{"id":27156109,"url":"https://github.com/veld-dev/raclette-and-tank","last_synced_at":"2025-04-08T19:57:54.671Z","repository":{"id":63722692,"uuid":"569616803","full_name":"VELD-Dev/raclette-and-tank","owner":"VELD-Dev","description":"Raclette And Tank Importer is a Blender plugin that can export any map of Ratchet \u0026 Clank Future series from the .dat files to Blender.","archived":false,"fork":false,"pushed_at":"2024-01-30T22:34:37.000Z","size":318,"stargazers_count":5,"open_issues_count":0,"forks_count":0,"subscribers_count":1,"default_branch":"main","last_synced_at":"2024-01-31T00:06:01.421Z","etag":null,"topics":["3d-models","asset-extraction","blender","blender-281","blender-33","blender-addon","blender-python","blender3d","extract","extraction","extractor","import","importer","python3","raclette-and-tank","ratchet-and-clank","ratchet-and-clank-future","reverse-engineering"],"latest_commit_sha":null,"homepage":"","language":"Python","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"mit","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/VELD-Dev.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null}},"created_at":"2022-11-23T08:31:53.000Z","updated_at":"2024-01-30T12:45:11.000Z","dependencies_parsed_at":"2024-01-30T23:48:22.483Z","dependency_job_id":"19c8a855-37f8-4bc0-8b96-ef23393b289d","html_url":"https://github.com/VELD-Dev/raclette-and-tank","commit_stats":null,"previous_names":[],"tags_count":2,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/VELD-Dev%2Fraclette-and-tank","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/VELD-Dev%2Fraclette-and-tank/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/VELD-Dev%2Fraclette-and-tank/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/VELD-Dev%2Fraclette-and-tank/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/VELD-Dev","download_url":"https://codeload.github.com/VELD-Dev/raclette-and-tank/tar.gz/refs/heads/main","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":247918906,"owners_count":21018044,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["3d-models","asset-extraction","blender","blender-281","blender-33","blender-addon","blender-python","blender3d","extract","extraction","extractor","import","importer","python3","raclette-and-tank","ratchet-and-clank","ratchet-and-clank-future","reverse-engineering"],"created_at":"2025-04-08T19:57:54.593Z","updated_at":"2025-04-08T19:57:54.659Z","avatar_url":"https://github.com/VELD-Dev.png","language":"Python","funding_links":[],"categories":[],"sub_categories":[],"readme":"\u003cp align=\"center\"\u003e\n  \u003cimg src=\"https://images-ext-2.discordapp.net/external/0tJ4AmykdPxYEnqIzgQEzcBSHwtQyrlIfzxU5fqfNFg/https/repository-images.githubusercontent.com/569616803/efdda933-7a4d-4e0a-aa9c-d42dabe7c61f\" style=\"display: blcok; margin: 0 auto\"\u003e\n\u003c/p\u003e\n\u003cp align=\"center\"\u003e\n  \u003cimg src=\"https://img.shields.io/github/downloads/VELD-Dev/raclette-and-tank/total\" style=\"display: block; margin: 0 auto\"\u003e\n  \u003cimg src=\"https://tokei.rs/b1/github/VELD-Dev/raclette-and-tank?category=lines\" style=\"display: block; margin: 0 auto\"\u003e\n\u003c/p\u003e\nRaclette And Tank Importer (RATI, funny coincidence) is a Blender plugin that exports a map of Ratchet \u0026amp; Clank from .dat files to Blender.\n\n## SUPPORTED GAMES\nList of the supported games (theorically):\n- [ ] Ratchet \u0026 Clank: Tools of Destruction\n- [ ] Ratchet \u0026 Clank: Quest For Booty\n- [x] Ratchet \u0026 Clank: A Crack In Time\n- [x] Ratchet \u0026 Clank: Full Frontal Assault (PS3 Version)\n- [x] Ratchet \u0026 Clank: All 4 One\n- [x] Ratchet \u0026 Clank: Into The Nexus\n- [x] Resistance 2\n- [x] Resistance 3\n\n## SUPPORTED ELEMENTS\nList of the supported elements:\n- [x] Ties [^1]\n- [ ] Mobys [^2]\n- [ ] Shrubs [^3]\n- [ ] UFrags [^4]\n- [x] Zones [^5]\n- [ ] Textures [^6]\n\n## How to use ?\n### Step 1\nGo to `USRDIR \u003e packed \u003e levels \u003e LEVEL_NAME`, use PSArcTool or PS3GameExtractor and extract:\n1. `level_cached.psarc` for the models and everything\n2. `level_uncached.psarc` for the scripts *(not necessary but can help fangame developers)*\n\n### Step 2\nOpen Blender.  \nClick `Edit` in the topbar, then `⚙ Preferences`.\nGo to `Add-ons` category, and search for `Raclette and Tank Importer` (it is in `Reverse-Engineering` category)  \nClick the check mark to enable the plugin.\n\n### Step 3\nClick `File` in the topbar, then `📥 Import`.  \n  \n![Click file](.gitresources/open_files.png)  \n  \n![Click Import](.gitresources/click_import.png)  \n  \nPress `Extract \u0026 Import RAC Level (level folder)`.  \n  \n![Select E\u0026IRACALF](.gitresources/click_extract_rac_level.png)  \n  \n\n### Step 4\nIn the browser, search for your folder `USRDIR \u003e packed \u003e levels \u003e LEVEL_NAME \u003e built \u003e levels \u003e LEVEL_NAME` (depending on which game you want to export models)  \n  \n![Browse LEVEL](.gitresources/find_level_folder.png)  \n  \nCheck or uncheck options depending what you want to export and have on Blender. You can always import previously non-imported elements to the scene by redoing the [Step 3](#user-content-step-3). Do not forget to uncheck what you already imported to avoid duplicates.  \n  \n![Play with settings](.gitresources/settings_overview.png)  \n  \n![Select the folder](.gitresources/select%20the%20folder.png)  \n  \n\n### Additional info\nEach category of model (mobys, ties, shrubs, etc...) are splitted to different Collections.\n\n# Will be moved to WIKI page\n\n## Import settings\nImportation settings of levels\n\n### Category: Include\n| Type      | Default | Supported |  Option Name  | Description                                                                                     |\n|:----------|:-------:|:---------:|:-------------:|:------------------------------------------------------------------------------------------------|\n| `Boolean` |    ❌    |    🚧     | Import Mobys  | Wether Mobys should import mobys or not                                                         |\n| `Boolean` |    ✅    |     ❌     | Import Shrubs | Wether Shrubs should be imported or not.                                                        |\n| `Boolean` |    ✅    |     ✅     |  Import Ties  | Wether Ties should be imported or not.\u003cbr/\u003eIt's recommended to not uncheck except for reimports |\n| `Boolean` |    ✅    |     ❌     | Import UFrags | Wether UFrags should be imported or not.\u003cbr/\u003eIt's recommended to not uncheck this.              |\n### Category: Settings\n| Type      | Default | Supported |    Option Name     | Description                                                                                                                   |\n|:----------|:-------:|:---------:|:------------------:|:------------------------------------------------------------------------------------------------------------------------------|\n| `Boolean` |    ✅    |     🚧     |      Textures      | Wether textures should be extracted, imported and applied or not.                                                             |\n| `Boolean` |    ❌    |     ❌     |     Lightning      | Wether light points should be extracted and imported or not.                                                                  |\n| `Boolean` |    ✅    |    ✅     |       Zones        | Wether every mesh supported by zones should be put into its zone\u003cbr/\u003eCreating subfolders in Blender.                          |\n| `Boolean` |    ✅    |     ✅     | Create Collections | Wether a creation should be created for each mesh type (Mobys,\u003cbr/\u003eTies, Shrubs, UFrags) or everything should be put at root. |\n\n[^1]: It's basically the greatest part of the terrain and walkable parts of maps.\n\n[^2]: All the entities, so bolts, enemies, destructibles, crates, moving platforms, etc...\n\n[^3]: All the map's mini-elements: Little stuff on walls, etc... Generally decorations\n\n[^4]: If a part of the terrain is not a Tie, then it's UFrags. If unchecked, some maps may look very bad and incomplete\n\n[^5]: It's used to group parts of the terrain and mobys in subfolders in Blender, iirc\n\n[^6]: It seems obvious... But it's the textures. Of everything.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fveld-dev%2Fraclette-and-tank","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fveld-dev%2Fraclette-and-tank","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fveld-dev%2Fraclette-and-tank/lists"}