Locate Corporate Clashes local files. It should be under something similar to
[Drive]:\Users\[Name]\AppData\Local\Corporate Clash
Open the "resources" folder, then "default."
Copy and paste all .mf files into a new folder in a different location.
Open Command Prompt and enter the following:
"cd [file path to aforementioned new folder]"
This changes the directory the command prompt is currently looking at.
"multify -x -f phase_#.mf" starting from 3 (replace the # sign). Continue doing this up until 14.
This extracts each phase file to a bam file.
Find what files you want specifically, and copy + paste these files into a separate, new folder (for easier
finding and extracting). Textures are under the correlating phases "maps" folder.
Cog heads and bodies are in two separate files. Cog specific files tend to start with
"ttcc_ene_" in their file name.
Bodies can be found in "phase_3.5\models\char"; See the reference chart below
for each type.
(to scale)
Heads are scattered through each phase file, these files will have their name end in
"-zero"; Locations are as follows:
phase_9\models\char\suits
Bellringer, Director of Public Affairs (DOPA), Director of Public Relations (DOPR),
Multislacker,
Pacesetter, and Prethinker.
Cold Caller, Glad Hander, Mingler, Mover & Shaker, Mr. Hollywood, Telemarketer, and
Two-Face.
phase_10\models\char\suits
Duck Shuffler, Treekiller, and Plutocrat.
Bean Counter, Loan Shark, Money Bags, Number Cruncher, Penny Pincher, Robber Baron, Short
Change,
and Tightwad.
phase_11\models\char\suits
Case Manager, Count Erclaim, Judy, Litigator, Mouthpiece, Rainmaker, Redd 'Heir' Wing,
Scapegoat,
Stenographer, and Witch Hunter.
Advocate, Ambulance Chaser, Back Stabber, Barrister, Big Wig, Bloodsucker, Bottom Feeder,
Conveyancer, Double Talker, Legal Eagle, Needlenose, Pettifogger, Shyster, and Spin Doctor.
phase_12\models\char\suits
High Roller, Chainsaw Consultant, Club President, Derrick Hand, Derrick Man, Featherbedder,
Firestarter, and Major Player.
Autocaddie, Big Cheese, Corporate Raider, Downsizer, Flunky, Head Hunter, Micromanager,
Pencil Pusher, and Yesman.
phase_14\models\char\suits
Chairman, Deep Diver, Director of Land Acquisition (DOLA), Director of Land Development
(DOLD), Gatekeeper, and Chief Operating Officer (Ottoman)
Head Honcho, Magnate, Bagholder, Circuit Breaker, Deadlock, Insider, Paperhands, Sharkwatcher. (If your files predates 1.7.0, it will instead contain Big Fish, Con Artist, Connoisseur, Middleman, Swindler, Toxic Manager, and the old models for Head Honcho and Magnate)
Open Command Prompt again and enter the following:
"bam2egg.exe bodyfile.bam bodyfile.egg" then "bam2egg.exe headfile.bam headfile.egg"
This will convert said files into egg files. Ignore the texture warning you get here.
In Blender (versions 2.74-2.79), install the Blender-egg-importer. Then import your models.
Save file.
If you generally work in a newer version of Blender, open that version of Blender and append all ''objects'' from that file.
Texture tips
For the best looking/most accurate textures in Blender for rendering, do the following:
Go to Material Properties in the sidebar (orb icon)
Set "Specular" to 0
Set "Roughness" to 1.0
Go to Render Properties in the sidebar (camera icon)
Under "surface", change the color to white (this will also turn the background to pure white so prepare for
a flashbang.)
If you are creating a transparent render, go to Render Properties once again, and under Film click the
Transparent checkbox
Toon ripping tips
Toon models can be found under phase_3\models\char\toons
Textures can be found under phase_3\maps\toon
Under Edit>Preferences, turn on the add-on Material Utilities. It will make re-adding the same material for
multiple meshes much much simpler.
There will be three variants of each toon model: 250, 500, 1000. These correlate to render distance, with
1000 being the highest. You will only need to use models marked 1000.
To change the color of the toon's skin, you're going to go to the Shading tab on the top of the screen, and
adjust your nodes. See the image below.
Change the pink to whatever color you please.
For transparent textures, such as the eyes and pupils, we'll once again be adjusting nodes. See the image below.
To change your pupil color, adjust the RGB node connected to "B" on the Mix node. Adjusting the RGB node connected to "A" on the Mix node will change the iris color.