(05-12-2017, 05:34 PM)Wonder Prop Wrote: [ -> ]Out of curiosity, would anyone that's been able to export Zelda's dress from the flashbacks (the blue and gold one) be able to post a few stills? A friend of mine is looking to make her dress for a cosplay and wasn't able to get what she needed out of the cutscenes so just a few shots (front, side, back) should do, even in T or A pose (not sure which BOTW uses for default).
Not possible. That model is only seen in pre-rendered cutscenes, not actual gameplay. Your only option is to get some screencaps from YouTube videos or something for reference material, unfortunately.
(05-12-2017, 07:11 PM)Random Talking Bush Wrote: [ -> ] (05-12-2017, 05:34 PM)Wonder Prop Wrote: [ -> ]Out of curiosity, would anyone that's been able to export Zelda's dress from the flashbacks (the blue and gold one) be able to post a few stills? A friend of mine is looking to make her dress for a cosplay and wasn't able to get what she needed out of the cutscenes so just a few shots (front, side, back) should do, even in T or A pose (not sure which BOTW uses for default).
Not possible. That model is only seen in pre-rendered cutscenes, not actual gameplay. Your only option is to get some screencaps from YouTube videos or something for reference material, unfortunately.
Well that's a shame, but thanks for the info. Guess I had it in my head that they used in-engine assets with better models, but it does make more sense to have them pre-rendered.
Has anyone ripped the hylian shield model yet?
Also, do I have to use 3dsmax to try and do this? because I only have maya
(05-02-2017, 05:42 AM)Trikeboy Wrote: [ -> ] (04-29-2017, 05:07 AM)Relt Wrote: [ -> ]A quick question to anyone else who is digging through these files: does anyone have an idea what is going on with the textures for the dragons? The images are enormous and try though I might, I can't seem to find any way to make them fit the model's UVs. Is there an offset or something that I haven't stumbled on yet, or does the game's code just do something real weird with these giant textures?
The game adds the colours since the bodies are the same. Nintendo does this a lot to save space. A lot of the NPC's have different sin tones as well. When you export them, their skin texture is black/white/grey too.
Is it possible to isolate the information that determines the skin tones so they can be added manually?
(05-14-2017, 06:46 PM)zSydor Wrote: [ -> ]If helps anyone
Is there a similar tutorial for extracing models/textures from the pack files? I'm currently using UWizard to extract the archive (pack/sarc), then Yaz0Dec to decompress (sbfres->bfres), but the QuickBMS scripts (bfres->gtx) either don't produce files or are glitchy:
![[Image: i78zg7.png]](http://i65.tinypic.com/i78zg7.png)
(05-19-2017, 11:25 AM)gammer10 Wrote: [ -> ]Is there a similar tutorial for extracing models/textures from the pack files? I'm currently using UWizard to extract the archive (pack/sarc), then Yaz0Dec to decompress (sbfres->bfres), but the QuickBMS scripts (bfres->gtx) either don't produce files or are glitchy:
![[Image: i78zg7.png]](http://i65.tinypic.com/i78zg7.png)
Looks like you're using the script on the .Tex2 archives. Don't do that, those only contain mipmaps (and is why the textures are coming out corrupted). Use it on the respective .Tex1 archives instead.
(05-19-2017, 05:26 PM)Random Talking Bush Wrote: [ -> ] (05-19-2017, 11:25 AM)gammer10 Wrote: [ -> ]Is there a similar tutorial for extracing models/textures from the pack files? I'm currently using UWizard to extract the archive (pack/sarc), then Yaz0Dec to decompress (sbfres->bfres), but the QuickBMS scripts (bfres->gtx) either don't produce files or are glitchy:
![[Image: i78zg7.png]](http://i65.tinypic.com/i78zg7.png)
Looks like you're using the script on the .Tex2 archives. Don't do that, those only contain mipmaps (and is why the textures are coming out corrupted). Use it on the respective .Tex1 archives instead.
Thanks, I completely forgot about that. It appears however that the other archive (Link.bfres) doesn't contain any images. Is that right?
There are currently 1,400+ models that need to be individually checked for bugs and issues. This takes a lot of time.
(06-06-2017, 12:13 AM)Resiliaxia Wrote: [ -> ]Whatever on another note how are we dealing with Lods since some models have some ? (but I guess people aren't interested in those crappy ones anyway but curiously & surprisingly enough master sword has a clean lod made by hand compared to others which were automated)
Level-of-Detail models are completely optional and aren't necessary for submissions (especially if they're terribly-done, heh).
(06-06-2017, 05:49 PM)Pingu! Wrote: [ -> ] (06-06-2017, 12:13 AM)Resiliaxia Wrote: [ -> ]Sorry to jump in like this but why is pending taking so long ? I also have nds models not uploaded and I did that a year ago... Whatever on another note how are we dealing with Lods since some models have some ? (but I guess people aren't interested in those crappy ones anyway but curiously & surprisingly enough master sword has a clean lod made by hand compared to others which were automated)
Just going to point out that your exxageration is false as you didn't submit anything a year ago, but I appreciate your patience!
I did, in fact I was so bored of waiting that I posted them on the forum (Sonic Chronicles) but I did not submit anything else except Ninja Gaiden Dragon Sword which was accepted at this time, lol don't take it personal I'm not roasting you.
Hi all!
I'm a newcomer to the model ripping scene, but I've been working on it for a while and I've been having a great time of it! I've made a batch script which employs the libraries across the web (notably RTB's scripts, but a couple others from other authors which make them possible to import seamlessly with textures into 3DS Max and subsequently into FBX). I could probably upload it at some point if people are interested but you all seem sufficiently knowledgeable about this kind of thing to have probably developed some technique of your own.
Cutting to the chase, I have the models for BOTW up and running in Unity (I've decided to at least temporarily take on the futile task of making a Unity port), with custom-made scripts for camera movement, sprinting fatigue, and all that good stuff. Although these work (scripting isn't really the issue here), I've had some trouble with the next steps: getting terrain models, audio models, and animations (the other stuff I can work without).
In order of importance,
- Does anyone already know how to extract and import .Animation.sbfres animations? Once decompressed with yaz0dec, they don't seem to work the BFRES importer which RTB and ItsEasyActually developed (I know that they aren't expected to be imported with that script but a guy can hope
). I'm not super experienced in scripting the decompression of these files so any hints would be great.
- Same thing but for the .bars audio files. There seems to be a couple of these files floating around which were successfully extracted to .flac files, but I don't know how it was done... any ideas?
- For the terrain, they use a bunch of file formats which I am not at all familiar with: sstera and sbwlp to name a couple. Are these simply a variation on sbfres files? They also don't work with the importer.
Any help would be appreciated

Could someone please rip the master sword model?