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[TUTORIAL] Model Ripping Guide For Beginners (.BRRES Format) [Updated: 8/5/2012]
#76
your image doesn't load on ImageShack for me. Sick
can you try getting the direct link on the right side of the page under "Links to share this image"? either that or try right-clicking and "copy image location"?
[Image: sweet-capn-cakes-deltarune.gif]
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#77
I got the direct link for that first picture.

As for an update. I did some converting with the OBJ instead of the MD5. It did turn out allot better than the last failure, but still isn't right. As this next picture demonstrates:

[Image: rathalosobjconverted.jpg]

Its the Rathalos, but the Texture looks like something from Super Mario 64 Tongue

And their aren't any Bones, not quite sure how I get the MD5 to "Combine" with the DAE.
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#78
well, no wonder the model isn't working, you aren't supposed to convert the .OBJ! Tongue
what you have to do, is export as .OBJ, and .MD5/.PSK from BRRES Viewer which you have done.
next you import the .MD5/.PSKs into Noesis.
then, you export the .MD5/.PSK as .DAE and/or .SMD (the latter is not required, it's just nice to have as an alternative to .DAE), and make the UV's flipped for each export.
then re-import the .DAE into Noesis to double check if the bones and all converted properly (don't worry about the textures looking funny, just a result of the UV flip), also check the skeleton with the red button on the bottom.
if it looks right, then you have done it right! if not, go back and try the same procedure with .PSK.
hope that helps. Tongue
[Image: sweet-capn-cakes-deltarune.gif]
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#79
Ooooooooh. Man, I was WAY off on what to do Tongue

I am very new to Animation in general. So its not much a surprised that I messed up so horribly.

Thanks, MJ! Big Grin
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#80
ahaha it's okay, I'm glad I could help. Tongue
[Image: sweet-capn-cakes-deltarune.gif]
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#81
[Image: rathalosfinishedhopeful.jpg]
Well, its got its Bones, it has the Texture (It looks goofy, but you said that was normal), and its in Dae. Format. Seems I've finally got it down. I guess the last thing to do would be to convert it to 3ds. and I'm in business. Big Grin

I should also post it on TSR when I get the time. Wink
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#82
well .3DS format isn't accepted on its own, it can only be included as an alternative to accompany the .DAEs and/or .SMDs and .OBJs (.DAE/.SMD and .OBJ is the minimum requirement for submissions like this though). if you read our model submission guidelines you'll see that we only accept formats that are more widely supported, and anything other than those 3 main formats (such as .FBX) can only be accepted alongside them as extras.
[Image: sweet-capn-cakes-deltarune.gif]
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#83
Cool tutorial, bro! But I have a problem: When I open BRRES Viewer, all I have is a blank window named "Files".

Could someone help me? Please?
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#84
I'd like to know how to fix the UV channel issue that seems to be showing up with Brawl models (especially with the eyes). Hate having to guess what the UV mapping is like if I don't have to.
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#85
(07-03-2013, 03:07 PM)MaxiGamer™ Wrote: Cool tutorial, bro! But I have a problem: When I open BRRES Viewer, all I have is a blank window named "Files".

Could someone help me? Please?

blank window named "files"??

well if you use Windows 7, move cursor on taskbar then the window will show up, right click on that window then click Maximize.

that is should work.

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#86
(07-23-2013, 06:20 AM)Tiberious Wrote: I'd like to know how to fix the UV channel issue that seems to be showing up with Brawl models (especially with the eyes). Hate having to guess what the UV mapping is like if I don't have to.

Yea... this is something I was working on a simplified tutorial for but I just haven't felt like finishing up the process and getting that Charizard model up...
If you think that you can handle it though, here is RTB's original, bare-bones tutorial (warning: requires 3DS Max 2009).
[Image: sweet-capn-cakes-deltarune.gif]
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#87
(07-23-2013, 11:38 AM)Axle the Red Wrote: Yea... this is something I was working on a simplified tutorial for but I just haven't felt like finishing up the process and getting that Charizard model up...
If you think that you can handle it though, here is RTB's original, bare-bones tutorial (warning: requires 3DS Max 2009).

I used MAX 2010 (I'm not too interested in the rigging, as the only part I'm interested in is the eyes with this method), and was able to use the same steps to recover the channel I wanted. Thanks for the linkage, 'cause I just couldn't find it at all through the search.

The part that kinda annoys me, though, is I tried several things to change the UV channels in the .pac (this was a copy of Fox's file) so I could get the one I wanted from BRRES Viewer, even going as far as to replace the other three channels with a copy of the one I wanted, but it just refused to change anywhere outside BrawlBox. I may need to see if there's something I'm not doing right, and I know a better place to ask that.
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#88
Okay, question from a model extracting noob. I hope I'm okay to bump this!

I'm trying to get some models from a Wii game, but when I load up Dolphin and get to the files I'm only shown Partition 0 - There is no Partition 1. I've downloaded everything in Partition 0 instead, but I've found everything except the .BRRES files. To be more precise, all I've managed to locate are (presumably) the .nif textures for an unlockable costume (they won't load either, though I think I know why).

Is this just a case of 'super hidden model files' or could I be missing something? If it matters any, the actual WBFS file won't run, so I'm not sure if it's corrupt or it's just my computer/my fault for not setting Dolphin up correctly where Wii games are concerned.

Any help would be great!
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#89
What game is it? It's very possible it doesn't even use .BRRES format models, as only a select few games do.
[Image: sweet-capn-cakes-deltarune.gif]
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#90
Epic Mickey 2.
Looking through the files of the first game, they look like they're hidden in .PAK files (and might not be .BRRES format anyway). I've been trying a few Unpackers, but none seem to work at the moment, so I may need to investigate further.
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