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Author Topic: Ripping entire maps?  (Read 12093 times)
LeBronFilms
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Ripping entire maps?
« on: June 30, 2013, 19:01 »

Hey guys, quick question.
(Bioshock 1)

Is there any way to rip the entire scene/map?
I've tried several "printscreen" applications and no luck.
Umodel only seems to extract characters/props/decors.
Unless I'm exporting the wrong .bsm's...

Any ideas?

Many thanks,
LBF
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Gildor
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Re: Ripping entire maps?
« Reply #1 on: June 30, 2013, 22:18 »

No way.
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LeBronFilms
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Re: Ripping entire maps?
« Reply #2 on: July 02, 2013, 00:57 »

No way.

Heartbroken </3
Thanks anyway Gildor.
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rroobboo
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Re: Ripping entire maps?
« Reply #3 on: July 02, 2013, 04:08 »

Of course it is impossible. There are thousands of models which are in hundreds of different files, And only game engine and scripts know which one where to put. Actor X imports in 3DS Max in the center of scene, so one have to guess the real position and rotation of a part of a map. You can spend years to try to recreate one level. But Gildor, sometimes it works in the right way. For example, parts of InfinityBlade II's maps were coming in the same position as in the game. How come it works (very rarely, but works)? Maybe you could find a clue how to teach ActorX coordinate system recognition, or make umodel export models with that data?

« Last Edit: July 02, 2013, 04:18 by rroobboo » Logged
Gildor
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Re: Ripping entire maps?
« Reply #4 on: July 02, 2013, 13:57 »

It is possible to write a code which will find positions of objects in a world, like ME3 Explorer does. But there are 2 things which are not meshes itself: landscape (terrain) and some BSPs - sometimes they consists significant amount of map data.
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MegaScience
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Re: Ripping entire maps?
« Reply #5 on: July 02, 2013, 22:11 »

Ehamloptiran was working on this for his version, but he disappeared.
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grub
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Re: Ripping entire maps?
« Reply #6 on: July 04, 2013, 10:14 »

Ehamloptiran was working on this for his version, but he disappeared.

He got too close to the truth. Epic employees dressed in black suits and sunglasses showed up at his house with bouquets of flowers, and that was that.
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Gildor
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Re: Ripping entire maps?
« Reply #7 on: July 04, 2013, 13:54 »

He got too close to the truth. Epic employees dressed in black suits and sunglasses showed up at his house with bouquets of flowers, and that was that.
What did you mean?
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telephone_pole
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Re: Ripping entire maps?
« Reply #8 on: April 28, 2014, 06:45 »

wouldn't it be easier to just read all the objects in their map and extract them as a bulk file?
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espnsThirtyForThirty
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Re: Ripping entire maps?
« Reply #9 on: December 21, 2021, 04:57 »

It is possible to write a code which will find positions of objects in a world, like ME3 Explorer does. But there are 2 things which are not meshes itself: landscape (terrain) and some BSPs - sometimes they consists significant amount of map data.

Hey Gildor,

I'm interested in developing a tool that could at least find all of the object locations in each level, which you say is possible. Do you know where I could find this data/ which UModel source files I should look at to get started with a tool that could do this? I'm new to the codebase, but have built several tools for Unreal Engine in the past. Thank you!
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