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Game Specific Model Ripping Guides - Printable Version

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RE: Game Specific Model Ripping guides - Shadowth117 - 05-26-2011

No idea, but I don't see why it wouldn't. There's nothing stopping you from testing it.


RE: Game Specific Model Ripping guides - Lugana Rysniq - 06-05-2011

So Its not Possible to rip Screens from Ps2 Emulators?

i was hoping to Gnab Ratchet

Unless theres a OpenGL plugin that works with 0.9.8

I cant seem to find one


RE: Game Specific Model Ripping guides - Shadowth117 - 06-05-2011

Unless 3D Via gets models from it than probably not. Make sure to experiment with different builds (0.9.6, 09.7, etc.) and plugins though so you can be sure there's no way to get good rips. I can't be sure that you'll be able to get anything, but I believe there is a way to get undistorted models from the emulator without the method where you get two rips and use the second to find the location of the vertices on the y axis.


RE: Game Specific Model Ripping guides - Azu - 07-07-2011

Super Smash Brawls using .MDL0 instead of .Brres, So, how can I convert MDL0 to 3DS Max with the models animations?

I didn't see any Export to DAE option.


RE: Game Specific Model Ripping guides - Random Talking Bush - 07-07-2011

(07-07-2011, 02:24 AM)Azu Wrote: Super Smash Brawls using .MDL0 instead of .Brres, So, how can I convert MDL0 to 3DS Max with the models animations?

I didn't see any Export to DAE option.
With the animations? Try using BRRESViewer to export them, as it should be able to rip both the models and animations. Sure it exports to PSK/PSA files, but those can always be converted.


RE: Game Specific Model Ripping guides - Azu - 07-07-2011

Brres view only opens .brres files.


RE: Game Specific Model Ripping guides - Shadowth117 - 07-07-2011

Brres viewer also opens .pac as well so if you're thinking characters you can use that. Though if I recall, the MDL0's were contained in the .brres files when I checked. But yeah, Brres Viewer should do everything you need it to. If you mention exactly what you're trying to rip I can look into it more if you like, but I'm pretty sure it can view and export everything from SSBB.


RE: Game Specific Model Ripping guides - Azu - 07-07-2011

I got it, but Sonic's Eyes are close...


RE: Game Specific Model Ripping guides - Shadowth117 - 07-07-2011

I don't think they're closed, but there's multiple static facial animations layed over his head. I think it was either one of those had his eyes closed or there were bones that controlled the eyelids.


RE: Game Specific Model Ripping guides - viperzerofsx - 08-21-2011

question about brres

I have extracting from skycrawlers but why I apply textures in the viewer it works for the npc models, but for any aircraft the screen becomes blank. does anyone know why?


RE: Game Specific Model Ripping guides - Shadowth117 - 08-21-2011

Can't say I know exactly what's going on there, but it sounds like maybe its loading something else in place of the aircraft models when you do that? If you could provide some example files we could try to help.


RE: Game Specific Model Ripping guides - viperzerofsx - 08-21-2011

thanks I have a few sample models attached. the ship folder's textures work fine, the plane b folder are npc planes who's textures do not show up (but one low level of detail plane does) plane c are the games super weapon but I have not applied any textures at all as a control. any help would be great.

http://www.gamefront.com/files/20702906/test+models.rar


RE: Game Specific Model Ripping guides - Shadowth117 - 08-21-2011

That's a bit odd. Have you tried exporting them separately and just applying them in your 3D program?


RE: Game Specific Model Ripping guides - viperzerofsx - 08-21-2011

not yet but that was plan b thanks for the look


RE: Game Specific Model Ripping guides - Tiberious - 08-23-2011

(07-07-2011, 11:30 AM)Azu Wrote: I got it, but Sonic's Eyes are close...

The game uses multiple instances of Sonic's eyes and muzzle, as (my guess anyway) morph targets.

When you import the PSK or MD5MESH, you should be able to select each object by itself and move them off to the sides (if you use Blender and hold Ctrl while dragging, it will move in larger chunks while snapping to those points).

When you find the eyes/muzzle combination you're looking for, you can move them back to the main model.