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Full Version: [TUTORIAL] Model Ripping Guide For Beginners (.BRRES Format) [Updated: 8/5/2012]
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I was going to suggest memory dumping it, but you said Dolphin can't work with the WBFS..How does Dolphin crash when you try to run it?

WBFS are usually compressed, so filesize may hint if it is corrupted or missing data - how big is the WBFS file?
(09-30-2013, 11:54 AM)RadSpyro Wrote: [ -> ]Epic Mickey 2.
Looking through the files of the first game, they look like they're hidden in .PAK files (and might not be .BRRES format anyway). I've been trying a few Unpackers, but none seem to work at the moment, so I may need to investigate further.

Have you tried using this QuickBMS script from Xentax and opening the NIF files using NIFtools ?

Oh, and to convert WBFS partitions for Dolphin, first convert them to ISO using something like Wii Backup manager.
@John2k4: The file is 3.72GB. I suppose 'crash' is exagerrating/poor wording on my part - It just opens up a black screen and refuses to let the game load.

But in better news - einstein95, thanks for the links - I've managed to extract the files. It seems as though EM2 has some awkward file naming going on, but I have managed to find some models that are of interest (including Ortensia).
I've loaded them in in NIFtools, but I receive the error:

""array Strings much too large. 1970432366 bytes requested""
""failed to load file header (version 14060500, 20.6.5.0)""

After a quick search, it looks like as though header 20.6.5.0 isn't fully supported yet? Before I tackle this, am I right to believe reinstalling Blender and trying to import the nif file there won't work either (my version of Blender doesn't yet support nif files)?

Either way, a huge thanks to you all for helping me with this!
(02-17-2012, 10:42 PM)John2k4 Wrote: [ -> ]For ARC/PAC/etc. files, I have a copy of that elusive U8Tool. Smile

The pack also has TPL & WAD tools (for graphics & WiiWare games, respectively).

http://www.mediafire.com/?tvtvkfd7n915p7e

For file decompression, another thing you can suggest searching for (and subsequently using) is ntcompress.exe, from the Revolution SDK.

do you still have this file???
(12-13-2013, 12:08 AM)TooCool Wrote: [ -> ]
(02-17-2012, 10:42 PM)John2k4 Wrote: [ -> ]For ARC/PAC/etc. files, I have a copy of that elusive U8Tool. Smile

The pack also has TPL & WAD tools (for graphics & WiiWare games, respectively).

http://www.mediafire.com/?tvtvkfd7n915p7e

For file decompression, another thing you can suggest searching for (and subsequently using) is ntcompress.exe, from the Revolution SDK.

do you still have this file???

https://dl.dropboxusercontent.com/u/95200614/U8Tool.zip
thanks for the other files. but just interested in using blender. and dont know much about it . but i foolowed the tut of the thread.and made my dae and mtl with taht. and the other obj/smd/obj files with the png images. but with my dae file i cant get to open in blender. ? really the file is paipo.arc from nsmbw and is only like four files in a brres file. simple to start the project you stated. but didnt get to come up in blender. ??

oo well i just opened the obj i was trying the dae. but my texture not right at the moment. its all red. wiilll chec and let ya know more. but thanks for the links and info.
I'm afraid I don't use Blender so I can't help you with that, but, perhaps looking up your problem on Google or YouTube would help?
thanks for the info but yeah i looked at some videos and aint nobody giving great direction on how to use the program itself. but im getting the md5 files from brres viewer. theycome up in noesis fine sometimes psk work but sometimes not . the figure shown in blender. im installing sketchup now is that working to open obj files and got 3ds max for free from a site about free student software. thanks for the reply..

When you open up the DAE, you'll see a section like this near the very top:
Code:
<image id="Image">
      <init_from>../../Programs/Noesis/EmongaEyeNl</init_from>
    </image>
    <image id="Image1">
      <init_from>../../Programs/Noesis/EmongaBodyNl</init_from>
    </image>
    <image id="Image2">
      <init_from>../../Programs/Noesis/EmongaMouthNl</init_from>
    </image>
  </library_images>
This is what gives the locations of the textures for the loaded model. Unfortunately, Noesis doesn't really set these properly, so you have to tweak them yourself. You want it to look like this:
Code:
<image id="Image">
      <init_from>EmongaEyeNl.png</init_from>
    </image>
    <image id="Image1">
      <init_from>EmongaBodyNl.png</init_from>
    </image>
    <image id="Image2">
      <init_from>EmongaMouthNl.png</init_from>
    </image>
  </library_images>



The unnecessary folder paths were removed, and the file extension was added to the end. That way, the textures will load properly when you open the model.
[/quote]
[/SPOILER]


Now after you save that, you're done aside from making the preview and icon.



ok after the image code what kinda path code do i put in i have like the whole path to the file??


<image id="Image">
<init_from>EmongaEyeNl.png</init_from>
</image>
<image id="Image1">
<init_from>EmongaBodyNl.png</init_from>
</image>
<image id="Image2">
<init_from>EmongaMouthNl.png</init_from>
</image>
</library_images>
C:\Users\Chabbetha\Desktop\exported\bros_hammer_files


that cant be right? a lil help.
Fun fact for blender users exporting .obj files: if you pack the image into the model as a .png you don't have to fix the .mtl files that come with it.
That's not a .DAE or .MTL file. You will want to open just the both of those for the models you export and clear the folder paths out, leaving just the file name of the texture (as in texture_name.png).
(12-22-2013, 11:07 PM)Turbo Thunderbolt Wrote: [ -> ]Fun fact for blender users exporting .obj files: if you pack the image into the model as a .png you don't have to fix the .mtl files that come with it.

and how do u do that

but im just learning to extract the files out of the arcs and use the brres files extracted from the arcs into dae files by brawl box. i got a lil info on how to use 3ds max and all i get is a model i transform and try to reload into mario and the game crash but i think im not getting the model correctly formatted the bones i think im not moving or something jus aint right but thanks for any info know some may not be into the mario modding jus saying what im modeling and the info .

edit
saying from the chorobon.arc / chorobon.brres / 3dmodels(nw4r) / choroban.mdl0
i can extract the mdl0 file as dae and edit in blender but kinda know alil more about 3ds max. but is there any knowledge of editing a mdl0 file i know i should google google. but if any information will help thanks.
i'm ripping the simpsons game from the wii and all of the models are in .enBE and .wii format please help
Wow, uh, that's most certainly not what the report system is there for.

If you want people to look at your post, wait patiently until someone gets here.
Warned.
Did you try looking up those formats on Google to see if you could find anything?
Or about ripping from that game to see if anyone's tried?
I'm not an expert on formats myself but if the internet doesn't hold anything,
you can try making a thread in Model Discussion asking if anybody knows about it.
I have extracted a model from a Wii game and exported it with brres-viewer. First off, the "export all"-option doesn't get all textures, there is only the model and two textures, so i extracted the other textures manually. When i open the model in Noesis, no matter if it's .md5mesh or psk, the textures are always partially messed up. I'm also a bit confused because the guide says, i am supposed to export to .obj from brres-viewer, but there is no such option, only md5mesh and psk.
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