(Another) Zelda Ripping Project! - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html) +---- Thread: (Another) Zelda Ripping Project! (/thread-28564.html) |
RE: (Another) Zelda Ripping Project! - pikamaxi - 10-30-2022 (10-29-2022, 12:38 PM)JamesO2 Wrote:(10-29-2022, 11:49 AM)pikamaxi Wrote: Hello, I am looking for help to get a Collada file from Majoras Mask 3DS, and I think this place is the best place to ask as its activingly exporting the models. Thank you so much for letting me know! I sent you a PM so we can take it there RE: (Another) Zelda Ripping Project! - JamesO2 - 11-04-2022 So in a previous post, I outlined all the strengths and shortcomings of the different tools to rip Majora models. I think I may have solved a major issue. The "Blender CMB Importer" was the most accurate ripping option, but it had the limitation of only being able to open decompressed CMB files, which meant that about half of Majora's models were not accessible. I wrote a tool which can decompress ZSI files into the common CMB format. I've been able to import nearly all of the Majora scene files into Blender 2.79 now. I haven't tested it on Actors or other Grezzo files. But if they are compressed in the same way, it should theoretically work. In the future, I may include the code for this script directly into the Blender CMB Importer addon, as they're both written in Python, it should theoretically be as simple as copy/pasting the code. But I don't have plans to do that right at the moment. For now, my tool works fine, and it even converts all the files in bulk. RE: (Another) Zelda Ripping Project! - MarioBroz7 - 01-04-2023 Is there a blender addon that can import the csab animation files for cmb models? M-1-RLG's blender addon is semi perfect for importing any cmb model from all the known 3ds games deved by greezo. But, can anyone make an addon that can load csab files? RE: (Another) Zelda Ripping Project! - JamesO2 - 01-04-2023 (01-04-2023, 06:39 PM)MarioBroz7 Wrote: Is there a blender addon that can import the csab animation files for cmb models? M-1-RLG's blender addon is semi perfect for importing any cmb model from all the known 3ds games deved by greezo. But, can anyone make an addon that can load csab files? I'm pretty sure the Fin Model Utility can do that. Though I haven't tried it personally yet. [MeltyPlayer/FinModelUtility: Model viewer and command-line tools for extracting models from various GCN/3DS/PC games en-masse.](https://github.com/MeltyPlayer/FinModelUtility) I find the Fin Utility weird to use, but its also getting improvements constantly. Worth checking out. RE: (Another) Zelda Ripping Project! - Starkium - 03-30-2023 (07-25-2021, 08:17 AM)Alvare Wrote:(05-31-2021, 04:43 PM)Starkium Wrote: I'm back again, looking to get models from OOT 3d and MM 3d, what programs should I use? I have no problem doing textures by hand, but I need the vertex colors on the models intact. Google search results are a mess. Not sure if I replied to this already, but thanks! 2023 and I'm back at it. Funny enough I'm actually chatting with Melty now. I just made a pr for his Model view tool to improve some camera controls. I'm might look into adding support for the scene files, not just the actors. It looks like all the other tools have gotten some updates since. Do you know which one is most feature complete at this point? RE: (Another) Zelda Ripping Project! - JamesO2 - 03-30-2023 (03-30-2023, 05:49 PM)Starkium Wrote: Not sure if I replied to this already, but thanks! 2023 and I'm back at it. Funny enough I'm actually chatting with Melty now. I just made a pr for his Model view tool to improve some camera controls. I'm might look into adding support for the scene files, not just the actors. I haven't checked in a few months, but to my knowledge, none of the tools available are really "most feature complete." Each tool does one or two things better than the other tools, and there really isn't a one-stop-shop quite yet. I'll quote an older post where I made an assessment: (06-28-2022, 06:06 PM)JamesO2 Wrote: (UPDATED: 2023-03-30) Which is why I sorta just bodged together my own solution using a combination of tools and my own scripts. Specifically, I used:
In summation:
It seems like the Fin Model Utility is the only tool getting regular updates now. Eventually, I imagine it will be able to do everything. Talk to MeltyPlayer about that. That's the current state of things. RE: (Another) Zelda Ripping Project! - Starkium - 03-30-2023 (03-30-2023, 09:20 PM)JamesO2 Wrote:(03-30-2023, 05:49 PM)Starkium Wrote: Not sure if I replied to this already, but thanks! 2023 and I'm back at it. Funny enough I'm actually chatting with Melty now. I just made a pr for his Model view tool to improve some camera controls. I'm might look into adding support for the scene files, not just the actors. Thanks my dude, I'm checking out your script now. I was about to do one in powershell and string all this stuff together, but python is definitely more portable. Here's what I did today, finally solved my color issue haha. Turns out that even though I was already converting the linear vert colors to srgb, I was still only applying a * 2. Saw somewhere above that for srgb is should be 4.6. I need to see about the zsi conversion to cmb stuff. When importing into blender, not all the png files were being brought over. Here I'm borrowing hyrule fields river texture for the water in zoras domain for now. Cools news though, Ocarina of time 3ds stuff running in UE5 runs at full frames on a Quest 2 in vr RE: (Another) Zelda Ripping Project! - JamesO2 - 03-30-2023 Yes I did notice that with some of the OoT3D files that water wasn't imported. It seems the devs may have used a more global technique to render common textures like water that get used frequently through out the game. In my experience, with MM3D they opted not to do this, as the water and other common textures are just duplicated for each scene. There's a lot of copies of the grass textures (some only a few pixels difference) all throughout the files. If I remember correctly, none of the OoT3D files use LzSS compression either. Only some of the files in MM3D did, like literally only 10 or so files. Its weird. They definitely used some different file management techniques between the two games. RE: (Another) Zelda Ripping Project! - Starkium - 03-31-2023 (03-30-2023, 10:51 PM)JamesO2 Wrote: Yes I did notice that with some of the OoT3D files that water wasn't imported. It seems the devs may have used a more global technique to render common textures like water that get used frequently through out the game. Looks like I was misreading the headers. `ZSIShUnqueen` For some reason I thought this bit was the lzss compression. rip. So I'll need to batch this out myself I guess. Some of these maps are split up into two zsi chunks, however only one of them lists a `cmb` when I open the file in HxD to manually convert. If that's frequently the case I'm wondering if I need to combine files somehow or if it's just easier to get one of the previewer programs to load in all the stuff then extract. Like for example, noclip.website loads all the object files and stuff too. RE: (Another) Zelda Ripping Project! - JamesO2 - 03-31-2023 Hmm. Interesting issue. I'm pretty sure I was able to rip all the MM3D scenes with my bulk python script. Dungeons and some areas are split into multiple ZSI files, so if you wanted to combine them you could do that manually in blender or Unreal i imagine. But if some of the OoT3D files have multiple ZSI files packed into them, that might be another difference between the MM and OoT format. I think those might be the .cmab files? I think OoT used those more than MM did. Cmab is sort of like a bundle file that contains multiple files. Kinda like a ZIP archive, but not compressed. For my script to work you need to get the model files into .zsi format. I didn't test OoT3D too extensively - I loaded in like 5 maps just to test that my script worked. But it should be able to extract all the CMB files from OoT3D. I based my code off of the same technique used in the other software listed above. And yes, the LZSS compression chunk starts with 3 letter header that says "LzS". I'm 99% positive that OoT3D never used this compression technique. I didn't know NoClip could load map files and export to a common format. I'll have to check that out later. That might be a better option for your needs then. Or asking MeltyPlayer to implement the scene ripping in FinModelUtility. I haven't talked to him about it, but if you do, let him know he can use my bulk python script in FinModelUtility either in full, in part, or even just as reference. But if he already has the character ripper built in, he probably is way more knowledgeable than me anyway. RE: (Another) Zelda Ripping Project! - Starkium - 04-01-2023 (03-31-2023, 06:44 PM)JamesO2 Wrote: But if some of the OoT3D files have multiple ZSI files packed into them, that might be another difference between the MM and OoT format. So scenes look like this right: Code: spot07.zar What I'm saying is that sometimes when I bring the numbered info .zsi files into HxD, sometimes they're just flat out missing the `cmb` string I'm supposed to be looking for. The other other thing is that sometimes, even when I get both numbered info zsi extracted, I'm missing textures. References to those textures could potentially be in the non numbered info zsi files since it's supposed to just link the two numbered ones together in the game. If I open the .zar in hxd I can see references to other stuff like this: Code: cmab�������qdb������������� ��� I can see all these files because of the rom dump, but I don't know what they are yet. I assume some have more content I'm looking for and not just game logic. Quote:I didn't know NoClip could load map files and export to a common format. I'll have to check that out later. That might be a better option for your needs then. Or asking MeltyPlayer to implement the scene ripping in FinModelUtility. I haven't talked to him about it, but if you do, let him know he can use my bulk python script in FinModelUtility either in full, in part, or even just as reference. No clip doesn't do any exporting, what I mean was it loads in all the game objects and stuff in their spawn locations and renders materials correctly. So there could be some useful logic there for the Melty utility. I don't know if it's mounting any of the stuff mentioned above or not. Probably has to be in order to be spawning characters and stuff in their proper locations. RE: (Another) Zelda Ripping Project! - JamesO2 - 04-01-2023 (04-01-2023, 11:53 AM)Starkium Wrote: So scenes look like this right: Right. I think I understand what you mean. The ZAR files just stands for "Zelda Archive". And to my knowledge, these files are just a proprietary zip-like archive format Nintendo uses. Normally, you'd need to extract the ZSI files from within the ZAR. But if you are already seeing the ZSI files directly, it means the ripping tool you used already extracted them. So you can just ignore the ZAR files for now. You can check this site for more technical info on the file formats: https://wiki.cloudmodding.com/oot/3D:File_Formats The numbered .zsi files contain each "room" or "culled area" in a scene. For example the Pirate fortress in MM contains these rooms: Code: z2_pirate_0_info.zsi When I extract each CMB from these ZSI, I haven't noticed any missing textures or anything. So if you're seeing missing textures or other issues, this may be a specific difference in OoT3D that I haven't see in MM3D. My goal was only to get the scene files out of MM3D, so personally I'm not familiar with whatever differences there might be in OoT3D. All I can really say is that yeah, I did notice some of the water textures missing on the few scenes I tried to load in for OoT3D. I'm definitely not an expert in this stuff. As for the other files: The non-numbered ZSI files such as "z2_pirate_info.zsi" or "spot07_info.zsi" in your case, to the best of my knowledge do not contain any sort of 3D geometry data. So you probably won't find CMB headers there. I haven't personally gone into researching these files yet, but I believe you are right in that they are a sort of "meta file" that wrangles all of the other ZSI scene models together into one cohesive map. My guess is also that these files are what contain the list of actors/objects for a scene (IDs, xyz pos, xyz rotation, xyz scale, etc) and any other non-mesh data for a scene (music, etc). Since it just stores positions for pots, enemies, rupees and stuff, it won't actually have any mesh/model data in it. Its probably just some sort of array format. I don't really know. And yes, as you also mentioned, NoClip does correctly load in all these objects on their website. I don't know how they do that, you'd have to ask them. --- One other reason you might be seeing missing textures/data in some of the files for OoT3D is simply because its missing/corrupt. For example, in MM3D there is a scene called "spot00_0_info.zsi" which, when attempting to extract the geometry, is just an empty file. My personal notes on it are this: Quote:Doesn't load anything, but this shares the filename with Hyrule Field from OoT. Its probably leftover data. So in MM3D, there are remnants of Hyrule Field data in the game, but it contains no actual geometry data. It was likely either left there when they ported the OoT3D engine over to work on MM3D. Or its possible that its left over data from when the original N64 devs worked on MM. Its hard to say without information directly from Nintendo or Grezzo devs. But there are some files that are literally just junk data, or partially deleted data that wasn't fully removed. I can't say for certain that's what you're running into here, but its something to keep in mind for sure. I'm just trying to imagine all possible scenarios for what you might be seeing. Someone else might have better insight into this stuff though. Best of luck getting it sorted out. And if you do figure it out, let us know what it was. RE: (Another) Zelda Ripping Project! - MarioBroz7 - 04-13-2023 can anyone make a google drive or mega link that contains the raw game files of legend of zelda botw? RE: (Another) Zelda Ripping Project! - Makoto - 05-02-2023 So I'm not sure if we're allowed to talk leaks(can't remember what the situation was with pokemon scarlet) but I got hands on the files and with switch toolbox i can't seem to open any model at all from the model folder, wondering if something changed with the format? RE: (Another) Zelda Ripping Project! - Makoto - 05-11-2023 So game's out today, i checked files already and they look oddly similar to switch sports files(which also i got no clue how to open and would love to) anyone else checked them or tried to see what's up? they are def compressed, but maybe beside compression files aren't too different from botw...not sure about switch sports since that's a first. |