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(Another) Zelda Ripping Project!
long shot, does anyone know if Tears of the Kingdom uses any FMVs?
because I've been looking for Ganondorf's unicorn in the game files and I can't find anything[Image: image.png]
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(07-12-2023, 03:00 PM)dalek_kolt Wrote: long shot, does anyone know if Tears of the Kingdom uses any FMVs?
because I've been looking for Ganondorf's unicorn in the game files and I can't find anything (trimmed)

There are pre-rendered cutscenes stored in Event/Movie, and Ganon's horse is stuck in Dm_BZ_0005_PreRender.webm, so unfortunately it won't be in the files. Maybe somehow they'll add it through DLC?
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[Image: oUD5Nfj.jpg]

so much work for one gazebo, from HW AoC... now to figure out how to submit models to archive (if there is interest in AoC content)
edit:
also did two more, tho I'm only 90% sure I matched textures correctly
[Image: TN8UdgFl.png]

but it's great to at least have mostly right lab from AoC (I'm not sure about some woods and columns, as this place is only in cutscenes)
oh and a random house bc why not
[Image: mBNfi9ul.png]
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(07-17-2023, 06:39 AM)Hybryda Wrote: [Image: oUD5Nfj.jpg]

so much work for one gazebo, from HW AoC... now to figure out how to submit models to archive (if there is interest in AoC content)
edit:
also did two more, tho I'm only 90% sure I matched textures correctly
[Image: TN8UdgFl.png]

but it's great to at least have mostly right lab from AoC (I'm not sure about some woods and columns, as this place is only in cutscenes)
oh and a random house bc why not
[Image: mBNfi9ul.png]
Hi! I am very much interested in AoC content, especially buildings to replicate some botw AND totk scenes as well. Please keep us updated! If they don't allow the submission, please, consider opening your own topic with a mega or drive links
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[Image: CJxtqGSl.jpg]
another building matched with textures, mostly by just running around and looking at stuff

will see how to export them, so textures match with objects, once again I'm only 90% sure I got the right ones for some meshes but it looks fine... 

also after this few and few I saw from BotW, you can see how BotW was made with people staring and stuff in mind, and AoC was made with less of that X"D some decisions are questionable X"D still the architecture is great : D
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another one - Zelda tower (undamaged)... there is also slightly damaged and a lot damaged one X"D this time I'm only around 60% sure about textures, on two maps I know happen on the castle grounds, we can only see it in the distance. 1st one is trash in the distance, 2nd is a bit better but still not perfect :<

for me it looks fine and would be nice base for doing my own model for photomanipulations

[Image: cWKVjsbl.jpg]

[Image: lHaattql.jpg]

(Should I make separate thread for my rips or still post here?)
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(07-12-2023, 08:37 AM)Hybryda Wrote: did a lot more models and here's a catch, probably problem with dae/fbx imports (the axis are not the same, the bones are messed up)

as long as it's only one axis of rotation, the placements is perfect, I go into the game and checked and it looks about right, but more than one and it's a bit off, (or a lot off) I suspect that both rotation and position are for root bone and with messed armature not much can be done, at least I can't. So no map of Hateno os springs any time soon :<

I'm curious about how the terrain clipping is handled in the actual game (BotW, or AoC, or TotK). Would you happen to know?
What I mean is that you can see from your pic here that the terrain heightmap mesh clips through the cliffs (which I assume were separately modeled by hand by some artist). But from what I remember in the game, I don't recall seeing the terrain clip so egregiously. I wonder if there is some code in the game that causes the terrain mesh to "meld" together with cliff meshes so they look seamless?
I found an example of what I'm talking about, but its someone creating this mesh melding effect using Unreal Engine: https://imgur.com/gallery/M1nTsoG

I'm curious because I'm trying to do a similar thing, but in Blender. I want to reduce mesh clipping and have more seamless looking terrain.
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(07-20-2023, 10:56 AM)JamesO2 Wrote:
(07-12-2023, 08:37 AM)Hybryda Wrote: did a lot more models and here's a catch, probably problem with dae/fbx imports (the axis are not the same, the bones are messed up)

as long as it's only one axis of rotation, the placements is perfect, I go into the game and checked and it looks about right, but more than one and it's a bit off, (or a lot off) I suspect that both rotation and position are for root bone and with messed armature not much can be done, at least I can't. So no map of Hateno os springs any time soon :<

I'm curious about how the terrain clipping is handled in the actual game (BotW, or AoC, or TotK). Would you happen to know?
What I mean is that you can see from your pic here that the terrain heightmap mesh clips through the cliffs (which I assume were separately modeled by hand by some artist). But from what I remember in the game, I don't recall seeing the terrain clip so egregiously. I wonder if there is some code in the game that causes the terrain mesh to "meld" together with cliff meshes so they look seamless?
I found an example of what I'm talking about, but its someone creating this mesh melding effect using Unreal Engine: https://imgur.com/gallery/M1nTsoG

I'm curious because I'm trying to do a similar thing, but in Blender. I want to reduce mesh clipping and have more seamless looking terrain.

not sure honestly... the problem with mine is I got the high map from net somewhere and I'm not sure it is even close to the resolution used in game. not adding the fact I sort of eyeball the displace strength and any object with more that one axis of rotation is at least a bit off... that is apparently common problem with dae or fbx imports into blender, something to do with axis in both programs

but one thing more, there is material change often in this areas as far as I saw in game, some foliage or even more stuff on top. I placed only small amount of objects here that were both on static object list and not even started on dynamic (much longer, but also have animals and monsters and trees... anything that changes in game)

(it would be faster if I could get it into some spreadsheet format and just filter, but I don't know how to do THAT)
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Quote:(it would be faster if I could get it into some spreadsheet format and just filter, but I don't know how to do THAT)

I'm pretty sure there is a spreadsheet view in Blender somehow. I think I've seen it before, but I can't remember where. I'll have to look into it.

Also, I think I found a solution to the terrain blending: https://www.youtube.com/watch?v=SjtItfeyHII - I haven't tried it yet, but this looks like exactly what I was looking for. It automates both the texture and normal/geometry blending between things like rocks and terrain.

And here's a cheaper, but more manual process that does similar: https://www.youtube.com/watch?v=6auecD4Rhx4
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(07-20-2023, 11:32 AM)JamesO2 Wrote: I'm pretty sure there is a spreadsheet view in Blender somehow. I think I've seen it before, but I can't remember where. I'll have to look into it.

oh placing them into blender is not the problem, I have the objects in seperate blend file and just link them, but the data...

wait, i just gone to grab a screenshot and by just clicking around I found how to show what I need to speed up the process X"D (there is a search function, that is a blessing)

(07-20-2023, 11:32 AM)JamesO2 Wrote: And here's a cheaper, but more manual process that does similar: https://www.youtube.com/watch?v=6auecD4Rhx4

Oh I love this video, saving it for later as this looks soo gooood *3*
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(07-20-2023, 12:24 PM)Hybryda Wrote: oh placing them into blender is not the problem, I have the objects in seperate blend file and just link them, but the data...

How do you get the file link to work? I've tried linking objects from other Blend files before, but then the linked object is locked to the 0,0,0 origin position, and I can't seem to move the linked objects at all. Do I have to pair it to an empty and move the empty or something?

EDIT: Ok weird, I just tried playing around some more, and when Linking you can't move a linked object, but if you link a whole collection of objects you can move that like a single object. Which is strange because default blender behavior you can't manipulate a Collection... so why would Linked objects behave the opposite?

(07-20-2023, 12:24 PM)Hybryda Wrote: wait, i just gone to grab a screenshot and by just clicking around I found how to show what I need to speed up the process X"D (there is a search function, that is a blessing)

What did you find in the search? Did you find the spreadsheet view, or something similar? I can't seem to find it.
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(07-20-2023, 12:33 PM)JamesO2 Wrote: How do you get the file link to work? I've tried linking objects from other Blend files before, but then the linked object is locked to the 0,0,0 origin position, and I can't seem to move the linked objects at all. Do I have to pair it to an empty and move the empty or something?

I just go to File>Link>"seperate blend file with all the stuff">collections and the choose collection that has the objects I need to place.

for things with armature you want to change, you go to object>Library override>make and you can pose the character any way you want :>

(07-20-2023, 12:33 PM)JamesO2 Wrote: What did you find in the search? Did you find the spreadsheet view, or something similar? I can't seem to find it.

I just mean in Switch toolbox, when looking at *.smubin files... I'm new to all this stuff and never thought before now to click "Decompile" to get plain text form the database.. I can just move it to text editor now and just delete stuff as I go or place all instances of the same model in one go, much faster than one by one as I gone down the list

The spreadsheet in blender is in the little drop down menu, when you can choose window type, far right Data column have spreadsheet, dunno what it's used for though
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