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C&C Asset Extractor
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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Mon Sep 06, 2010 1:29 am    Post subject:  C&C Asset Extractor Reply with quote  Mark this post and the followings unread

Hey there,
well, here is a new version of my C&C Asset Extractor. You can extract asset files for use with the "Merge assets" option in my SDK extra files and you can extract sources like models, textures and sounds/music. So, source extraction is supported for the following asset types: AudioFile, AudioFileMP3Passthrough, OnDemandTexture, PathMusicTrack, Texture, W3DAnimation, W3DCollisionBox, W3DContainer, W3DHierarchy, W3DMesh.
Supported games are: Tiberium Wars, Kanes Wrath, Red Alert 3, Red Alert 3 Uprising, Tiberian Twilight



You can download the program here:
C&C Asset Extractor

Feel free to contact me if you find bugs/errors or if you just have questions.

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Last edited by Bibber on Sat Sep 18, 2010 3:17 am; edited 3 times in total

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Tue Sep 07, 2010 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have a question, what are the W3D bits? aren't they suppose to be W3X?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Sep 07, 2010 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think its defined still from the early SAGE days as W3D (Westwood 3D format), but they updated the format to be W3X while keeping the engine mostly untouched.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Tue Sep 07, 2010 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

... I have an odd problem with the EXE... When I try to run the EXE it deletes it self... Is any one else having this problem or do I have some kind of odd virus...

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Tue Sep 07, 2010 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zengar_Zombolt wrote:
I have a question, what are the W3D bits? aren't they suppose to be W3X?

w3x is nothing else than xml. Call it w3d xml if you want. #Tongue


MadHQ wrote:
... I have an odd problem with the EXE... When I try to run the EXE it deletes it self... Is any one else having this problem or do I have some kind of odd virus...

Maybe your virus scanner gives a positive false and deletes the file?

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Tue Sep 07, 2010 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bibber wrote:
Zengar_Zombolt wrote:
I have a question, what are the W3D bits? aren't they suppose to be W3X?

w3x is nothing else than xml. Call it w3d xml if you want. #Tongue

So I can get files from TW and they would be like the W3X's from the art packs?

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Wed Sep 08, 2010 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Zengar_Zombolt wrote:
So I can get files from TW and they would be like the W3X's from the art packs?

Yes. But you can't extract animations yet.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Wed Sep 08, 2010 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, interesting.

and thank you for all your tools.

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purplescrin
Light Infantry


Joined: 21 May 2008

PostPosted: Thu Sep 09, 2010 2:36 am    Post subject: Re: C&C Asset Extractor Reply with quote  Mark this post and the followings unread

Bibber, thanks for the updated tool (involving the return of sound extraction in .wav form and texture viewer/extractor from JonWil's BinView), but however, there are some technical issues on your C&C Asset Extractor.

1. When I selected several art mesh assets and extracted them all at once as source code files in w3x, an access violation error occurred and the program crashed. Some art mesh assets in w3x took some time to extract and they are worth more than 1 MB each.

2. When I opened the extracted w3x files using the W3X Viewer, I am getting this error message.

Code:

Critical: XML validation error encountered in 'c:\program files\electronic arts\
c&c3 mod sdk\mods\reloaded\art\nod voice of kane\nbvoickaned3_skn.newskin.w3x' n
ear line 6929:
   The element 'W3DMesh' in namespace 'uri:ea.com:eala:asset' has invalid child
element 'Vertices' in namespace 'uri:ea.com:eala:asset'. List of possible elemen
ts expected: 'Normals, Tangents, Binormals, VertexColors, TexCoords, BoneInfluen
ces, ShadeIndices, Triangles' in namespace 'uri:ea.com:eala:asset'.


Something tells me that the element "Vertices" does not exist in C&C3's game engine. If I use them for the C&C3 Mod SDK, they will not be compiled due to this error. Any way if "uri:ea.com:eala:asset" can add additional elements in that namespace?

3. Any chance that the w3x animations can be extracted? As for the music, we know that JonWil is working on a music decoder to extract any music from all recent C&C games. As for a xml decoder and RA3 pathmusic encoder, that's a long way to go.

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Thu Sep 09, 2010 1:11 pm    Post subject: Re: C&C Asset Extractor Reply with quote  Mark this post and the followings unread

purplescrin wrote:
1. When I selected several art mesh assets and extracted them all at once as source code files in w3x, an access violation error occurred and the program crashed. Some art mesh assets in w3x took some time to extract and they are worth more than 1 MB each.

You are right. I fixed that last night. It happend only when extracting more than one mesh at once.



purplescrin wrote:
2. When I opened the extracted w3x files using the W3X Viewer, I am getting this error message.

Code:

Critical: XML validation error encountered in 'c:\program files\electronic arts\
c&c3 mod sdk\mods\reloaded\art\nod voice of kane\nbvoickaned3_skn.newskin.w3x' n
ear line 6929:
   The element 'W3DMesh' in namespace 'uri:ea.com:eala:asset' has invalid child
element 'Vertices' in namespace 'uri:ea.com:eala:asset'. List of possible elemen
ts expected: 'Normals, Tangents, Binormals, VertexColors, TexCoords, BoneInfluen
ces, ShadeIndices, Triangles' in namespace 'uri:ea.com:eala:asset'.


Something tells me that the element "Vertices" does not exist in C&C3's game engine. If I use them for the C&C3 Mod SDK, they will not be compiled due to this error. Any way if "uri:ea.com:eala:asset" can add additional elements in that namespace?

Refers to the first problem. The element Vertices exists but my tool put more than 2 elements of it into a mesh which is not allowed. As said above: fixed. Wink

Edit:
Fixed another problem with the meshes that BoneInfluences in some cases were not extracted.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Fri Sep 10, 2010 2:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I cannot download it.

It appear 403 error.

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Fri Sep 10, 2010 2:28 am    Post subject: Reply with quote  Mark this post and the followings unread


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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri Sep 10, 2010 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

So i want to get audio out of Red Alert 3, how would I go about doing that?

I've extracted the file it needs to read from the .big file, but it gives me an access violation, do i need to extract every other file too, and if so, are there any tools to bulk-extract .big files, as xcc only does one at a time.....

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Sep 10, 2010 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use BIGEditorBeta5, but you can probably use any BigEditor I would imagine.

you can get it here

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sat Sep 11, 2010 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Beta 5 works great thanks Cranium.

And Bibber, any chance of having a "convert to BMP" setting for textures?

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Sat Sep 11, 2010 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about using a graphics program to convert the textures?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sat Sep 11, 2010 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could do i suppose, but I'm not an "artist", basically i want to yoink cameos for use elsewhere, and don't see the point in downloading a compatible prog (or buying one for that matter) for just that.

if you don't want to thats cool, just figured it'd be easier for the end-user to output to a universal format.

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Sun Sep 12, 2010 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

All the stuff is extracted in a format to be able to use it again with the SDK.

It is much more work for me to implement such a function than for you just installing a goddamn small program. Also no-one uses bmp anymore. Oo

Edit:
Updated to extract animations (W3DAnimation). I didn't find a way to fully reconstruct them until now. Some of them might be ok others might be total crap.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Sep 12, 2010 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bibber wrote:
It is much more work for me to implement such a function than for you just installing a goddamn small program.

Thats fine, thats why I asked the question, and said its fine if you don't want to.

Bibber wrote:

Also no-one uses bmp anymore. Oo


As I said, its a standard format, that is compatible with everything, why not use it? hell, Ares uses it for screenshots BECAUSE it can be read by almost every graphics editing tool on the planet.

*cue some smartarse digging up a random art tool on a C64 that refuses to recognise bitmaps*

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Thu Sep 16, 2010 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Extracting PathMusicTrack is now supported.

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purplescrin
Light Infantry


Joined: 21 May 2008

PostPosted: Thu Sep 16, 2010 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bibber wrote:
What about using a graphics program to convert the textures?


Well, extracting the textures winds up in dds format, so you use a DDS Converter to convert any DDS file into tga, jpeg and other formats. That program works well in WinXP but it's not working in both Vista and Win7 since the program is unable to convert when a dds file is selected.

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Golan
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Joined: 21 Nov 2007

PostPosted: Thu Sep 16, 2010 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use DXTBmp if you need to convert from or to DDS but don't have a program like Photoshop to do it.

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