The VG Resource
(Another) Zelda Ripping Project! - Printable Version

+- The VG Resource (https://www.vg-resource.com)
+-- Forum: The Resources (https://www.vg-resource.com/forum-109.html)
+--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html)
+---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html)
+---- Thread: (Another) Zelda Ripping Project! (/thread-28564.html)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32


RE: (Another) Zelda Ripping Project! - TheFip - 10-20-2019

Has anyone figure out how to rip from the new The Legend of Zelda: Link's Awakening?
Also awesome job on everything so far!


RE: (Another) Zelda Ripping Project! - dalek_kolt - 10-25-2019

I tried fixing Link.

.zip   Link.zip (Size: 429.37 KB / Downloads: 128)


RE: (Another) Zelda Ripping Project! - Starkium - 10-27-2019

So I'd actually really appreciate it if you added wind waker to the list of zelda rips you're doing. I've been remaking Wind Waker for VR in Unreal Engine 4. Ripping and cleaning takes a lot of time away from development.  Some progress so far ...

   

   

   

   

   

   


RE: (Another) Zelda Ripping Project! - ninetalescommander - 11-03-2019

I've obtained the .bin files for Zelda A Link Between Worlds. For some reason, specific .bin files come up as "Unsupported" but as far as I can tell, all actual models like characters and objects work no problem. Problem is, the .bin files are not properly named and only have generic code names but if we pool our efforts and rename them, we could make it a lot easier for people to get the models they want.
Should I share the .bin files? From what I can see, SPICA is all the users will need to get them working in Blender and/or 3DS Max.


RE: (Another) Zelda Ripping Project! - dalek_kolt - 11-03-2019

[attachment=10089 Wrote:ninetalescommander pid='656576' dateline='1572813644']I've obtained the .bin files for Zelda A Link Between Worlds. For some reason, specific .bin files come up as "Unsupported" but as far as I can tell, all actual models like characters and objects work no problem. Problem is, the .bin files are not properly named and only have generic code names but if we pool our efforts and rename them, we could make it a lot easier for people to get the models they want.
Should I share the .bin files? From what I can see, SPICA is all the users will need to get them working in Blender and/or 3DS Max.
Yeah, that was one of my big problems when I was trying to rip Ganon. I managed to rip Yuga, Zelda's portrait, Yuganon, and the castle before coming up with the models I wanted.
I would be up for this project however. I think we should just get a list of characters/enemies/stages that people want first since ripping every asset would be rather tedious.
To start, here's all the assets I sifted and named so far, they're in the .bch file format though.

.zip   room.zip (Size: 368 KB / Downloads: 111)
.zip   painting.zip (Size: 357.16 KB / Downloads: 107)
.zip   yuga.zip (Size: 309.12 KB / Downloads: 98)
.zip   yuganon.zip (Size: 230.6 KB / Downloads: 98)
.zip   link.zip (Size: 132.87 KB / Downloads: 125)
.zip   hilda.zip (Size: 122.57 KB / Downloads: 115)
.zip   ganon.zip (Size: 87.94 KB / Downloads: 132)


RE: (Another) Zelda Ripping Project! - ninetalescommander - 11-04-2019

(11-03-2019, 09:12 PM)dalek_kolt Wrote:
(11-03-2019, 03:40 PM)ninetalescommander Wrote: I've obtained the .bin files for Zelda A Link Between Worlds. For some reason, specific .bin files come up as "Unsupported" but as far as I can tell, all actual models like characters and objects work no problem. Problem is, the .bin files are not properly named and only have generic code names but if we pool our efforts and rename them, we could make it a lot easier for people to get the models they want.
Should I share the .bin files? From what I can see, SPICA is all the users will need to get them working in Blender and/or 3DS Max.
Yeah, that was one of my big problems when I was trying to rip Ganon. I managed to rip Yuga, Zelda's portrait, Yuganon, and the castle before coming up with the models I wanted.
I would be up for this project however. I think we should just get a list of characters/enemies/stages that people want first since ripping every asset would be rather tedious.
To start, here's all the assets I sifted and named so far, they're in the .bch file format though.

Why are they in bch format? When I rip them with SPICA, I just export them as ".dae"


RE: (Another) Zelda Ripping Project! - dalek_kolt - 11-04-2019

(11-04-2019, 10:27 AM)ninetalescommander Wrote:
(11-03-2019, 09:12 PM)dalek_kolt Wrote:
(11-03-2019, 03:40 PM)ninetalescommander Wrote: I've obtained the .bin files for Zelda A Link Between Worlds. For some reason, specific .bin files come up as "Unsupported" but as far as I can tell, all actual models like characters and objects work no problem. Problem is, the .bin files are not properly named and only have generic code names but if we pool our efforts and rename them, we could make it a lot easier for people to get the models they want.
Should I share the .bin files? From what I can see, SPICA is all the users will need to get them working in Blender and/or 3DS Max.
Yeah, that was one of my big problems when I was trying to rip Ganon. I managed to rip Yuga, Zelda's portrait, Yuganon, and the castle before coming up with the models I wanted.
I would be up for this project however. I think we should just get a list of characters/enemies/stages that people want first since ripping every asset would be rather tedious.
To start, here's all the assets I sifted and named so far, they're in the .bch file format though.

Why are they in bch format? When I rip them with SPICA, I just export them as ".dae"
I originally unzipped the .szs files using Ohana3DS, so the .bch files were an artifact of me using that program.
[Image: HjmSTO3.png]

Given that I've had some complaints about models being rejected because of Ohana, I'll probably move to EveryFileExplorer/SPICA ripping in the future of ALBW ripping.


RE: (Another) Zelda Ripping Project! - ninetalescommander - 11-04-2019

(11-04-2019, 01:48 PM)dalek_kolt Wrote:
(11-04-2019, 10:27 AM)ninetalescommander Wrote:
(11-03-2019, 09:12 PM)dalek_kolt Wrote: Yeah, that was one of my big problems when I was trying to rip Ganon. I managed to rip Yuga, Zelda's portrait, Yuganon, and the castle before coming up with the models I wanted.
I would be up for this project however. I think we should just get a list of characters/enemies/stages that people want first since ripping every asset would be rather tedious.
To start, here's all the assets I sifted and named so far, they're in the .bch file format though.

Why are they in bch format? When I rip them with SPICA, I just export them as ".dae"
I originally unzipped the .szs files using Ohana3DS, so the .bch files were an artifact of me using that program.
[Image: HjmSTO3.png]

Given that I've had some complaints about models being rejected because of Ohana, I'll probably move to EveryFileExplorer/SPICA ripping in the future of ALBW ripping.

Ah I see. I actually use Switch-Tool-Box to obtain the .bin files. I then put the .bin files into SPICA and work from there.
If I may ask; What do you do with the .bch files?


RE: (Another) Zelda Ripping Project! - dalek_kolt - 11-04-2019

(11-04-2019, 03:28 PM)ninetalescommander Wrote:
(11-04-2019, 01:48 PM)dalek_kolt Wrote:
(11-04-2019, 10:27 AM)ninetalescommander Wrote: Why are they in bch format? When I rip them with SPICA, I just export them as ".dae"
I originally unzipped the .szs files using Ohana3DS, so the .bch files were an artifact of me using that program.
[Image: HjmSTO3.png]

Given that I've had some complaints about models being rejected because of Ohana, I'll probably move to EveryFileExplorer/SPICA ripping in the future of ALBW ripping.

Ah I see. I actually use Switch-Tool-Box to obtain the .bin files. I then put the .bin files into SPICA and work from there.
If I may ask; What do you do with the .bch files?
I put them through SPICA and export them as .dae files.  Extracting the models and textures from the stuff I uploaded here shouldn't be too bad a hassle.
First time I heard of Switch-Tool-Box, might use that if I start ripping Wii U/Switch games.


RE: (Another) Zelda Ripping Project! - ninetalescommander - 11-04-2019

(11-04-2019, 03:47 PM)dalek_kolt Wrote:
(11-04-2019, 03:28 PM)ninetalescommander Wrote:
(11-04-2019, 01:48 PM)dalek_kolt Wrote: I originally unzipped the .szs files using Ohana3DS, so the .bch files were an artifact of me using that program.
[Image: HjmSTO3.png]

Given that I've had some complaints about models being rejected because of Ohana, I'll probably move to EveryFileExplorer/SPICA ripping in the future of ALBW ripping.

Ah I see. I actually use Switch-Tool-Box to obtain the .bin files. I then put the .bin files into SPICA and work from there.
If I may ask; What do you do with the .bch files?
I put them through SPICA and export them as .dae files.  Extracting the models and textures from the stuff I uploaded here shouldn't be too bad a hassle.
First time I heard of Switch-Tool-Box, might use that if I start ripping Wii U/Switch games.

Switch-Tool-Box can be hit-and-miss. When it works, it works really well but there may be some times when the exported models may be missing specific bones or bones not rigged to any vertex groups. That said, on the whole, it has been very useful and I would say is definitely worth keeping in your program collection. Plus, the creator is always improving it, if I load it up without using it for a few days, there's always some sort of update to download.


RE: (Another) Zelda Ripping Project! - dalek_kolt - 11-04-2019

Anyways, looks like your method and my method are both valid ways to rip ALBW and rip some colladas. And I have a vague idea of which characters/enemies/rooms are in which .szs files.
A Link Between Worlds is open for ripping, all you need to do is ask for whichever character or enemy you want.
I started ripping the ActorCommon.szs file, only interesting things I found in it were Maple and Flat Link.  Who else do you want?

.zip   Flatlink.zip (Size: 144.96 KB / Downloads: 121)

.zip   Maple.zip (Size: 104.51 KB / Downloads: 114)


RE: (Another) Zelda Ripping Project! - ninetalescommander - 11-04-2019

Can I request Zelda and Ravio? Been looking for them for ages and can't find em.
Edit: I just realized; SPICA can load multiple models at once, that actually makes finding what you want a lot faster.


RE: (Another) Zelda Ripping Project! - dalek_kolt - 11-04-2019

(11-04-2019, 06:25 PM)ninetalescommander Wrote: Can I request Zelda and Ravio? Been looking for them for ages and can't find em.
Edit: I just realized; SPICA can load multiple models at once, that actually makes finding what you want a lot faster.

.zip   Zelda.zip (Size: 238.88 KB / Downloads: 166)

.zip   ravio.zip (Size: 99.49 KB / Downloads: 133)

.zip   masklessravio.zip (Size: 138.55 KB / Downloads: 128)
Method to fix the textures are the same as that of Link's, you're going to have to find a way to mirror the texture tiling or edit the texture itself. I can try fixing the ones I uploaded here, though for efficiency's sake it would be best to only ask for one at a time.


RE: (Another) Zelda Ripping Project! - ninetalescommander - 11-04-2019

So, apparently SPICA has a batch exporter that I didn't know about that exports all the .bin files as .dae and it even names them accordingly.


RE: (Another) Zelda Ripping Project! - dalek_kolt - 11-04-2019

(11-04-2019, 07:16 PM)ninetalescommander Wrote: So, apparently SPICA has a batch exporter that I didn't know about that exports all the .bin files as .dae and it even names them accordingly.
Huh. That'll be helpful in the future, though I have yet to find the batch exporter on Every File Explorer to unzip the szs files. Maybe I should go back to Ohana3DS.