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(Another) Zelda Ripping Project! - Printable Version

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RE: (Another) Zelda Ripping Project! - digivee - 03-29-2017

[Image: 8rBTlMP.png]
Having this problem when I try to export to FBX. How might I go about fixing it?


RE: (Another) Zelda Ripping Project! - cherry89 - 03-29-2017

(03-28-2017, 07:44 PM)Random Talking Bush Wrote:
(03-28-2017, 05:01 PM)digivee Wrote: Where are the Champion's Tunic and Hylian Trousers located? I've been looking through a lot of the armor_### files, but none of them are what I'm looking for
Take a look at ShadowOne333's list on GBATemp designed for the one trainer, as the numbering matches up almost perfectly with the respective filenames (minus the Flamebreaker gear, which is actually 030 instead of 011 due to some odd file relinking).

Anyway, since people have asked me a bunch of times about writing up some kind of tutorial as to how to get these extracted properly, here's a step-by-step process for that:

1. Make sure you have 3DS Max (I use 2010, but newer ones should be fine) installed.
2. Download the Wii U BFRES MaxScript to use with that.
3. Download QuickBMS if you haven't gotten it already.
4. Download my BFRES-to-GTX scripts to use with that, for extracting the textures from the ".Tex1.bfres" files, and my "BFLIM DDS Fix" script to correct missing transparencies.
5. Download TexConv2 so you can convert the textures from GTX to DDS.
6. Download the SZSTools 1.0 package here for decompression.
7. Extract both the game's disc contents and update files (you'll need both -- the disc has the textures, and the update has the models). You're on your own for this one, but there are tutorials for that elsewhere.
8. Drag-and-drop one of the .SBFRES files onto Yaz0Dec.exe from the SZSTools pack linked to above, and you'll get another file with "0.rarc" at the end. Replace the entire ".sbfres 0.rarc" part of the extension with ".bfres", as they're no longer compressed and now usable.
9. Run QuickBMS with the "BFRES_Textures_NoMips_BotWTex1Only.bms" script linked to above (or "BFRES_Textures_BotWTex1+2.bms" if you want mipmaps) on the .Tex1.bfres files, and you'll get a bunch of GTX files.
10. In the folder with TexConv2, there should be a subfolder called "Convert". Move the GTX files into there, and run the "convertGTX_lossless.bat" (not the original batch, many normal and specular maps use ATI1/ATI2 formatting which don't extract correctly with the other one). The resulting .DDS files will be in the "OutDDS_Lossless" folder.
11. Run QuickBMS again, this time with the "BFLIMDDSFix.bms" script on the .DDS files, this will fix any transparencies being missing on the textures (due to a bug with TexConv2). If a texture becomes fully-transparent, you'll want to re-export those, but without using the fix script on those respective files. Annoying, yes, but it works.
12. Move those .DDS files back to the same folder as the .BFRES files.
13. Start up 3DS Max, and go to MaxScript -> Run Script.... Pick the script I linked to above ("BFRES Script_R4.ms" at the time of this writing). In the window that pops up, click "Load BFRES" and choose the file you want to open. If the .BFRES file has models in it, they'll show up in the menu on the right side. Pick one, and click on "Import BFMDL".
14. Sit back and wait for it to import, and if everything's done correctly, you'll have a fully-rigged, properly-textured model in your viewports!
15. Side note: If models have any polygon groups named "Layer", those won't have the correct textures applied (for now), so you'll have to re-apply the correct one to it. "Layer 2" is mainly used for normal/specular maps.

If I missed an important step, don't hesitate to let me know. (Or I can try writing up a more detailed one later, but I'm not really that good with tutorials, so I've been told...)

Good afternoon, why do they look like this, textures 3ds max 2015 ?. Can you tell me what I did wrong?


RE: (Another) Zelda Ripping Project! - Trikeboy - 03-30-2017

(03-29-2017, 12:45 PM)digivee Wrote: [Image: 8rBTlMP.png]
Having this problem when I try to export to FBX. How might I go about fixing it?

That happens every now and then.  When I import the fbx into blender after getting that,I go into pose mode and reset the pose. It fixes the model getting stretched out but you then have to reposition some bones. Sometimes you have to reposition meshes too. In that case, I load the fbx twice to get the exact position for one and use the magnet tab to position the other one.


RE: (Another) Zelda Ripping Project! - Trikeboy - 03-30-2017

(03-29-2017, 07:53 PM)cherry89 Wrote:
(03-28-2017, 07:44 PM)Random Talking Bush Wrote:
(03-28-2017, 05:01 PM)digivee Wrote: Where are the Champion's Tunic and Hylian Trousers located? I've been looking through a lot of the armor_### files, but none of them are what I'm looking for
Take a look at ShadowOne333's list on GBATemp designed for the one trainer, as the numbering matches up almost perfectly with the respective filenames (minus the Flamebreaker gear, which is actually 030 instead of 011 due to some odd file relinking).

Anyway, since people have asked me a bunch of times about writing up some kind of tutorial as to how to get these extracted properly, here's a step-by-step process for that:

1. Make sure you have 3DS Max (I use 2010, but newer ones should be fine) installed.
2. Download the Wii U BFRES MaxScript to use with that.
3. Download QuickBMS if you haven't gotten it already.
4. Download my BFRES-to-GTX scripts to use with that, for extracting the textures from the ".Tex1.bfres" files, and my "BFLIM DDS Fix" script to correct missing transparencies.
5. Download TexConv2 so you can convert the textures from GTX to DDS.
6. Download the SZSTools 1.0 package here for decompression.
7. Extract both the game's disc contents and update files (you'll need both -- the disc has the textures, and the update has the models). You're on your own for this one, but there are tutorials for that elsewhere.
8. Drag-and-drop one of the .SBFRES files onto Yaz0Dec.exe from the SZSTools pack linked to above, and you'll get another file with "0.rarc" at the end. Replace the entire ".sbfres 0.rarc" part of the extension with ".bfres", as they're no longer compressed and now usable.
9. Run QuickBMS with the "BFRES_Textures_NoMips_BotWTex1Only.bms" script linked to above (or "BFRES_Textures_BotWTex1+2.bms" if you want mipmaps) on the .Tex1.bfres files, and you'll get a bunch of GTX files.
10. In the folder with TexConv2, there should be a subfolder called "Convert". Move the GTX files into there, and run the "convertGTX_lossless.bat" (not the original batch, many normal and specular maps use ATI1/ATI2 formatting which don't extract correctly with the other one). The resulting .DDS files will be in the "OutDDS_Lossless" folder.
11. Run QuickBMS again, this time with the "BFLIMDDSFix.bms" script on the .DDS files, this will fix any transparencies being missing on the textures (due to a bug with TexConv2). If a texture becomes fully-transparent, you'll want to re-export those, but without using the fix script on those respective files. Annoying, yes, but it works.
12. Move those .DDS files back to the same folder as the .BFRES files.
13. Start up 3DS Max, and go to MaxScript -> Run Script.... Pick the script I linked to above ("BFRES Script_R4.ms" at the time of this writing). In the window that pops up, click "Load BFRES" and choose the file you want to open. If the .BFRES file has models in it, they'll show up in the menu on the right side. Pick one, and click on "Import BFMDL".
14. Sit back and wait for it to import, and if everything's done correctly, you'll have a fully-rigged, properly-textured model in your viewports!
15. Side note: If models have any polygon groups named "Layer", those won't have the correct textures applied (for now), so you'll have to re-apply the correct one to it. "Layer 2" is mainly used for normal/specular maps.

If I missed an important step, don't hesitate to let me know. (Or I can try writing up a more detailed one later, but I'm not really that good with tutorials, so I've been told...)

Good afternoon, why do they look like this, textures 3ds max 2015 ?. Can you tell me what I did wrong?

The wrong texture is on a layer.  For some reason different layers have different UV maps

(03-28-2017, 05:01 PM)digivee Wrote: Where are the Champion's Tunic and Hylian Trousers located? I've been looking through a lot of the armor_### files, but none of them are what I'm looking for

The Champion's Tunic is Armor_116, the Hylian Trousers are in Armor_01


RE: (Another) Zelda Ripping Project! - Nemesisbg23 - 03-31-2017

Where is Links Model in BOTW i cant find it anywhere can someone help ?


RE: (Another) Zelda Ripping Project! - Random Talking Bush - 03-31-2017

(03-29-2017, 07:53 PM)cherry89 Wrote: Good afternoon, why do they look like this, textures 3ds max 2015 ?. Can you tell me what I did wrong?
Well, judging by how the textures look a bit garbled, are you sure you converted those correctly?

(03-31-2017, 09:05 AM)Nemesisbg23 Wrote: Where is Links Model in BOTW i cant find it anywhere can someone help ?
Already answered that earlier.

(03-14-2017, 10:59 AM)Random Talking Bush Wrote:
(03-14-2017, 10:22 AM)Nepfan Wrote: Well got throught the whole model folder, looked at all the armor, and hylian body, and nothing, found his hair on some armor set but thats all
the only thing i found that belong to link is "Link.Tex1.sbfres" and there doesn't seem to be any "Link.sbfres" file...
It's in Pack\TitleBG.pack, which is a SARC file and can be extracted with Uwizard.



RE: (Another) Zelda Ripping Project! - Nemesisbg23 - 03-31-2017

(03-31-2017, 09:39 AM)Random Talking Bush Wrote:
(03-29-2017, 07:53 PM)cherry89 Wrote: Good afternoon, why do they look like this, textures 3ds max 2015 ?. Can you tell me what I did wrong?
Well, judging by how the textures look a bit garbled, are you sure you converted those correctly?

(03-31-2017, 09:05 AM)Nemesisbg23 Wrote: Where is Links Model in BOTW i cant find it anywhere can someone help ?
Already answered that earlier.

(03-14-2017, 10:59 AM)Random Talking Bush Wrote:
(03-14-2017, 10:22 AM)Nepfan Wrote: Well got throught the whole model folder, looked at all the armor, and hylian body, and nothing, found his hair on some armor set but thats all
the only thing i found that belong to link is "Link.Tex1.sbfres" and there doesn't seem to be any "Link.sbfres" file...
It's in Pack\TitleBG.pack, which is a SARC file and can be extracted with Uwizard.
aaahhh didnt see that Thanks Tongue


RE: (Another) Zelda Ripping Project! - AmazonValkyrie - 03-31-2017

(03-23-2017, 03:06 AM)sorapapu Wrote: I absolutely can't wait for Riji and the other Gerudo models, hopefully in dae or/and smd format.

I am itching for the same, especially Urbosa! I'm about ready to dump my own game files to get them, if they don't pop up to download soon lol. Super disappointed that there have been no found models for Zelda's blue & gold Hylia gown. It would be perfect for a model import in Smash 4.


RE: (Another) Zelda Ripping Project! - Trikeboy - 03-31-2017

(03-31-2017, 07:45 PM)AmazonValkyrie Wrote:
(03-23-2017, 03:06 AM)sorapapu Wrote: I absolutely can't wait for Riji and the other Gerudo models, hopefully in dae or/and smd format.

I am itching for the same, especially Urbosa! I'm about ready to dump my own game files to get them, if they don't pop up to download soon lol. Super disappointed that there have been no found models for Zelda's blue & gold Hylia gown. It would be perfect for a model import in Smash 4.

Riju, Urbosa and Rhondson are in the upload queue Wink One problem with non unique NPCs is the game code works out the skin color so most of the characters have white skin textures.


RE: (Another) Zelda Ripping Project! - Draco Rex - 04-01-2017

(03-25-2017, 05:52 AM)Trikeboy Wrote:
(03-25-2017, 01:30 AM)digivee Wrote: Something I've noticed is that I get two "layers" when the models imported
[Image: g5ZJeH4.png]

Is there any significance of this, or can it just be deleted?

Layer 2 is for the normal textures labelled nrm.  Layer 5 is for ghost textures if the character appears as a ghost.  Originally I just deleted them like you suggested but I noticed that some normal maps are different to the texture so didn't apply to the model correctly.  I had to reupload 6 or 7 models after noticing my error.
Hey, since some else asked on a later page of this thread... could i possibly PM you for certain models from BotW? Just curious, since you seem to got them all set. If not, how much longer do you think the models will take to be available on the main modeler's resource site?


RE: (Another) Zelda Ripping Project! - sutinoer - 04-02-2017

@HasenFX
I hope this help
https://youtu.be/gzVH93YVv8Y


RE: (Another) Zelda Ripping Project! - Carpaccio - 04-02-2017

Can anyone tell me which files hold the Sheikah Slate, and the pedestal it's inserted into? I can't seem to find it. Also can someone supply me with the unpacked files from TitleBG.pack? I can't seem to extract it properly.


RE: (Another) Zelda Ripping Project! - zSydor - 04-02-2017

(04-02-2017, 05:29 PM)Carpaccio Wrote: Can anyone tell me which files hold the Sheikah Slate, and the pedestal it's inserted into?  I can't seem to find it. Also can someone supply me with the unpacked files  from TitleBG.pack? I can't seem to extract it properly.

Here, btw the pedestal is Obj_DRCStoneStand_First if i remember correctly

(03-20-2017, 08:56 PM)zSydor Wrote: Ok finnaly i found the sheikah slate, it's named "Item_Conductor or Item_ConductorDemo"

The "Item_ConductorDemo" it's high res, instead, "Item_Conductor" it's low res.

Hope it helps ^^

I made a render Tongue

[Image: sheikahquxtq.png]



RE: (Another) Zelda Ripping Project! - Random Talking Bush - 04-02-2017

Had to go back and update the BFRES script again because I'm an idiot.
Code:
Fixed UV mapping for models with type 519 (Riju's model in BotW, for example).
https://mega.nz/#!79QV1TIZ!0GTeC0yvHNKurWHiHq0dl865a5O7QypF1J1GxYjJvcM

If the normals/speculars UV mapping layer looked way too large and buggered up, it should be working fine now.


RE: (Another) Zelda Ripping Project! - AmazonValkyrie - 04-03-2017

(03-31-2017, 09:46 PM)Trikeboy Wrote:
(03-31-2017, 07:45 PM)AmazonValkyrie Wrote:
(03-23-2017, 03:06 AM)sorapapu Wrote: I absolutely can't wait for Riji and the other Gerudo models, hopefully in dae or/and smd format.

I am itching for the same, especially Urbosa! I'm about ready to dump my own game files to get them, if they don't pop up to download soon lol. Super disappointed that there have been no found models for Zelda's blue & gold Hylia gown. It would be perfect for a model import in Smash 4.

Riju, Urbosa and Rhondson are in the upload queue Wink One problem with non unique NPCs is the game code works out the skin color so most of the characters have white skin textures.

Yay!! So they'll just appear in the models section of the site when they're ready to download? Sorry, I'm a newbie here, so I figured I'd ask. Anyhow, I don't mind about the textures. I'd wanna use them as Smash Bros model imports anyhow, so the textures would have to be fixed anyway Defeated