(01-05-2015, 05:14 PM)Stefander Wrote: Hey everyone, I built a very simple tool for converting *.d3dmesh files from Jurassic Park: The Game (from Telltale Games) to *.obj Big Grin

I thought I'd post it here in case anyone needs it! It only supports vertex and face data, but if you want you can edit it however you like, but I'd like to know if it helped out! Smile

https://github.com/Stefander/JPMeshConverter

Okay, so, I'm a dummy. I've downloaded Visual C# but have no knowledge of coding. Am I going to earn eye-rolls by asking what I do once I've got it up and running?

Thanks a lot for all the kind replies guys, it means a lot! Smile I've also added experimental support for scene, lang and prop files, which allows you to now load stuff like this with a single click (sort of, you still have to manually reference the textures and move some of the elements because I haven't fully figured out group transforms yet):

[Image: XS6Mvx5.jpg]

Oh and trexjones, all you have to do is open the program and click the Open button, and it will let you select a d3dmesh Smile And it should export your mesh to *.obj files, which you can load into pretty much any 3D program.
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#13
Oh, and I've also made a Photoshop CS6 action for converting normal maps into world space, so the models look a lot fancier, I've attached it to this post Smile
[Image: VAT4Ytv.jpg]


Attached Files
.zip   NormalMapAction.zip (Size: 700 bytes / Downloads: 430)
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#14
(01-18-2015, 04:37 PM)Stefander Wrote: Oh, and I've also made a Photoshop CS6 action for converting normal maps into world space, so the models look a lot fancier, I've attached it to this post Smile
[Image: VAT4Ytv.jpg]

Will that photoshop action work with cs4?
[Image: 1471_Courage.jpg]
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#15
(01-19-2015, 01:05 PM)Turbo Thunderbolt Wrote:
(01-18-2015, 04:37 PM)Stefander Wrote: Oh, and I've also made a Photoshop CS6 action for converting normal maps into world space, so the models look a lot fancier, I've attached it to this post Smile
[Image: VAT4Ytv.jpg]

Will that photoshop action work with cs4?

I don't know? But I don't think so..
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