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darkrai

darkrai

First of, this is written to get vehicles, but, when you modify the file type, can be used on all models files of Armored Warfare.

The unpacking part should be clear, just, that instead of "just" the one textures file, you need way more (resources.pak number 6-10,15-22,24-40 all contain vehicles for example, and then you dont have the textures. at all. so no normal maps or anything, just the encrypted models). After unpacking, you take this tool from the Link and combining it with a .bat file that contains 

cgf-converter.exe *.cgf
cgf-converter.exe *.chr
cgf-converter.exe *.cga

and then you execute that bat file, after which you can find all the unlocked dae files in their respective folders, and these you can just import into for example blender

For the textures, you need the attached files from the archive to stitch them back together, then you have "normal" dds files, but older versions of paint.net may not open them.

<More on texturing here, once i figured that out for sure>

AW Rip Tools.zip

darkrai

darkrai

First of, this is written to get vehicles, but, when you modify the file type, can be used on all models files of Armored Warfare.

The unpacking part should be clear, just, that instead of "just" the one textures file, you need way more (resources.pak number 6-10,15-22,24-40 all contain vehicles for example, and then you dont have the textures. at all. so no normal maps or anything, just the encrypted models). After unpacking, you take this tool from the link https://github.com/Markemp/Cryengine-Converter , throw it for example in the objects\vehicles folder, open a PS window there, and then in theory its just 

cgf-converter.exe *.cgf
cgf-converter.exe *.cda
cgf-converter.exe *.chr


After that, in the same directory as the encrypted files are individually, you get decrypted .dae files that Blender can import. For the textures, you need the attached files from the archive to stitch them back together, then you have "normal" dds files, but older versions of paint.net may not open them.

<More on texturing here, once i figured that out for sure>

AW Rip Tools.zip

darkrai

darkrai

First of, this is written to get vehicles, but, when you modify the file type, can be used on all models files of Armored Warfare.

The unpacking part should be clear, just, that instead of "just" the one textures file, you need way more (resources.pak number 6-10,15-22,24-40 all contain vehicles for example, and then you dont have the textures. at all. so no normal maps or anything, just the encrypted models). After unpacking, you take this tool from the link https://github.com/Markemp/Cryengine-Converter , throw it for example in the objects\vehicles folder, open a PS window there, and then in theory its just 

cgf-converter.exe *.cgf
cgf-converter.exe *.cda
cgf-converter.exe *.chr


After that, in the same directory as the encrypted files are individually, you get decrypted .dae files that Blender can import. For the textures, you need the attached files from the archive to stitch them back together, then you have "normal" dds files, but older versions of paint.net may not open them.

<More on texturing here, once i figured that out for sure>

AW Rip Tools.zip

darkrai

darkrai

First of, this is written to get vehicles, but, when you modify the file type, can be used on all models files of Armored Warfare.

The unpacking part should be clear, just, that instead of "just" the one textures file, you need way more (resources.pak number 6-10,15-22,24-40 all contain vehicles for example, and then you dont have the textures. at all. so no normal maps or anything, just the encrypted models). After unpacking, you take this tool from the link https://github.com/Markemp/Cryengine-Converter, throw it for example in the objects\vehicles folder, open a PS window there, and then in theory its just 

cgf-converter.exe *.cgf
cgf-converter.exe *.cda
cgf-converter.exe *.chr


After that, in the same directory as the encrypted files are individually, you get decrypted .dae files that Blender can import. For the textures, you need the attached files from the archive to stitch them back together, then you have "normal" dds files, but older versions of paint.net may not open them.

<More on texturing here, once i figured that out for sure>

AW Rip Tools.zip

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