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Full Version: Shin Megami Tensei Liberation Dx2 ripping problems
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Hello fellow rippers, to my first Tread. I am PARCB, from Spain and it's a pleasure to help this project.
This is in order to ask about certain problems regarding my ripping of the mobile game of SEGA: Shin Megami Tensei Liberation Dx2
EDIT:
  1. I have just uploaded the ripped textures. How YOU Doin'?  Pokemon
  2. I have entered into some certain issues while ripping the images i wanted (specific "pngs"). It seems that the green layer of the RGBA has noise. How can I get rid of it? I used AssetStudioGUI in order to rip the background and images and this example too. In the attached photos you will see the interface.
    For this I attach the file Example_1.png in order to show the RGBA mix (how the image would be when ripped)
    The Example_R.png is in RA and Example_G.png in GA:
    [attachment=11527][attachment=11528][attachment=11529]
  3. Can someone decrypt the images if i send them?
It seems you have to click over the photo to see full-size... I would also like to attach the "example problem" file but it says it is not valid...

I downloaded the data as I play the game on mobile, and I pass the assets to my PC in order to rip them as you see. Almost all of the "pngs" (what I want to rip) gave me this RGB problem; but the "tga" files not at all, those are the best images I could get.
This is a rebump of the post, and also an update with question.
So i was able to rip the meshes, the models, and OMG how many cool things are there in meshes. Gotta take a while to order it...
My question is if the Textures I ripped are related to the models, or how do they "paint" the models accordingly... There are a bunch of Text assets too and other type of files that may inform Unity this, but... would it be possible without Unity? Can someone help with the images?

EDIT: ACTUALLY THERE ARE SOME TEXTURES 3D THAT OVERLAP WITH THE MESH WELL... but the images are still a mess