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Game Specific Model Ripping Guides - Printable Version

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RE: Game Specific Model Ripping guides - Random Talking Bush - 03-14-2012

(03-13-2012, 06:54 PM)Tiberious Wrote: So, I'm just about there for getting at the Klonoa models from the Wii game...

My only problem is I seem to be unable to find where the game stores his 'main' textures. According to BrawlBox, the one I would make the most use of is called 'p00t_body'. There's a file called texture.bin, but I'm unable to get at its contents with anything (BrawlBox, Noesis, BRRES Viewer, tried 'em all).

Can someone shed any light on what I'm doing wrong?
Use NTCompress.exe to decompress it.

Code:
ntcompress texture.bin -x

Then rename the file it outputs to texture.brres, and it should be able to be opened up in BRRESViewer/BrawlBox.


RE: Game Specific Model Ripping guides - Tiberious - 03-15-2012

(03-14-2012, 03:14 PM)Random Talking Bush Wrote: Use NTCompress.exe to decompress it.


Code:
ntcompress texture.bin -x

Then rename the file it outputs to texture.brres, and it should be able to be opened up in BRRESViewer/BrawlBox.

That did the trick. Didn't even need to rename the extension... BRRES Viewer opened it just fine once it got decompressed.


RE: Game Specific Model Ripping guides - Garamonde - 03-17-2012

Wait, NTDecompress can decompress Klonoa's .BIN textures? Peardian told me they were un-openable. Surprise

EDIT: @TGE: Necroposting is allowed in stickied threads.


RE: Game Specific Model Ripping guides - Random Talking Bush - 03-18-2012

(03-17-2012, 07:03 PM)Mighty Jetters Wrote: Wait, NTDecompress can decompress Klonoa's .BIN textures? Peardian told me they were un-openable. Surprise
I'd have to say that if there's a Wii game that has compressed files, the first thing you should try out is using NTCompress to decompress them. For the longest time, I wasn't able to decompress TMNT: Smash-Up and Mario Sports Mix's files until I was told that NTCompress could do so.

Hooray for Nintendo's SDK tools, I guess. Tongue


RE: Game Specific Model Ripping guides - rinocabeca - 04-24-2012

(06-11-2010, 09:35 AM)metaldodomon Wrote:
(06-10-2010, 03:41 PM)Shadowth117 Wrote: Completely flat or with at least a little bit of depth? The PS2 and DC emulators have a problem of their models ripping from 3D Ripper without any depth whatsoever which is the main reason you can't rip from them.

The model is flat but we can see a relief. But now I try to rip with opengl but I don't know how to save the model?

Hello guys, I will return with this topic because I have some doubts. First, I ask you my apologizes by my basic English and because I don´t read everything in that page before to write that text. Well, I love the game Mario Kart Double Dash (MKDD) and I want know if is possible to import track/courses of others mario kart games to the MKDD. I saw some guys done that in Mario kart wii, but when I looking for information about MKDD the one thing I found it´s that there is possibility of import arc files (GC) to szs files (WII) and not the inverse. I am testing the software BMDview2 where I could see the course´s model and export them as 3ds file, but I can not work with this file in other program to edit it (I have Blender 3D but I don´t know use it yet). I know that the new file edited of the MKDD iso need have the same size and therefore I can´t export files to others mario kart games due different sizes. Ok, several questions, lol. Could you help me?


RE: Game Specific Model Ripping guides - ~Axis~ - 05-01-2012

Does anyone know how to rip Prototype PC models directly from the *.rcf files? I've tried ripping models using 3D ripper DX, but the file size is too large for the program I use (it exports an *.obj that's about 100 mb, which usaully causes fragmotion and Blender to crash or lag).

EDIT: Forget about what I said about the *.rcf files, I already found a tool for that. Smile

I really need your help on finding a way to view/convert *.p3d (Pure3D).


RE: Game Specific Model Ripping guides - LutherFallangel - 05-06-2012

Hello, I'm new to the forums but this seems like the only place where I may find help on the subject. For the longest time now I've been trying to rip models from an MMO "FusionFall". The game has no client, and is played in a browser while all the assets are streamed via Unity Web Player and stored in a temporary cache. The game is made in a pathetic excuse for an engine known as of course, Unity. Recently someone stumbled upon using GameAssassin to rip models and textures with all mapping in-tact, but for what ever reason I, and it seems everyone else who tries, get a "DEP" warning that our system is in danger or some BS that we can't seem to get around. I'm currently trying to use 3D ripper DX which is getting the job done halfway but brings me to this problem shown here:
[Image: Capture631.png]
When it should be in normal proportions to this:
[Image: Capture632.png]

It seems it's getting the X and Z vert coordinates correct but for what ever reason is not getting the Y verts correct. I have no clue if it's catching the mapping or even the textures correctly since I can't even get passed having a correct model. I'm not sure if it's because it's "capturing" the model in perspective or if there's an option I may have turned on by mistake. It seems to just capture whatever I'm directly viewing and defaults the origin according to the angle I view it at, which I strongly dislike. Is there anyway I could directly "record" the model in T-pose, and have the mapping, possible a skeleton or reference (which I've downloaded in a model from the same game before on CG Models). What would be best for what I need?


RE: Game Specific Model Ripping guides - Roxas358 - 05-06-2012

You have to scale the model in your program. If your exporting the models to obj format, you should open it in something like Notepad++. You will usually see a line at the top that looks like this.

Quote:#AR=1.31869, FOV=45.48442(height), Xscale:0.55276, Yscale:0.41917, Zscale:1.0

Look at the Look at the Xscale and Yscale, you want to scale the model by those amounts. In Blender I have to swap the Y and the Z though. Good luck. Wink


RE: Game Specific Model Ripping guides - LutherFallangel - 05-06-2012

(05-06-2012, 07:22 PM)Roxas358 Wrote: You have to scale the model in your program. If your exporting the models to obj format, you should open it in something like Notepad++. You will usually see a line at the top that looks like this.

Quote:#AR=1.31869, FOV=45.48442(height), Xscale:0.55276, Yscale:0.41917, Zscale:1.0

Look at the Look at the Xscale and Yscale, you want to scale the model by those amounts. In Blender I have to swap the Y and the Z though. Good luck. Wink

So.... I scale it in Blender? I tried swapping the Y and Z in NotePad++, and that didn't do anything. Didn't figure it would... But thanks for the swift response. Any other suggestions?


RE: Game Specific Model Ripping guides - Roxas358 - 05-06-2012

I didn't mean to swap the Y and Z in Notepad, I mean go into Blender if that's what you're using and scale the model on the X axis and Z axis.

If you do use Blender, you want to hit S for scale then X so you only scale on the X axis then in this case type ".55276" then press enter to save the scale. Next press S, Z and type ".41917" then enter again.

There's also a transform menu if you press N (unless it's already visible). In there you can set the scale as well.


RE: Game Specific Model Ripping guides - LutherFallangel - 05-06-2012

I'll give it a shot tomorrow and come back with whatever the results wield.


RE: Game Specific Model Ripping guides - TheAmazingSnivy - 05-07-2012

So, is there anyway to use a ripping program for the N64 other than the Plugin for 1964? I don't want to T-Pose anything...


RE: Game Specific Model Ripping guides - LutherFallangel - 05-07-2012

(05-06-2012, 11:25 PM)Roxas358 Wrote: I didn't mean to swap the Y and Z in Notepad, I mean go into Blender if that's what you're using and scale the model on the X axis and Z axis.

If you do use Blender, you want to hit S for scale then X so you only scale on the X axis then in this case type ".55276" then press enter to save the scale. Next press S, Z and type ".41917" then enter again.

There's also a transform menu if you press N (unless it's already visible). In there you can set the scale as well.

Well in this .obj, there's 4 lines that have x y and z values. I'll post it here:

#AR=0.68898, FOV=47.26944(height), Xscale:0.30151, Yscale:0.43761, Zscale:1.0
#AR=0.74128, FOV=44.99428(height), Xscale:0.30701, Yscale:0.41416, Zscale:1.0
#AR=0.93577, FOV=45.04100(height), Xscale:0.38800, Yscale:0.41463, Zscale:1.0
#AR=0.97958, FOV=44.79838(height), Xscale:0.40374, Yscale:0.41215, Zscale:1.0

Which is the values to use?


RE: Game Specific Model Ripping guides - TheAmazingSnivy - 05-07-2012

(05-07-2012, 04:59 PM)LutherFallangel Wrote:
(05-06-2012, 11:25 PM)Roxas358 Wrote: I didn't mean to swap the Y and Z in Notepad, I mean go into Blender if that's what you're using and scale the model on the X axis and Z axis.

If you do use Blender, you want to hit S for scale then X so you only scale on the X axis then in this case type ".55276" then press enter to save the scale. Next press S, Z and type ".41917" then enter again.

There's also a transform menu if you press N (unless it's already visible). In there you can set the scale as well.

Well in this .obj, there's 4 lines that have x y and z values. I'll post it here:

#AR=0.68898, FOV=47.26944(height), Xscale:0.30151, Yscale:0.43761, Zscale:1.0
#AR=0.74128, FOV=44.99428(height), Xscale:0.30701, Yscale:0.41416, Zscale:1.0
#AR=0.93577, FOV=45.04100(height), Xscale:0.38800, Yscale:0.41463, Zscale:1.0
#AR=0.97958, FOV=44.79838(height), Xscale:0.40374, Yscale:0.41215, Zscale:1.0

Which is the values to use?
Have you tried and see if there are four sets of objects/polygons?


RE: Game Specific Model Ripping guides - LutherFallangel - 05-07-2012

(05-07-2012, 05:08 PM)TheAmazingSnivy Wrote:
(05-07-2012, 04:59 PM)LutherFallangel Wrote:
(05-06-2012, 11:25 PM)Roxas358 Wrote: I didn't mean to swap the Y and Z in Notepad, I mean go into Blender if that's what you're using and scale the model on the X axis and Z axis.

If you do use Blender, you want to hit S for scale then X so you only scale on the X axis then in this case type ".55276" then press enter to save the scale. Next press S, Z and type ".41917" then enter again.

There's also a transform menu if you press N (unless it's already visible). In there you can set the scale as well.

Well in this .obj, there's 4 lines that have x y and z values. I'll post it here:

#AR=0.68898, FOV=47.26944(height), Xscale:0.30151, Yscale:0.43761, Zscale:1.0
#AR=0.74128, FOV=44.99428(height), Xscale:0.30701, Yscale:0.41416, Zscale:1.0
#AR=0.93577, FOV=45.04100(height), Xscale:0.38800, Yscale:0.41463, Zscale:1.0
#AR=0.97958, FOV=44.79838(height), Xscale:0.40374, Yscale:0.41215, Zscale:1.0

Which is the values to use?
Have you tried and see if there are four sets of objects/polygons?

There are more than 4 sets of polygons.