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https://github.com/veld-dev/raclette-and-tank

Raclette And Tank Importer is a Blender plugin that can export any map of Ratchet & Clank Future series from the .dat files to Blender.
https://github.com/veld-dev/raclette-and-tank

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

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Raclette And Tank Importer is a Blender plugin that can export any map of Ratchet & Clank Future series from the .dat files to Blender.

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Raclette And Tank Importer (RATI, funny coincidence) is a Blender plugin that exports a map of Ratchet & Clank from .dat files to Blender.

## SUPPORTED GAMES
List of the supported games (theorically):
- [ ] Ratchet & Clank: Tools of Destruction
- [ ] Ratchet & Clank: Quest For Booty
- [x] Ratchet & Clank: A Crack In Time
- [x] Ratchet & Clank: Full Frontal Assault (PS3 Version)
- [x] Ratchet & Clank: All 4 One
- [x] Ratchet & Clank: Into The Nexus
- [x] Resistance 2
- [x] Resistance 3

## SUPPORTED ELEMENTS
List of the supported elements:
- [x] Ties [^1]
- [ ] Mobys [^2]
- [ ] Shrubs [^3]
- [ ] UFrags [^4]
- [x] Zones [^5]
- [ ] Textures [^6]

## How to use ?
### Step 1
Go to `USRDIR > packed > levels > LEVEL_NAME`, use PSArcTool or PS3GameExtractor and extract:
1. `level_cached.psarc` for the models and everything
2. `level_uncached.psarc` for the scripts *(not necessary but can help fangame developers)*

### Step 2
Open Blender.
Click `Edit` in the topbar, then `⚙ Preferences`.
Go to `Add-ons` category, and search for `Raclette and Tank Importer` (it is in `Reverse-Engineering` category)
Click the check mark to enable the plugin.

### Step 3
Click `File` in the topbar, then `📥 Import`.

![Click file](.gitresources/open_files.png)

![Click Import](.gitresources/click_import.png)

Press `Extract & Import RAC Level (level folder)`.

![Select E&IRACALF](.gitresources/click_extract_rac_level.png)

### Step 4
In the browser, search for your folder `USRDIR > packed > levels > LEVEL_NAME > built > levels > LEVEL_NAME` (depending on which game you want to export models)

![Browse LEVEL](.gitresources/find_level_folder.png)

Check 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.

![Play with settings](.gitresources/settings_overview.png)

![Select the folder](.gitresources/select%20the%20folder.png)

### Additional info
Each category of model (mobys, ties, shrubs, etc...) are splitted to different Collections.

# Will be moved to WIKI page

## Import settings
Importation settings of levels

### Category: Include
| Type | Default | Supported | Option Name | Description |
|:----------|:-------:|:---------:|:-------------:|:------------------------------------------------------------------------------------------------|
| `Boolean` | ❌ | 🚧 | Import Mobys | Wether Mobys should import mobys or not |
| `Boolean` | ✅ | ❌ | Import Shrubs | Wether Shrubs should be imported or not. |
| `Boolean` | ✅ | ✅ | Import Ties | Wether Ties should be imported or not.
It's recommended to not uncheck except for reimports |
| `Boolean` | ✅ | ❌ | Import UFrags | Wether UFrags should be imported or not.
It's recommended to not uncheck this. |
### Category: Settings
| Type | Default | Supported | Option Name | Description |
|:----------|:-------:|:---------:|:------------------:|:------------------------------------------------------------------------------------------------------------------------------|
| `Boolean` | ✅ | 🚧 | Textures | Wether textures should be extracted, imported and applied or not. |
| `Boolean` | ❌ | ❌ | Lightning | Wether light points should be extracted and imported or not. |
| `Boolean` | ✅ | ✅ | Zones | Wether every mesh supported by zones should be put into its zone
Creating subfolders in Blender. |
| `Boolean` | ✅ | ✅ | Create Collections | Wether a creation should be created for each mesh type (Mobys,
Ties, Shrubs, UFrags) or everything should be put at root. |

[^1]: It's basically the greatest part of the terrain and walkable parts of maps.

[^2]: All the entities, so bolts, enemies, destructibles, crates, moving platforms, etc...

[^3]: All the map's mini-elements: Little stuff on walls, etc... Generally decorations

[^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

[^5]: It's used to group parts of the terrain and mobys in subfolders in Blender, iirc

[^6]: It seems obvious... But it's the textures. Of everything.