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(Another) Zelda Ripping Project!
(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"
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(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.
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(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?
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(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.
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(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.
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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: 159)

.zip   Maple.zip (Size: 104.51 KB / Downloads: 149)
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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.
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(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: 191)

.zip   ravio.zip (Size: 99.49 KB / Downloads: 174)

.zip   masklessravio.zip (Size: 138.55 KB / Downloads: 164)
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.
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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.
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(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.
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WARNING! This post contains spoilers for Zelda A Link Between Worlds's ending!

Does anyone know where the model for "Lorule Link" is? I have the model for him in the shop but I can't find his model for at the end of the game.
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(11-23-2019, 09:44 AM)ninetalescommander Wrote: WARNING! This post contains spoilers for Zelda A Link Between Worlds's ending!

Does anyone know where the model for "Lorule Link" is? I have the model for him in the shop but I can't find his model for at the end of the game.
I had the model in an earlier post under "maskless Ravio". If you want to rip it yourself, look under the files labeled "demo", those are the cutscenes files, look in either the last or near the last demo file.
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(11-23-2019, 10:56 PM)dalek_kolt Wrote:
(11-23-2019, 09:44 AM)ninetalescommander Wrote: WARNING! This post contains spoilers for Zelda A Link Between Worlds's ending!

Does anyone know where the model for "Lorule Link" is? I have the model for him in the shop but I can't find his model for at the end of the game.
I had the model in an earlier post under "maskless Ravio". If you want to rip it yourself, look under the files labeled "demo", those are the cutscenes files, look in either the last or near the last demo file.

Got it, thanks. At first I thought it was a "Zelda BOTW" situation where the model was cutscenes only and couldn't be ripped. Glad to see that wasn't the case.
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is there a better alternative to N3DSCmbViewer? All the models are previewed fine, but when I export them as DAE files (and also converting them to FBXs), all the bones are gone, and the meshes aren't weighted.
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Nope.. I fear N3DSCmbViewer will never be picked up by someone. At least we also have cmab extractor. http://www.mediafire.com/file/ex3vjzk9k6...r.zip/file
This way you can get all the mouth and eye textures. Anyway, I'm so used to ripping from this game that I know the entire library out the back of my head.
Yuka means floor. Kabe means wall. Tent(jo) means ceiling. Mizu is water temple. Haka probably means grave/tomb because all of those are related to shadow temple and tombs. (y/b/d/)dan stands for dungeon. 'Spot' is named that way because it's the hub world. The whole archive is full of naming conventions that you should keep because when searching through the files, you'll easily find them all by content.

http://www.mediafire.com/convkey/43b1/36...ge00zg.jpg
Btw, Oot3D uses special mask textures on scrolling shader effects. This way, you can have partial scrolling for surfaces like lava, and in this case, water temple door posts with green light.
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