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(Another) Zelda Ripping Project!
#31
Clean up for Majora's Mask Link was a chore, I've got 80% of all locations ripped and ready for cleanup, decided to work on characters at the moment, as I'm bothered by the lack thereof.

So far i've submitted for Majora's Mask:
[Image: j5g8Azd.png]
Only big problem so far is the lack of other textures when exporting, no blinking textures, no talking textures, etc.

A side note is some models also use vertex colors to color some textures. such as the Gorman brothers' clothes, which shows as plain white in their texture.
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#32
Any chance we can finally get the bosses and mini-bosses? I've bee trying to get Gomess and his scythe for ages.
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#33
I've been trying to work on making a small game in Unity, so I haven't been trying to export models or anything, like I should and want to. It's a game I'm doing for personal practicr, but it's mainly using ripped locations from TP, so it's probably in my best interest to get to that. I'll see what I can get ripped in the next few days.

After locations, I'll see if I can move onto NPCs and bosses. I think I tried ripping Stallord at some point, but don't remember if it was a success or failure. Either way, I'll get to it in the future.

EDIT: Forgot to mention, but I don't know what's up with water in TP. All the water textures are pretty much grayscale. I don't know how to make it look more like water.

The same goes for the building runes in the Twilight Realm outside area. It's red in the exporter, but white when exported. Something to do with GLSL shading, which I know nothing about.
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#34
(07-24-2016, 11:55 PM)Carpaccio Wrote: Any chance we can finally get the bosses and mini-bosses? I've bee trying to get Gomess and his scythe for ages.

Like the guy on the 1st page mentioned, the uv's are useless with Gomess' model, his scythe is mapped properly and can be used, but Gomess will have to have his UV's redone. Which is more effort than it's worth.
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#35
I'm running into a bit of a snag. I submitted Lakebed Temple but I don't think it's complete. From what I see, all of the parts of the map that move (Lakebed's central stairs, Goron Mine magnet cranes, etc) except for doors, which are in the map files, are in a separate folder, mostly in the /res/Object. The main problem is I'm having a really hard time figuring out what's what, and there's a ton of different things (edit: 1396) in that folder.

Also, should I just go with submitting these as FBX with embedded media (textures)? It would make things quicker for me, and I would really prefer doing it that way.
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#36
I would submit what you have now then later we can rip all of those level-specific objects and submit them into their own folder and category. ("Lakebed Temple Objects", "Goron Mines Objects", etc.)
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#37
I'm currently trying to go through every file in the Object folder and discern what's what. I have around 20% of it down on a .txt. It's a very time consuming process though. Drag each file onto yaz0dec, drag those onto rarcdump, open those and figure out what it is, export to .3ds, open in Maya, export to FBX... I only wanted to do .fbx instead of .dae because I didn't want the extra step of manually rewriting the texture paths from absolute to relative, which is very long and tedious in itself. So far, I have 300 individual items labeled, though a few of them are unrippable and others have broken textures, and others are downright impossible for me to figure out where it belongs. I'm still making progress though.
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#38
Too bad there's not a quicker way to do everything, TP ripping is a pretty lengthy process in comparison to MM3D and OoT3D.


---------

Zora's River, Kokiri Forest Shop, and Saria's House have been submitted.
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Storage: 2x 4TB HDD + 3x 1TB HDD + 2x 250GB SSD + 500GB SSD + 500GB M2 NVMe + 1TB M2 SATA

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#39
Main Dungeons

Lakebed Temple - Ripped and Submitted
Goron Mines - Ripped and Submitted
Forest Temple - Some broken textures (mainly the rope geometry that ties pieces of wood together)
Temple of Time - Broken textures, most rooms are pink
City in the Sky - Ripped and Submitted 
Twilight Realm - Ripped and Submitted
Hyrule Castle - Outdoor textures are broken
Arbiter Grounds - Broken textures
Snowpeak Ruins - Broken textures


Sub Dungeons


North Hyrule Field Cave - Ripped and Submitted
Cave of Ordeals - Broken textures
Grass Tunnel Cave - Ripped and Submitted
Mine Tunnel Cave - Ripped and Submitted
Goron Mine Sub Dungeon - Ripped and Submitted
Grass Grotto 1 - Ripped and Submitted
Grass Grotto 2 - Ripped and Submitted
Rock Grotto 1 - Ripped and Submitted
Rock Grotto 2 - Ripped and Submitted
Water Grotto - Ripped and Submitted
Faron Woods Tunnel - Ripped and Submitted

All grotto areas are going to be submitted in the same .zip.

There's not much I can do about the ones I have highlighted in red. I could possibly do Forest Temple, but some minor textures are broken. I could also do Hyrule Castle but I cannot submit it with the Hyrule Castle Courtyard area.
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#40
Alright, everyone's submissions are added to the OP!

-----

@TwiliChaos I'm pretty sure the name change is done automatically. All of my submissions were just the name of the area and they've been updated.
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GFX Card: GeForce RTX 2080 Ti 11GB || Processor: Intel i9-9900k || RAM: 64GB || OS: Windows 10 Pro x64
Storage: 2x 4TB HDD + 3x 1TB HDD + 2x 250GB SSD + 500GB SSD + 500GB M2 NVMe + 1TB M2 SATA

Media Center Specs
GFX Card: GeForce GTX 1080 8GB || Processor: Intel i7-6700 || RAM: 16GB || OS: Windows 10 Pro x64
Storage: 500GB SSD + 1TB HDD + 4TB HDD

Laptop Specs
GFX Card: GeForce GTX 960M 4GB || Processor: Intel i5-6300HQ || RAM: 8GB || OS: Windows 10 Pro x64
Storage: 250GB SSD + 1TB HDD
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#41
Thanks for the info. I'll be moving on to the overworld area, and after that I'll be moving to the other internal buildings. The overworld water files are missing so I'm assuming they're in one of the files named @bg00** in the \res\Object area. Since I have no idea how to export Shaders in any meaningful way, I'll ignore it for now. Like the Dungeons post I made, I'll make another post showing what I have ripped and what I can't get exported with correct textures. It's entirely possible that the yaz0dec and/or bmdview2 programs I'm using is outdated and have newer versions where texture breaking isn't as frequent or rarely happens, but I have no idea about that or where to find them. If you can get the maps I have marked in red to load textures properly, I'd like a copy of your program(s) so that I don't run into those problems anymore.
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#42
Overworld

Ordon Ranch - Ripped
North East Hyrule - Ripped
Ordon - Broken textures
Road from Ordon - Ripped
Faron Woods - Broken textures
Kakariko Village - Ripped
Death Mountain - Broken textures
Kakariko Graveyard - Ripped
Canoe River Area - Broken textures
Zora's Domain - Ripped
Snowpeak Mountain - Ripped
Hylia - Ripped
Castle Town - Ripped
Sacred Grove - Ripped
Outside Arbiter Grounds - Ripped
Hyrule Field - Broken textures
Castle Town Entrances - Broken textures
Lake Hylia - Ripped
Gerudo Desert - Ripped
Mirror Chamber - Ripped
Boat Rental Area - Ripped
Fishing Hole - Ripped
Hidden Village - Ripped
Above Hyrule - Ripped

Buildings

Ordon Houses - Ripped
Hyrule Castle Exterior - Ripped
Coro's House - Ripped
Kakariko Houses - Ripped
Goron Sumo Area - Ripped
Telma's - Ripped
Fishing Building - Ripped
Unknown House - Ripped
Castle Town Buildings - Ripped
STAR Game Area - Ripped
Kakariko Underground - Ripped
Light Field (Zelda Light Arrows Scene) - Ripped
Hyrule Throne - Ripped

All of the files marked Ripped will be submitted tomorrow. I was really hoping for the Hyrule Fields area to work, but, sadly, they didn't.

Edit: I forgot to export the main part of Ordon, and when I tried to do so, most textures had a green hue instead of their actual colors. It's now marked as Broken textures
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#43
I haven't gotten back to posting yet, but I wanted to say the submissions were rejected because I had them in the wrong format (should be OBJ after all). Also, some of the textures rely on shaders to be usable, and I know next to nothing about shaders to know what kind format or language they are or how to use them, let alone how to seamlessly apply them to a download that anyone can use.

Example shader, this being the skybox. The file exported as "filename_frag_0.txt"
Code:
//TODO: swap mode, indirect texturing, lod select, alpha testing (?)
//Names: vr40_sora_m_v


void main()
{
 const vec4 ONE = vec4(1.0, 1.0, 1.0, 1.0);

 //konst colors

 //registers (use gl_FragColor as GX_TEVPREV)
 vec4 c0 = vec4(0.298039, 0.411765, 0.823529, 1.00000);

 //Tev stages

 //Tev stage 0
 //GX_SetTevOrder(0x0, 0xff, 0xff, 0xff)
 gl_FragColor.rgb = mix(c0.rgb, 0.0*ONE.rgb, 0.0*ONE.rgb) + 0.0*ONE.rgb;
 gl_FragColor.rgb = clamp(gl_FragColor.rgb, vec3(0.0, 0.0, 0.0), ONE.rgb);

 gl_FragColor.a = mix(c0.a, 0.0, 0.0) + 0.0;
 gl_FragColor.a = clamp(gl_FragColor.a, 0.0, 1.0);



}
The other exported as "filename_vert_0.txt"

Code:
//TODO: color chan info, lighting, tex coord gen 2
void main()
{
 //transform position (and normal (TODO: do normal right))
 gl_Position = ftransform();
 vec3 normal = gl_NormalMatrix*gl_Normal;

 vec4 color;


 //TODO: make this right (color):
 color = gl_Color;
 gl_FrontColor = color;


 //TexGen


}
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#44
So, umm... Windows update pretty much bricked my computer (goes to HP logo on boot and does nothing for hours) so all work I had done is lost.
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#45
Well that's unfortunate, I'm sorry to hear that. Would it be possible to put the hard drive in another computer and reinstall windows, or try booting into the system BIOS?
Workstation Specs
GFX Card: GeForce RTX 2080 Ti 11GB || Processor: Intel i9-9900k || RAM: 64GB || OS: Windows 10 Pro x64
Storage: 2x 4TB HDD + 3x 1TB HDD + 2x 250GB SSD + 500GB SSD + 500GB M2 NVMe + 1TB M2 SATA

Media Center Specs
GFX Card: GeForce GTX 1080 8GB || Processor: Intel i7-6700 || RAM: 16GB || OS: Windows 10 Pro x64
Storage: 500GB SSD + 1TB HDD + 4TB HDD

Laptop Specs
GFX Card: GeForce GTX 960M 4GB || Processor: Intel i5-6300HQ || RAM: 8GB || OS: Windows 10 Pro x64
Storage: 250GB SSD + 1TB HDD
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