Dmitri Posted March 27, 2021 Share Posted March 27, 2021 OTools is a set of tools for importing/exporting EA Sports model format (.O). OTools provides an ability to convert .O (.ORD/.ORL) files into 3d-software-friendly file format (GLTF), and also to convert 3d file formats (GLTF, FBX, OBJ etc.) into .O (.ORD/.ORL). It also provides additional functionality, such as packing and unpacking .FSH files. Since version 0.171, an experimental support for MVP Baseball games (MVP Baseball 2003; MVP Baseball 2004; MVP Baseball 2005) was added. Source code:https://bitbucket.org/fifam/otools Downloads:https://bitbucket.org/fifam/otools/downloads/ Basic guide:https://bitbucket.org/fifam/otools/wiki/Scene_setup Link to comment Share on other sites More sharing options...
Kccitystar Posted March 27, 2021 Share Posted March 27, 2021 Hey @Dmitri , this is INCREDIBLE. I'm not sure what's possible with MVP at this point though, would it be possible to import new meshes with higher vertices counts, like the more modern headshapes from RBI? Link to comment Share on other sites More sharing options...
MarlinsMY Posted March 27, 2021 Share Posted March 27, 2021 33 minutes ago, Kccitystar said: Hey @Dmitri , this is INCREDIBLE. Seconded! I have been playing around with it (using the GUI) for a few hours and successfully imported the default Yankee Stadium "mstadium" model (among others) in Blender. Do the textures need to be imported/mapped separately to be visible as shown in the screenshots, or am I not doing something correctly? I'm unfortunately not very good with Blender, so it's entirely possible that has something to do with it... At any rate, this is exciting. If "external" models can be imported into MVP through this utility, it could open the door to update stadiums using elements from other games. Link to comment Share on other sites More sharing options...
Kccitystar Posted March 27, 2021 Share Posted March 27, 2021 12 minutes ago, MarlinsMY said: Seconded! I have been playing around with it (using the GUI) for a few hours and successfully imported the default Yankee Stadium "mstadium" model (among others) in Blender. Do the textures need to be imported/mapped separately to be visible as shown in the screenshots, or am I not doing something correctly? I'm unfortunately not very good with Blender, so it's entirely possible that has something to do with it... At any rate, this is exciting. If "external" models can be imported into MVP through this utility, it could open the door to update stadiums using elements from other games. I wonder if we can also manipulate collision data Link to comment Share on other sites More sharing options...
Yankee4Life Posted March 27, 2021 Share Posted March 27, 2021 Welcome to the website! Link to comment Share on other sites More sharing options...
Muller_11 Posted March 28, 2021 Share Posted March 28, 2021 AWESOME! If these tools can help with the update and structure of the stadiums it would be a great step forward to continue updating MVP Baseball Link to comment Share on other sites More sharing options...
Dmitri Posted March 28, 2021 Author Share Posted March 28, 2021 3 hours ago, Kccitystar said: I'm not sure what's possible with MVP at this point though, would it be possible to import new meshes with higher vertices counts, like the more modern headshapes from RBI? Generally, there are no visible limitations in .O or .FSH, but the engine and the game might have some specific limits. So it should work, but it's hard to say without a working example. 3 hours ago, MarlinsMY said: Do the textures need to be imported/mapped separately to be visible as shown in the screenshots, or am I not doing something correctly? First of all, it's recommended to use -dummyTextures option when you convert .O to .GLTF. This will create blank PNG images for all textures which are referenced by the model. So you will see which textures are required. After this, you can find related .FSH files and extract them the same folder. For stadiums, the file is called "Textures.fsh", but there might be some other FSH files with common textures. And you can still use blank textures too. 2 hours ago, Kccitystar said: I wonder if we can also manipulate collision data Collision file format is not researched. Link to comment Share on other sites More sharing options...
Homer Posted March 28, 2021 Share Posted March 28, 2021 Well this is intriguing Link to comment Share on other sites More sharing options...
Homer Posted March 28, 2021 Share Posted March 28, 2021 So if I'm understanding this correctly, we can now edit cyberfaces for mvp without relying on using Windows XP? If so, please someone direct me on where to start on how to use Blender. Link to comment Share on other sites More sharing options...
Kccitystar Posted March 28, 2021 Share Posted March 28, 2021 This is definitely a gift. Wow. Link to comment Share on other sites More sharing options...
Dmitri Posted March 28, 2021 Author Share Posted March 28, 2021 You can run the tool on Windows 7, 8 or 10 without problems. Same for Blender, I think. I see everyone talks about cyberfaces, but I would like to start with simple models first. I still don't know if import works fine. From my tests, there are a lot of problems with adding files into .BIG. So here's the first success with model import: I imported this ball model: https://sketchfab.com/3d-models/worn-baseball-ball-fdf3de6ae225421ea78961b897b9608a and this bat model: https://sketchfab.com/3d-models/harley-quinns-good-night-baseball-bat-73a601697b684d7f9ddc6674e4d9b427 So at least, these models can be replaced. I also improved few things in the import, the new version of the tool will be released soon. initstaz.big ball_bat_model.zip Link to comment Share on other sites More sharing options...
Gordo Posted March 28, 2021 Share Posted March 28, 2021 Just confused me more .... would love to try to help with making cyberfaces, but I just can't ever figure this out. Maybe another day. btw, that baseball looks great! Link to comment Share on other sites More sharing options...
Kccitystar Posted March 28, 2021 Share Posted March 28, 2021 @DmitriWhen importing that ball, did you have to keep the same amount of vertices as the original ball? Link to comment Share on other sites More sharing options...
Dmitri Posted March 28, 2021 Author Share Posted March 28, 2021 No, the amount of vertices is few times bigger than in original model. However, it's not the same for faces. I tried to import the face, and it worked only with same or similar vertex count. I think there's a limit for .ord filesize. My modified face: Also, 0.172 was released today. I will try to prepare a tutorial on replacing the ball model - opening in Blender, creating textures, converting to .O and .FSH Just to not forget: For ball model, I modified vertex colors to make the ball less bright: -setVCol 808080FF Baseball bat model includes 8 instances of the model (8 "copies" of the same model), so this is needed on import: -instances 8 The head model doesn't work properly when skeleton is read from .GLTF, so external skeleton must be written to .O: -skeletonData "data\remap\skel_mvp2005.bin" -bonesFile "data\remap\bones_mvp2005.txt" Link to comment Share on other sites More sharing options...
Sean O Posted March 29, 2021 Share Posted March 29, 2021 My god, if only this had been around years ago, it would've made stadium modding so much easier. Amazing, Dmitri. Wish I didn't have my own all-consuming project going on; could put those Blender skills to work. Link to comment Share on other sites More sharing options...
Pirate Posted March 30, 2021 Share Posted March 30, 2021 This is so incredibly neat. What's even crazier is that my son, who wasn't even being thought of when I was modding stadiums, is now a blender wiz at the age of 11. I might play around with this despite having zero free time. Also, hey Sean! Link to comment Share on other sites More sharing options...
Sean O Posted April 15, 2021 Share Posted April 15, 2021 On 3/31/2021 at 12:18 AM, Pirate said: This is so incredibly neat. What's even crazier is that my son, who wasn't even being thought of when I was modding stadiums, is now a blender wiz at the age of 11. I might play around with this despite having zero free time. Also, hey Sean! Hey brother! Hope you're doing well. Link to comment Share on other sites More sharing options...
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