(06-18-2022, 10:59 PM)JamesO2 Wrote: [ -> ] (06-16-2022, 03:22 AM)Alvare Wrote: [ -> ]Nice job on obtaining Majora's Mask's files and getting the colors to look and work correctly.
You'll notice how some of MM's environments look more detailed than Oot3D's.
Btw, I didn't have the MM files for a while. Had it some time ago after searching for hours and found it somewhere in a YouTube comment.
Anyway, I have them again as well now, using the tools you mentioned. 
You need the original cia files without decryption and don't have weird folder / file names. Some extractors can't read " ' " symbols too.
I'm working on a pretty huge MM ripping project.
So far I've ripped just about every "exterior" area in the game and given them plain English names to make them easier to work with. I haven't started on interiors like shops and dungeons yet.
![[Image: a5aEImn.png]](https://i.imgur.com/a5aEImn.png)
There are 318 "scene" models in the game. Some of them are just empty dummy files with a single triangle, and most of them are the game's dungeons (each room in a dungeon is exported to a separate DAE model).
I couldn't find any solid information for translations of all the filenames, so I had to load them all one-by-one myself to figure it out. I wrote it all down here for anyone else's convenience so they don't have to go through all that work:
Its a spreadsheet list of every area in the game, along with English names, grouped into categories roughly in the order you encounter these areas in the game.
I've set up my own naming convention and been tracking progress on what I have/haven't ripped, as well as notes about issues from ripping (like certain areas are missing textures, etc). The lines with green checkmarks are areas that I've dumped into DAE so far, and the yellow lines are ones that I haven't gotten to yet.
I also included a list of all the useful links, programs, etc that I collected from various threads. There's some notes about the ripping/converting process, but some of the notes are only useful to me specifically (or reference custom scripts I wrote). I'll make these scripts public eventually, but I frequently modify them so often that I wouldn't be able to keep track of changes.
I've written python scripts (for both inside Blender and outside of Blender) to help better organize things.
- One is an auto-importer that lets you "one-click" import multiple DAE files all at once (such as all of the parts of a dungeon, or Clock Town, etc) and it even auto-sorts them into their own Collection and parents to an Empty.
- A script to fix the "bones" (any objects that are out of place) positions using the CMB Viewer's TXT dump data.
- A bunch of scripts for fixing the vertex color, applying water shaders, alpha textures for trees, etc.
If anyone wants a copy of a script, just message me.
EDIT: @Alvare - I did notice that the vertex alpha blending doesn't seem to be preserved when importing into Blender 3.0 -- which is really strange because this version of Blender definitely 100% does support vertex color alpha channel (I've used it in other projects before). So I'm not sure what is going wrong there, I'll have to investigate it further later. Its possible the data is still there in the Blend file, but I just need to figure out some specific node arrangement -- or its possible Blender 3.0 is just ignoring the alpha and not importing it from the start. Not sure.
Hey James, your spreadsheet is a ton of help, but do you have any idea why the boss rooms seem to be missing? I assume they would be the bs_0_info files but they dont seem to have any geo, and I noticed noclip doesn't have the boss rooms either
(06-19-2023, 01:55 AM)MithosKuu Wrote: [ -> ]Hey James, your spreadsheet is a ton of help, but do you have any idea why the boss rooms seem to be missing? I assume they would be the bs_0_info files but they dont seem to have any geo, and I noticed noclip doesn't have the boss rooms either
You're right, I did actually notice that the other day. Yes, none of the boss rooms seem to be included in the "scene" folder with the other rooms. I haven't dug too deep into the file system yet, but I was able to find some other geometry for map related stuff in another folder for UI elements. My guess is that since the boss rooms are very specific rooms with scripted scenes and complex enemy AI behavior, they may be stored somewhere else with the boss files for organizational purposes. I haven't found them yet.
I also noticed that the "top of woodfall" geometry isn't in the "scenes" folder too. Its the area where the temple rises out of the swamp. My guess is the same as above: since its an area with a complex script involved, its probably stored somewhere different from the rest of the static maps and is treated similar to the "boss rooms" in the game engine.
NOTE: The Woodfall in my picture above was actually captured from MM N64. I just wanted to include it in my folder as a placeholder until I could find the MM 3D version later.
Maybe someone could write a nice code and do it faster but I figured how to place most objects in BotW map... Like how this house is placed next to the next one and so on. So I'm gonna rebuild Hateno piece by piece at one point X"D
the data are in smubin files, there is name of the object, translation in space and rotation, nicely matches the big map texture
[
attachment=14869]
just testing it out, need to make it more organized with linked models and such X"D right now it's a mess
will see how much ground texture will be missing and I will have to just... figure it out (I'm mosty sure where the data is, but I can just do what switch toolbox let me, no programmer here, just someone obsessed)
i being looking for the spirit stone from Ocarina of time. but i cant find it in the game files.
some body have them? or at least the name of the file.
y being opening all file i can, and nothing.
please help
did a lot more models and here's a catch, probably problem with dae/fbx imports (the axis are not the same, the bones are messed up)
as long as it's only one axis of rotation, the placements is perfect, I go into the game and checked and it looks about right, but more than one and it's a bit off, (or a lot off) I suspect that both rotation and position are for root bone and with messed armature not much can be done, at least I can't. So no map of Hateno os springs any time soon :<
[
attachment=14884]
long shot, does anyone know if Tears of the Kingdom uses any FMVs?
because I've been looking for Ganondorf's unicorn in the game files and I can't find anything
![[Image: image.png]](https://cdn.discordapp.com/attachments/143402852289609729/1128777824048779336/image.png)
(07-12-2023, 03:00 PM)dalek_kolt Wrote: [ -> ]long shot, does anyone know if Tears of the Kingdom uses any FMVs?
because I've been looking for Ganondorf's unicorn in the game files and I can't find anything (trimmed)
There are pre-rendered cutscenes stored in Event/Movie, and Ganon's horse is stuck in Dm_BZ_0005_PreRender.webm, so unfortunately it won't be in the files. Maybe somehow they'll add it through DLC?
so much work for one gazebo, from HW AoC... now to figure out how to submit models to archive (if there is interest in AoC content)
edit:
also did two more, tho I'm only 90% sure I matched textures correctly
but it's great to at least have mostly right lab from AoC (I'm not sure about some woods and columns, as this place is only in cutscenes)
oh and a random house bc why not
![[Image: mBNfi9ul.png]](https://i.imgur.com/mBNfi9ul.png)
![[Image: CJxtqGSl.jpg]](https://i.imgur.com/CJxtqGSl.jpg)
another building matched with textures, mostly by just running around and looking at stuff
will see how to export them, so textures match with objects, once again I'm only 90% sure I got the right ones for some meshes but it looks fine...
also after this few and few I saw from BotW, you can see how BotW was made with people staring and stuff in mind, and AoC was made with less of that X"D some decisions are questionable X"D still the architecture is great : D
another one - Zelda tower (undamaged)... there is also slightly damaged and a lot damaged one X"D this time I'm only around 60% sure about textures, on two maps I know happen on the castle grounds, we can only see it in the distance. 1st one is trash in the distance, 2nd is a bit better but still not perfect :<
for me it looks fine and would be nice base for doing my own model for photomanipulations
(Should I make separate thread for my rips or still post here?)
(07-12-2023, 08:37 AM)Hybryda Wrote: [ -> ]did a lot more models and here's a catch, probably problem with dae/fbx imports (the axis are not the same, the bones are messed up)
as long as it's only one axis of rotation, the placements is perfect, I go into the game and checked and it looks about right, but more than one and it's a bit off, (or a lot off) I suspect that both rotation and position are for root bone and with messed armature not much can be done, at least I can't. So no map of Hateno os springs any time soon :<
I'm curious about how the terrain clipping is handled in the actual game (BotW, or AoC, or TotK). Would you happen to know?
What I mean is that you can see from your pic here that the terrain heightmap mesh clips through the cliffs (which I assume were separately modeled by hand by some artist). But from what I remember in the game, I don't recall seeing the terrain clip so egregiously. I wonder if there is some code in the game that causes the terrain mesh to "meld" together with cliff meshes so they look seamless?
I found an example of what I'm talking about, but its someone creating this mesh melding effect using Unreal Engine:
https://imgur.com/gallery/M1nTsoG
I'm curious because I'm trying to do a similar thing, but in Blender. I want to reduce mesh clipping and have more seamless looking terrain.
(07-20-2023, 10:56 AM)JamesO2 Wrote: [ -> ] (07-12-2023, 08:37 AM)Hybryda Wrote: [ -> ]did a lot more models and here's a catch, probably problem with dae/fbx imports (the axis are not the same, the bones are messed up)
as long as it's only one axis of rotation, the placements is perfect, I go into the game and checked and it looks about right, but more than one and it's a bit off, (or a lot off) I suspect that both rotation and position are for root bone and with messed armature not much can be done, at least I can't. So no map of Hateno os springs any time soon :<
I'm curious about how the terrain clipping is handled in the actual game (BotW, or AoC, or TotK). Would you happen to know?
What I mean is that you can see from your pic here that the terrain heightmap mesh clips through the cliffs (which I assume were separately modeled by hand by some artist). But from what I remember in the game, I don't recall seeing the terrain clip so egregiously. I wonder if there is some code in the game that causes the terrain mesh to "meld" together with cliff meshes so they look seamless?
I found an example of what I'm talking about, but its someone creating this mesh melding effect using Unreal Engine: https://imgur.com/gallery/M1nTsoG
I'm curious because I'm trying to do a similar thing, but in Blender. I want to reduce mesh clipping and have more seamless looking terrain.
not sure honestly... the problem with mine is I got the high map from net somewhere and I'm not sure it is even close to the resolution used in game. not adding the fact I sort of eyeball the displace strength and any object with more that one axis of rotation is at least a bit off... that is apparently common problem with dae or fbx imports into blender, something to do with axis in both programs
but one thing more, there is material change often in this areas as far as I saw in game, some foliage or even more stuff on top. I placed only small amount of objects here that were both on static object list and not even started on dynamic (much longer, but also have animals and monsters and trees... anything that changes in game)
(it would be faster if I could get it into some spreadsheet format and just filter, but I don't know how to do THAT)
Quote:(it would be faster if I could get it into some spreadsheet format and just filter, but I don't know how to do THAT)
I'm pretty sure there is a spreadsheet view in Blender somehow. I think I've seen it before, but I can't remember where. I'll have to look into it.
Also, I think I found a solution to the terrain blending:
https://www.youtube.com/watch?v=SjtItfeyHII - I haven't tried it yet, but this looks like exactly what I was looking for. It automates both the texture and normal/geometry blending between things like rocks and terrain.
And here's a cheaper, but more manual process that does similar:
https://www.youtube.com/watch?v=6auecD4Rhx4
(07-20-2023, 11:32 AM)JamesO2 Wrote: [ -> ]I'm pretty sure there is a spreadsheet view in Blender somehow. I think I've seen it before, but I can't remember where. I'll have to look into it.
oh placing them into blender is not the problem, I have the objects in seperate blend file and just link them, but the data...
wait, i just gone to grab a screenshot and by just clicking around I found how to show what I need to speed up the process X"D (there is a search function, that is a blessing)
(07-20-2023, 11:32 AM)JamesO2 Wrote: [ -> ]And here's a cheaper, but more manual process that does similar: https://www.youtube.com/watch?v=6auecD4Rhx4
Oh I love this video, saving it for later as this looks soo gooood *3*