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(Another) Zelda Ripping Project!
(04-29-2017, 06:07 AM)Relt Wrote: A quick question to anyone else who is digging through these files: does anyone have an idea what is going on with the textures for the dragons?  The images are enormous and try though I might, I can't seem to find any way to make them fit the model's UVs.  Is there an offset or something that I haven't stumbled on yet, or does the game's code just do something real weird with these giant textures?

The game adds the colours since the bodies are the same.  Nintendo does this a lot to save space.  A lot of the NPC's have different sin tones as well.  When you export them, their skin texture is black/white/grey too.
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Did you ever get round to looking for the overworld textures in link between worlds? I can find parts of the overworld but they're untextured :/
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(05-02-2017, 06:42 AM)Trikeboy Wrote: The game adds the colours since the bodies are the same.  Nintendo does this a lot to save space.  A lot of the NPC's have different sin tones as well.  When you export them, their skin texture is black/white/grey too.

No, they aren't like the generic npcs and have distinct colored textures per dragon, as shown here.  I kinda mashed em together in photoshop so I'd only have to upload one big image, but there are three complete textures.

[Image: dagron.png]

Also this was not what I asked; as you can also see in the image, these textures are absurdly large, and the UVs for the dragon model are difficult to line up with the textures themselves, as you can see here.

[Image: dagron2.png]

[Image: dagron3.png]

(obviously these are without any attempt at proper offset or scaling, but you get the idea)

I was asking if there is an offset or scaling adjustment that anyone has figured out for these specific textures, or some other setting which I need to adjust to get them to apply properly to the model, since I have been trying to figure it out myself for weeks with no success.  It's obnoxious, too, since I managed to puzzle out pretty much all of the other obstacles I've stumbled across with the BOTW models.  That's why I figured I'd check in with the experts.
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(04-21-2017, 12:31 PM)AmazonValkyrie Wrote: Wow, it seems to be taking an absurd amount of time for the ripped models to be posted on the web site.

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(05-03-2017, 09:52 PM)sorapapu Wrote:
(04-21-2017, 12:31 PM)AmazonValkyrie Wrote: Wow, it seems to be taking an absurd amount of time for the ripped models to be posted on the web site.

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By the time they all get posted, we might as well have sorted through our own game files. Holding out hope that most of the weaponry even gets uploaded, along with the two characters I'm looking for. Big thanks to those who went through the trouble ripping the models in the queue, regardless.
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Out of curiosity, would anyone that's been able to export Zelda's dress from the flashbacks (the blue and gold one) be able to post a few stills? A friend of mine is looking to make her dress for a cosplay and wasn't able to get what she needed out of the cutscenes so just a few shots (front, side, back) should do, even in T or A pose (not sure which BOTW uses for default).
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(05-12-2017, 06:34 PM)Wonder Prop Wrote: Out of curiosity, would anyone that's been able to export Zelda's dress from the flashbacks (the blue and gold one) be able to post a few stills? A friend of mine is looking to make her dress for a cosplay and wasn't able to get what she needed out of the cutscenes so just a few shots (front, side, back) should do, even in T or A pose (not sure which BOTW uses for default).
Not possible. That model is only seen in pre-rendered cutscenes, not actual gameplay. Your only option is to get some screencaps from YouTube videos or something for reference material, unfortunately.
[Image: sig.gif]
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(05-12-2017, 08:11 PM)Random Talking Bush Wrote:
(05-12-2017, 06:34 PM)Wonder Prop Wrote: Out of curiosity, would anyone that's been able to export Zelda's dress from the flashbacks (the blue and gold one) be able to post a few stills? A friend of mine is looking to make her dress for a cosplay and wasn't able to get what she needed out of the cutscenes so just a few shots (front, side, back) should do, even in T or A pose (not sure which BOTW uses for default).
Not possible. That model is only seen in pre-rendered cutscenes, not actual gameplay. Your only option is to get some screencaps from YouTube videos or something for reference material, unfortunately.

Well that's a shame, but thanks for the info. Guess I had it in my head that they used in-engine assets with better models, but it does make more sense to have them pre-rendered.
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Has anyone ripped the hylian shield model yet?
Also, do I have to use 3dsmax to try and do this? because I only have maya
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If helps anyone



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(05-02-2017, 06:42 AM)Trikeboy Wrote:
(04-29-2017, 06:07 AM)Relt Wrote: A quick question to anyone else who is digging through these files: does anyone have an idea what is going on with the textures for the dragons?  The images are enormous and try though I might, I can't seem to find any way to make them fit the model's UVs.  Is there an offset or something that I haven't stumbled on yet, or does the game's code just do something real weird with these giant textures?

The game adds the colours since the bodies are the same.  Nintendo does this a lot to save space.  A lot of the NPC's have different sin tones as well.  When you export them, their skin texture is black/white/grey too.

Is it possible to isolate the information that determines the skin tones so they can be added manually?
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(05-14-2017, 07:46 PM)zSydor Wrote: If helps anyone



Is there a similar tutorial for extracing models/textures from the pack files? I'm currently using UWizard to extract the archive (pack/sarc), then Yaz0Dec to decompress (sbfres->bfres), but the QuickBMS scripts (bfres->gtx) either don't produce files or are glitchy:

[Image: i78zg7.png]
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(05-19-2017, 12:25 PM)gammer10 Wrote: Is there a similar tutorial for extracing models/textures from the pack files? I'm currently using UWizard to extract the archive (pack/sarc), then Yaz0Dec to decompress (sbfres->bfres), but the QuickBMS scripts (bfres->gtx) either don't produce files or are glitchy:

[Image: i78zg7.png]
Looks like you're using the script on the .Tex2 archives. Don't do that, those only contain mipmaps (and is why the textures are coming out corrupted). Use it on the respective .Tex1 archives instead.
[Image: sig.gif]
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(05-19-2017, 06:26 PM)Random Talking Bush Wrote:
(05-19-2017, 12:25 PM)gammer10 Wrote: Is there a similar tutorial for extracing models/textures from the pack files? I'm currently using UWizard to extract the archive (pack/sarc), then Yaz0Dec to decompress (sbfres->bfres), but the QuickBMS scripts (bfres->gtx) either don't produce files or are glitchy:

[Image: i78zg7.png]
Looks like you're using the script on the .Tex2 archives. Don't do that, those only contain mipmaps (and is why the textures are coming out corrupted). Use it on the respective .Tex1 archives instead.
Thanks, I completely forgot about that. It appears however that the other archive (Link.bfres) doesn't contain any images. Is that right?
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