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Random stuff that I've ripped.
#16
keep up the excellent work Smile
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#17
Hint at my current ripping project along side Okami(Wii).



I'll start up a project organization thread after the games are approved and supply the model files.

132 pending submissions and more to come, I'll probably take a break after they've all been approved.
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#18
(09-13-2015, 12:00 PM)Hallowpape Wrote: Hint at my current ripping project along side Okami(Wii).



I'll start up a project organization thread after the games are approved and supply the model files.

132 pending submissions and more to come, I'll probably take a break after they've all been approved.

I got a question about Okami models. What was the encryption used for them? Like, the file types for models or archives?

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#19
(09-13-2015, 02:12 PM)OS-PRIME Wrote:
(09-13-2015, 12:00 PM)Hallowpape Wrote: Hint at my current ripping project along side Okami(Wii).



I'll start up a project organization thread after the games are approved and supply the model files.

132 pending submissions and more to come, I'll probably take a break after they've all been approved.

I got a question about Okami models. What was the encryption used for them? Like, the file types for models or archives?

The models are brres and have a compressed/encrypted header(?) in .dat/.file, usually the texture brres is always above the model brres in the files.

DR, EM, ES, ET, GT, HM, IT, AN, HL, PL, R, US, UT, VT, and WP are the the prefix file names I've found that contain models

This is for the HL models, which contain most npcs.
I explained my process here.

Quote:They are stored in folder Data0 the files are .dat and .file(Not all hold models), open them in a hex editor CTRL+F bres delete everything above it, the files hold both brres textures and models, both will need to be ripped separately for Brawlbox to detect them, then just use brawlbox to open and export the files, some of the cell shading meshes don't work well after being ripped most likely the Okami engine handles them, also some textures use some other way of texturing them as some npc textures are grey, not sure if that's brawlbox being derpy or something the Okami engine does.

hopefully this helped, I don't think I'm the best at explaining things.

also quick update: Game approved along with a few models Elebits
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#20
(09-13-2015, 09:29 PM)Hallowpape Wrote:
(09-13-2015, 02:12 PM)OS-PRIME Wrote:
(09-13-2015, 12:00 PM)Hallowpape Wrote: Hint at my current ripping project along side Okami(Wii).



I'll start up a project organization thread after the games are approved and supply the model files.

132 pending submissions and more to come, I'll probably take a break after they've all been approved.

I got a question about Okami models. What was the encryption used for them? Like, the file types for models or archives?

The models are brres and have a compressed/encrypted header(?) in .dat/.file, usually the texture brres is always above the model brres in the files.

DR, EM, ES, ET, GT, HM, IT, AN, HL, PL, R, US, UT, VT, and WP are the the prefix file names I've found that contain models

This is for the HL models, which contain most npcs.
I explained my process here.

Quote:They are stored in folder Data0 the files are .dat and .file(Not all hold models), open them in a hex editor CTRL+F bres delete everything above it, the files hold both brres textures and models, both will need to be ripped separately for Brawlbox to detect them, then just use brawlbox to open and export the files, some of the cell shading meshes don't work well after being ripped most likely the Okami engine handles them, also some textures use some other way of texturing them as some npc textures are grey, not sure if that's brawlbox being derpy or something the Okami engine does.

hopefully this helped, I don't think I'm the best at explaining things.

also quick update: Game approved along with a few models Elebits
Thanks for that. I was asking to see if it was similar to another platinum/clover game form of encryption. And it appears not.

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#21
Update: Final Fantasy 4 and Final Fantasy: The 4 Heroes of Light approved with a few models.

also it seems the Okami models have issues that I'm not sure how to fix since blender has all the proper weights for me, and I don't have access to any other modeling software at the moment, so if someone wouldn't mind checking this, if it has the bone weights set to something else in other software. (I'm also way too tired as of writing this and lazy to figure it out myself, so If you figure out the problem with that and want to re-submit it yourself go ahead, and please post the fix if you do find a way so we can get more Okami models out.)
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#22
Code:
#Extract (uncompressed) BRRES files from (uncompressed) files
#Made by TGE
#Script for QuickBMS
endian big
GoTo 0 0 ;
SavePos found 0 ;
Get QT ASIZE 0 ;


For T = 0 < QT ;
GoTo found 0 ;
findloc OFFSET string "\x62\x72\x65\x73" 0 0 ;
If OFFSET = 0 ;
    Math t = QT ;
EndIF ;
If OFFSET != 0 ;
    GoTo OFFSET 0 ;
    Math FILE = OFFSET ;
    GoTo FILE 0 ;
    Get FileEndian Long 0 ;
    If FileEndian == string "\xFF\xFE\x00\x00" ;
        endian change
    EndIF ;
    Get null Long 0 ;
    Get size Long 0 ;
    If size > QT ;
        cleanexit
    EndIF ;
    SavePos found 0 ;
    Get name FILENAME 0 ;
    string name += _ ;
    string name += T ;
    string name += .brres ;
    Log name FILE size 0 ;
EndIF ;
Next T ;
Does this work for the okami files?
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#23
(09-17-2015, 04:38 AM)TGE Wrote:
Code:
#Extract (uncompressed) BRRES files from (uncompressed) files
#Made by TGE
#Script for QuickBMS
endian big
GoTo 0 0 ;
SavePos found 0 ;
Get QT ASIZE 0 ;


For T = 0 < QT ;
GoTo found 0 ;
findloc OFFSET string "\x62\x72\x65\x73" 0 0 ;
If OFFSET = 0 ;
Math t = QT ;
EndIF ;
If OFFSET != 0 ;
GoTo OFFSET 0 ;
Math FILE = OFFSET ;
GoTo FILE 0 ;
Get FileEndian Long 0 ;
If FileEndian == string "\xFF\xFE\x00\x00" ;
endian change
EndIF ;
Get null Long 0 ;
Get size Long 0 ;
If size > QT ;
cleanexit
EndIF ;
SavePos found 0 ;
Get name FILENAME 0 ;
string name += _ ;
string name += T ;
string name += .brres ;
Log name FILE size 0 ;
EndIF ;
Next T ;
Does this work for the okami files?

Thanks, It does work, I've been doing this all by hand since I have no experience with BMS scripts or any other scripting language, I was too excited to look for one after figuring out where the models were.

I'm an idiot, I just realized I had this script in my bms folder already
Thanked by: TGE
#24
(08-29-2015, 04:10 PM)Hallowpape Wrote:
(08-29-2015, 02:57 PM)Chirz Wrote: These rips don't work well in Unity 3D.

It looks like only the ones that required scaling/transparency and re-exported aren't working in unity, I'll see what I can do.

Did you fix those 3d models yet? The ones that have multiple textures, yet, will only allow one?
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#25
(09-25-2015, 07:30 PM)Chirz Wrote:
(08-29-2015, 04:10 PM)Hallowpape Wrote:
(08-29-2015, 02:57 PM)Chirz Wrote: These rips don't work well in Unity 3D.

It looks like only the ones that required scaling/transparency and re-exported aren't working in unity, I'll see what I can do.

Did you fix those 3d models yet? The ones that have multiple textures, yet, will only allow one?

I'm still working on it, taking a break after I fix a few things first tho

Huge Update: Spectrobes Origins approved and tons of models along with it. also News Channel
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#26
So you're managing to rip from Final Fantasy: 4 Heroes of Light? That's awesome. I never managed to get much out of it. I really wanted to get the main bosses and the three forms of Chaos mostly.
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#27
Update: Okami, Beyblade: Metal Fusion

Okami: just a few map objects until I can fix the npcs.

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#28
Oh boy, I haven't updated this in ages.

Pokemon OR/AS Almost all Secret Base Objects and a few unused objects
Pokemon X/Y Super Training Stadium, Substitute, and Super Training Balls
Centipede: Infestation All Enemies, Turrets, Characters, A few maps, Weapon, and Pickups.
Spectrobes Origins Almost all Characters/Spectrobes/Krawl, All Fossils/Weapons, Some Effects/Objects/Planets/Maps
Elebits All Elebits/Bosses, one map, and a few objects


Sneak Peek at my current ripping projects.

Ignore the lighting, I was just messing around with it.



If anybody wants to fix any of my rips from Pokemon B2/W2 for unity, feel free to revise it with the fix and add yourself as a submitter to it(If this is allowed) other things are taking priority so I haven't got around to doing this and not sure when I'll be able to.

(09-25-2015, 10:09 PM)Carpaccio Wrote: So you're managing to rip from Final Fantasy: 4 Heroes of Light? That's awesome. I never managed to get much out of it. I really wanted to get the main bosses and the three forms of Chaos mostly.

Sadly, I'd prefer to rip characters rigged, and since DS games don't currently have a way to do so(as far as I know) I'd rather get Weapons/Maps out for the time being. I'll get around to ripping from this again sometime.
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#29
Can you also rip the Overworld NPCs?

I don't care if they are rigged or not :)
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#30
Recently approved Fossil Fighters: Frontier

Teaser for pending submissions: muhTeaser muhSecondTeaser


(11-28-2015, 09:58 AM)crueldude100 Wrote: Can you also rip the Overworld NPCs?

I don't care if they are rigged or not Smile

I would've done them ages ago, but I was having an issue exporting them, which I have fixed, so when I feel like marathoning through ripping them there'll be quite a few.

Fully rigged.
Battle Chatelaine Nita
Battle Chatelaine Nita
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