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(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.

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.

So scenes look like this right:
Code:
spot07.zar
spot07_0_info.zsi
spot07_1_info.zsi
spot07_info.zsi

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�������������    ���
��� ��� ���
���������ctxb����€���<��À���T��p���l��Ð��„��p��œ��H@��Ä��H@��Ø��H@��ð��H@����H@�� ��H@��8��H@��P��H@��h��H@��€��H@��˜��H��°��ROOM0\spot07_00_d.cmab��ROOM1\spot07_01_d.cmab��ROOM1\spot07_01_a.cmab��ROOM1\spot07_01_c.cmab��..\..\scene\Spot07\demo\spot07_show.qdb�.\name\spot07.ctxb��.\name\spot07_usen.ctxb�.\name\spot07_euen.ctxb�.\name\spot07_euge.ctxb�.\name\spot07_eufr.ctxb�.\name\spot07_usfr.ctxb�.\name\spot07_eusp.ctxb�.\name\spot07_ussp.ctxb�.\name\spot07_euit.ctxb�.\name\spot07_eudu.ctxb�fm_l_07_txt.ctxb

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.

But if he already has the character ripper built in, he probably is way more knowledgeable than me anyway.

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.
(04-01-2023, 11:53 AM)Starkium Wrote: [ -> ]So scenes look like this right:
Code:
spot07.zar
spot07_0_info.zsi
spot07_1_info.zsi
spot07_info.zsi

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�������������    ���
��� ��� ���
���������ctxb����€���<��À���T��p���l��Ð��„��p��œ��H@��Ä��H@��Ø��H@��ð��H@����H@�� ��H@��8��H@��P��H@��h��H@��€��H@��˜��H��°��ROOM0\spot07_00_d.cmab��ROOM1\spot07_01_d.cmab��ROOM1\spot07_01_a.cmab��ROOM1\spot07_01_c.cmab��..\..\scene\Spot07\demo\spot07_show.qdb�.\name\spot07.ctxb��.\name\spot07_usen.ctxb�.\name\spot07_euen.ctxb�.\name\spot07_euge.ctxb�.\name\spot07_eufr.ctxb�.\name\spot07_usfr.ctxb�.\name\spot07_eusp.ctxb�.\name\spot07_ussp.ctxb�.\name\spot07_euit.ctxb�.\name\spot07_eudu.ctxb�fm_l_07_txt.ctxb

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. 

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.

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
z2_pirate_1_info.zsi
z2_pirate_2_info.zsi
z2_pirate_3_info.zsi
z2_pirate_4_info.zsi
z2_pirate_5_info.zsi
z2_pirate_6_info.zsi
z2_pirate_7_info.zsi
z2_pirate_8_info.zsi
z2_pirate_9_info.zsi
z2_pirate_10_info.zsi
z2_pirate_11_info.zsi
z2_pirate_12_info.zsi
z2_pirate_13_info.zsi
z2_pirate_14_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.
can anyone make a google drive or mega link that contains the raw game files of legend of zelda botw?
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?
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.
does anyone have a download link that contains the raw game files from legend of zelda botw?
(05-12-2023, 08:47 PM)MarioBroz7 Wrote: [ -> ]does anyone have a download link that contains the raw game files from legend of zelda botw?

I don't think that's allowed
I think is strange that no one anywhere has ripped any 3d models from TOTK yet. Is there a threat from the big N to prevent it? I mean, in the sprites section, someone created a folder for this game and it was deleted whithin hours...
prolly some newly compressed .mc model format they're dealing with i guess?
(05-16-2023, 09:41 PM)LuigiWithEverything Wrote: [ -> ]prolly some newly compressed .mc model format they're dealing with i guess?
Exactly that, yes. Had a look myself and I'm not sure how to go about decompressing that.
(05-17-2023, 12:38 PM)Random Talking Bush Wrote: [ -> ]
(05-16-2023, 09:41 PM)LuigiWithEverything Wrote: [ -> ]prolly some newly compressed .mc model format they're dealing with i guess?
Exactly that, yes. Had a look myself and I'm not sure how to go about decompressing that.

I tried to comment as well here a bunch of days ago and no one really noticed, but it seems switch sports might be similar with compression and stuff, idk if that helps with anything being 2 games with same or similar engine, to maybe debug/decode etc.
Are there any current places where I can get models from OoT3D and MM3D? I've been looking all over but all I can find are dead links (pun not intended)
for anyone who might be interested, models are now rippable but require either emulator or actual switch to dump them. Very easy process. Beware, in order to open them in something like switch toolbox you will need both the extracted files and the base non converted files(not the .nsp) so it will take at least 20gb, if not more of space.
Hi everyone

Ive read all 30 pages in this thread and noticed that links awakening for the switch was mentioned a few times.
Is that somethinf that could be added to the list? I am in the process of ripping it, but the map moddels are giving me a little difficulty. The models appear, but not the textures.

Has anyone seen this before?
Missing Texture Imag

Thank you so much!
Would be really cool to get more environmental assets from breath of the wild like the shrines and stables, of also the koroks
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