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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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VELD-Dev/raclette-and-tank

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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
  • Ratchet & Clank: A Crack In Time
  • Ratchet & Clank: Full Frontal Assault (PS3 Version)
  • Ratchet & Clank: All 4 One
  • Ratchet & Clank: Into The Nexus
  • Resistance 2
  • Resistance 3

SUPPORTED ELEMENTS

List of the supported elements:

  • Ties 1
  • Mobys 2
  • Shrubs 3
  • UFrags 4
  • 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

Click Import

Press Extract & Import RAC Level (level folder).

Select E&IRACALF

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

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. Do not forget to uncheck what you already imported to avoid duplicates.

Play with settings

Select the folder

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.

Footnotes

  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.