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Ripping Backyard Football (GameCube) Models (.LFG Files)
#31
Nice job! Looks like it worked.
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#32
(06-09-2025, 06:11 PM)Boxy Wrote: Nice job! Looks like it worked.

Thanks! I did the same for Reese, Achmed, Amir, Angela, Annie, Billy Jean, Chuck, a football, and their helmets (as you can see in this thread: https://www.vg-resource.com/thread-43639...#pid685515). Now, there must be a way to apply the textures on the OBJ files, but this is something I need to figure out myself, like you said. Now I have another thing to ask you. What do I do with this animation file which is LFA? Can you do something about this? I mean, is there a way to convert this LFA animation file to DAE for Blender?


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.zip   pabloanimationsamplefile.zip (Size: 47.58 KB / Downloads: 9)
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#33
To use the animations you'd first need to export the model with its skeleton and weights. From before it looked like the weights were stored in the .LFG file. It looks like the skeleton might be stored elsewhere in the .LFH file. You can find things like L_shoulder, R_shoulder, etc in there. You can open the .LFA in a hex editor and find the same names, followed by what's probably rotations/locations/scale. Also QUAT: in there quite a few times.

If you want a rigged export with animations, that's a lot more involved and you'd probably have to create a Noesis plugin or your own tool to do that (unless any tools already exist). Or wait for someone else to be motivated to do that, you never know maybe someone else who's interested in this game (or other games with the same format) might work on something like that someday. There's the Maya stuff written at the beginning of these files, so it's possible you might be able to do something with Maya to make it a little easier, but that's probably wishful thinking. The words at the beginning may just be leftover and not really important, maybe they used a custom exporter or stripped away other necessary stuff anyway.
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#34
(06-13-2025, 10:33 AM)Boxy Wrote: To use the animations you'd first need to export the model with its skeleton and weights. From before it looked like the weights were stored in the .LFG file. It looks like the skeleton might be stored elsewhere in the .LFH file. You can find things like L_shoulder, R_shoulder, etc in there. You can open the .LFA in a hex editor and find the same names, followed by what's probably rotations/locations/scale. Also QUAT: in there quite a few times.

If you want a rigged export with animations, that's a lot more involved and you'd probably have to create a Noesis plugin or your own tool to do that (unless any tools already exist). Or wait for someone else to be motivated to do that, you never know maybe someone else who's interested in this game (or other games with the same format) might work on something like that someday. There's the Maya stuff written at the beginning of these files, so it's possible you might be able to do something with Maya to make it a little easier, but that's probably wishful thinking. The words at the beginning may just be leftover and not really important, maybe they used a custom exporter or stripped away other necessary stuff anyway.

I think I need another step by step text file to understand all that, like the last time you did for the LFG Indicies Numbers.
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#35
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(06-09-2025, 06:11 PM)Boxy Wrote: Nice job! Looks like it worked.

Hey Boxy, I did it! I ripped all the Backyard Kids from Backyard Football (GameCube) and reformatted LFG files to OBJ files! Take a look at this threat here. (https://www.vg-resource.com/thread-43639...#pid685661)
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#36
Nice! Looks good. Sorry, I meant to reply sooner but got busy. As for rigging and animations, it's either going to be a (probably) long road to success if you have no experience with code, or you'll likely have to wait to see if someone out there wants to spend time making a tool. There's not really a step by step guide, other than trying to do it, and seeing what you can do as you go. If you want to try, I'd suggest learning about python and Noesis, since there are lots of example plugins out there on the internet you can refer to. But like I said it will be a lot of learning and it might take a lot more hard work and time than you'd want (like weeks, months, even years). I've done a little bit of Noesis plugin writing lately so maybe I can try to help sometime when I'm not busy. But yeah if you don't want to do a ton of hard work and learning on your own then you may have to settle for now with the success so far, which is pretty cool anyway. And you can always read a little from time to time about these things and take baby steps in that direction.
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#37
(06-21-2025, 12:07 PM)Boxy Wrote: Nice! Looks good. Sorry, I meant to reply sooner but got busy. As for rigging and animations, it's either going to be a (probably) long road to success if you have no experience with code, or you'll likely have to wait to see if someone out there wants to spend time making a tool. There's not really a step by step guide, other than trying to do it, and seeing what you can do as you go. If you want to try, I'd suggest learning about python and Noesis, since there are lots of example plugins out there on the internet you can refer to. But like I said it will be a lot of learning and it might take a lot more hard work and time than you'd want (like weeks, months, even years). I've done a little bit of Noesis plugin writing lately so maybe I can try to help sometime when I'm not busy. But yeah if you don't want to do a ton of hard work and learning on your own then you may have to settle for now with the success so far, which is pretty cool anyway. And you can always read a little from time to time about these things and take baby steps in that direction.

Thanks. And that's ok. It's as far as I can go, anyway. I'll still try to convert more LFG stuff into OBJ files.
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