Jump to content

OTools for editing .O and .FSH files


Recommended Posts

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.


mvp_1.thumb.PNG.8b6d7f4d8bcc21d91f0d55faa7512f18.PNG  mvp_3.thumb.PNG.30bfcc3020dcf2c07a06a5070d629406.PNG  mvp_4.thumb.PNG.a4938fffdf5c732f917a900d2622cf40.PNG

 

mvp_5.thumb.PNG.32ce5bb708d8a233dc9c66e3e630665b.PNG  mvp_6.thumb.PNG.20482d210ae36b968c119bffd3662216.PNG  mvp_7.thumb.PNG.d7a35cc663393a91466286d21025828f.PNG

 

Source code:https://bitbucket.org/fifam/otools
Downloads:https://bitbucket.org/fifam/otools/downloads/
Basic guide:https://bitbucket.org/fifam/otools/wiki/Scene_setup

Edited by Dmitri
Link to post
Share on other sites
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.

MVP-YS-Blender.jpg

Link to post
Share on other sites
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.

MVP-YS-Blender.jpg

 

I wonder if we can also manipulate collision data

Link to post
Share on other sites
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 post
Share on other sites

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 post
Share on other sites
Posted (edited)

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.

 

1480672553_mvp200516613.thumb.png.b554a9f9e3f0fdc57937d0f3eba05942.png   723709132_mvp200516654.thumb.png.f845fa7b879286ee4f32e1e1ab5a48ce.png

 

1686812721_mvp200516660.thumb.png.940cf6a856429ae2353c1110b2d6a2f9.png   127255059_mvp200516658.thumb.png.fc428dd5af47f2c4cb506263b0950b37.png

initstaz.big ball_bat_model.zip

Edited by Dmitri
Link to post
Share on other sites

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 post
Share on other sites
Posted (edited)

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:

474999902_mvp200516666.thumb.png.60d56520c63cd2c090dc1401a48deef4.png

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"

 

Edited by Dmitri
Link to post
Share on other sites

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 post
Share on other sites

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 post
Share on other sites
  • 3 weeks later...
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 post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.