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[Tutorial] Ripping Guide for Animal Crossing New Horizons
#16
(04-18-2020, 04:23 PM)Username123 Wrote:
(04-18-2020, 12:47 PM)kouglov Wrote: Okay, strangely, not all content of model folder was extracted with the method using NSC Builder.
So I did a re-run with this : https://github.com/simontime/SwitchExplorer/releases
and the content of the model folder jumped from 10k to 30k.
Been able to find quickly some NPC model.
I don't know if they're all here, but they may be.
@kouglov Strange, for me the NSC Builder worked perfectly and extracted all 37,549 elements in the model folder.

Yeah I Didn't find why the first extraction failed.But anyway, thanks for your awesome tutorial ! It's real nice of you to share this !
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#17
when opening the switch toolbox it tells me that it cannot find the DirectXTexNetImpl. where should i put it?
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#18
(04-19-2020, 04:32 PM)dany1994gus Wrote: when opening the switch toolbox it tells me that it cannot find the DirectXTexNetImpl. where should i put it?
@dany1994gus I haven't had this error yet, but make sure the correct version of Microsoft Visual Studio is installed. If so, delete the x64 or x86 folder depending on your system architecture. Also make sure that there is a DirectXTexNetImpl.dll file in the folder you are not deleting.
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#19
All I'm seeing are .zs files? How do I convert those to something usable by Blender? EDIT: Never mind, I figured it out. You export the .zs file, then drop it into Switch Toolbox.
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#20
Does any one get nothing when they preview the NpcSp models? 

The player model isn't even in there. Is there another place for these?
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#21
https://i.imgur.com/3S1KEwO.png

Guys, help needed.
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#22
Same issue here. Using the old method I can get all the models from base game but not from the updates.
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#23
I extracted the models using the old method. What to do I do with the red and yellow pictures?
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#24
I can’t even get past the extracting .nca flies from the .nsp  Unsure when I enter the “hactool.exe -t pfs0 --pfs0dir=base_nca your_base.nsp” command (replacing the your_base with my nsp directory) I just get a list of a ton of additional commands. Is it supposed to extract the .nca files after the original command or do I need to enter additional commands?
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#25
Made in Blender. Added a T-Shirt because I wasn't able to find his original clothes.
OK BUDDY
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#26
(04-27-2020, 03:20 PM)MPMOT Wrote: Made in Blender. Added a T-Shirt because I wasn't able to find his original clothes.

Very nice. I got the 35,000+ models unpacked but how did you find any of the villagers/residents? Are they in a different models folder?
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#27
@cruizeez96 Villager models are under Model/NpcNml ... .Nin_NX_NVN.zs

@ziggozippo The player model can be found under Model/PlayerBody.Nin_NX_NVN.zs

@MPMOT you can find the model for the villager clothes under "Model/NpcNmlTops ... .Nin_NX_NVN.zs". When you have one you can then put your own or original textures on this model.

EDIT: Most of these texture maps are actually used for something different so check the post from @thezebradude1 to learn more
For the textures maps, I think this is right but I could be wrong:
..._Alb - Base Color
..._Mix - Specular
..._Nrm - Normal
..._Emi - Emission
..._AlbGry - Metallic
..._OP - Alpha (either clipped or hashed)
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#28
(04-27-2020, 06:09 PM)Username123 Wrote: @cruizeez96 Villager models are under Model/NpcNml ... .Nin_NX_NVN.zs

@ziggozippo The player model can be found under Model/PlayerBody.Nin_NX_NVN.zs

@MPMOT you can find the model for the villager clothes under "Model/NpcNmlTops ... .Nin_NX_NVN.zs". When you have one you can then put your own or original textures on this model.

For the textures maps, I think this is right but I could be wrong:
..._Alb - Base Color
..._Mix - Specular
..._Nrm - Normal
..._Emi - Emission
..._AlbGry - Metallic
..._OP - Alpha (either clipped or hashed)

a question.  when I open any model in Switch toolbox, it won't let me see the textures nor extract nor replace, it hangs or closes. Download the Directx you mentioned for that problem, but when you install it it tells me that I already have the latest update. What a way to de-update or does it work?
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#29
(04-27-2020, 03:43 PM)cruizeez96 Wrote:
(04-27-2020, 03:20 PM)MPMOT Wrote: Made in Blender. Added a T-Shirt because I wasn't able to find his original clothes.

Very nice. I got the 35,000+ models unpacked but how did you find any of the villagers/residents? Are they in a different models folder?
They were in the same folder. The files begin with Npc.
OK BUDDY
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#30
I think I have some, if not, most of the texture maps figured out... I looked into them for a bit.

- _Alb -> Diffuse/Base Color
  • RGB Channels - Diffuse
  • Alpha - Specular
- _AlbGry -> Gray-scaled Diffuse/Base Color
- _OP -> Alpha


- _Nrm -> Normal

- _Mix -> Mask
  • Red Channel -> Cavity
  • Green Channel -> Roughness
  • Blue Channel -> Ambient Occlusion
- _Mtl -> Metalness

- _Emi -> Emission

Some notes...
- I thought _Mix would be a bit of a stretch for specular. It looked like it was used for masking. (I used some Smash Ultimate textures as reference.)
  • Also, I assumed that the red channel was metalness, before I saw some dedicated _Mtl files.
    I realized then that cavity maps weren't in the normal's alpha, like Ultimate's, but instead said red channel.

  • Yes, that does mean _AlbGry isn't metalness.
- _Nrm and _Mix have white alphas, sometimes. I'm not too sure of what they do in this game...
- _Nrm zero their blue channels despite having data for them.
  • This is also the case for _Mix, but for their green channels (sometimes).
I just wanted to provide some sort of reference for said textures, and correct @Username123
Though I might be wrong as well... I just had a hunch for some of the texture maps he listed since I didn't look into some of them, yet.

(I was using Switch Toolbox to see about these textures, btw.)

EDIT: I used Blathers (NpcSpOwl) as a reference for the above on texture maps.
This, apparently, doesn’t apply to every model. Probably other special NPC models have this scheme, but I don’t know...
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