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[help plz] WarioWare Get It Together - Ripping In-Game 3D Models (and other stuff?)
#1
This is my first time on this board, so i will try my best to explain this quickly.

I had the idea of ripping in-game stuff from the latest WarioWare game: "WarioWare: Get It Together!" from Nintendo Switch.

This is what i've done:

-I dumped all the "romFS" files using the Yuzu emulator.
(includes: Introduction scenes, audio files in opus format, etc...)

-I extracted character files (e.g. 9-Volt.) which includes 3D models and textures using the "Switch-Toolbox" program.
(Character files are in the "Archive" folder, all of them are in .bea format, which can be opened with said program.)

And now, which where am i right now: I converted a 3D model to a .dea file so can be opened with Blender and stuff, but...
i don't know how to use Blender. (One of my issues being that i'm trying to rotate the head.)

Here's a Drive folder i've did which contains ALL of the stuff i've extracted from 9-Volt's .bea file.
https://drive.google.com/drive/folders/1...sPLh8SjuuZ

Can someone help me out with all of this? (Mostly, the Blender part.)

[Image: hnoDlac.png]
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#2
Small Update:

To make it look like if he was T-posing, i had to move every part/limb manually.
https://imgur.com/a/OU8FrRY
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#3
I took a look at your 9-volt dae, here are the results: https://imgur.com/a/IXZkPCq

The basic things you need to do in blender are: link the textures, and rotate a couple of body parts -90 degrees in the Y axis. If you look at my images, look at what I have highlighted on the right-hand side as a guide as to where to do these edits.

If you need help with any others let me know. I can also send you my blender file.

   
   
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#4
(09-30-2021, 01:31 AM)Boxy Wrote: I took a look at your 9-volt dae, here are the results: https://imgur.com/a/IXZkPCq

The basic things you need to do in blender are: link the textures, and rotate a couple of body parts -90 degrees in the Y axis. If you look at my images, look at what I have highlighted on the right-hand side as a guide as to where to do these edits.

If you need help with any others let me know. I can also send you my blender file.

Yeah, i would use your dae as a reference, because really idk how to use Blender for all that stuff. (I did rotate some parts to -90 degrees right now.)  Wink

I'm looking right now at the color/texture stuff, i tried changing the base color of the helmet and there's no effect or how do you use an image as a texture?
https://imgur.com/a/8FL840V
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#5
(09-30-2021, 01:19 PM)Dark 9-Volt Wrote:
(09-30-2021, 01:31 AM)Boxy Wrote: I took a look at your 9-volt dae, here are the results: https://imgur.com/a/IXZkPCq

The basic things you need to do in blender are: link the textures, and rotate a couple of body parts -90 degrees in the Y axis. If you look at my images, look at what I have highlighted on the right-hand side as a guide as to where to do these edits.

If you need help with any others let me know. I can also send you my blender file.

Yeah, i would use your dae as a reference, because really idk how to use Blender for all that stuff. (I did rotate some parts to -90 degrees right now.)  Wink

I'm looking right now at the color/texture stuff, i tried changing the base color of the helmet and there's no effect or how do you use an image as a texture?
https://imgur.com/a/8FL840V

It looks like you're in default shading mode. In the top right corner of the viewport, click the ball icon one to the right of what's currently highlighted. That should enable textured view. (You can try clicking the other ones too, one is wireframe view, one is render view, etc.)

With textured view on, now any textures you have applied will show up. Also pretty much any time you need to apply a texture, just make sure 'use nodes' is on, then right below that click on the dot next to Surface and select Principled BSDF. Then right under that, click on the Base Color dot and there should be an option to select 'Image', which then lets you click on a folder icon to load any image you want.

That should get you started hopefully. There's a whole other workflow for UV editing, and shader node editing, which you need to edit to apply the eye, mouth, and visor textures correctly (those require alpha transparency). I'll send over what I did (by no means perfect/complete) tonight.
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#6
(09-30-2021, 03:06 PM)Boxy Wrote:
(09-30-2021, 01:19 PM)Dark 9-Volt Wrote:
(09-30-2021, 01:31 AM)Boxy Wrote: I took a look at your 9-volt dae, here are the results: https://imgur.com/a/IXZkPCq

The basic things you need to do in blender are: link the textures, and rotate a couple of body parts -90 degrees in the Y axis. If you look at my images, look at what I have highlighted on the right-hand side as a guide as to where to do these edits.

If you need help with any others let me know. I can also send you my blender file.

Yeah, i would use your dae as a reference, because really idk how to use Blender for all that stuff. (I did rotate some parts to -90 degrees right now.)  Wink

I'm looking right now at the color/texture stuff, i tried changing the base color of the helmet and there's no effect or how do you use an image as a texture?
https://imgur.com/a/8FL840V

It looks like you're in default shading mode. In the top right corner of the viewport, click the ball icon one to the right of what's currently highlighted. That should enable textured view. (You can try clicking the other ones too, one is wireframe view, one is render view, etc.)

With textured view on, now any textures you have applied will show up. Also pretty much any time you need to apply a texture, just make sure 'use nodes' is on, then right below that click on the dot next to Surface and select Principled BSDF. Then right under that, click on the Base Color dot and there should be an option to select 'Image', which then lets you click on a folder icon to load any image you want.

That should get you started hopefully. There's a whole other workflow for UV editing, and shader node editing, which you need to edit to apply the eye, mouth, and visor textures correctly (those require alpha transparency). I'll send over what I did (by no means perfect/complete) tonight.

Here's a zip attachment with my folder. If it doesn't attach correctly let me know, I can always share a link if it didn't work. Basically it's your original folder with my files added.

The blend file is the one you want to look at, since it has all the nodes set up. You can look at how I set up the transparency settings for certain textures.

Any more success so far on your end?

The dae is t-posed but the textures probably won't all show up. If you need a better dae, let me know and I can tinker a bit more to get that to export better. But I think the blend file will be your go-to.

I didn't apply textures/transparency to the side mouth, side eye, side visor, or visor outline. I wasn't exactly sure what the end result is supposed to look like. I'd have to see more of the game or more characters to get a better idea of what it's supposed to look like.

Any questions just let me know.


Attached Files
.zip   Wario Ware GIT_9volt.zip (Size: 849.78 KB / Downloads: 76)
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#7
(10-01-2021, 11:40 AM)Boxy Wrote:
(09-30-2021, 03:06 PM)Boxy Wrote:
(09-30-2021, 01:19 PM)Dark 9-Volt Wrote: Yeah, i would use your dae as a reference, because really idk how to use Blender for all that stuff. (I did rotate some parts to -90 degrees right now.)  Wink

I'm looking right now at the color/texture stuff, i tried changing the base color of the helmet and there's no effect or how do you use an image as a texture?
https://imgur.com/a/8FL840V

It looks like you're in default shading mode. In the top right corner of the viewport, click the ball icon one to the right of what's currently highlighted. That should enable textured view. (You can try clicking the other ones too, one is wireframe view, one is render view, etc.)

With textured view on, now any textures you have applied will show up. Also pretty much any time you need to apply a texture, just make sure 'use nodes' is on, then right below that click on the dot next to Surface and select Principled BSDF. Then right under that, click on the Base Color dot and there should be an option to select 'Image', which then lets you click on a folder icon to load any image you want.

That should get you started hopefully. There's a whole other workflow for UV editing, and shader node editing, which you need to edit to apply the eye, mouth, and visor textures correctly (those require alpha transparency). I'll send over what I did (by no means perfect/complete) tonight.

Here's a zip attachment with my folder. If it doesn't attach correctly let me know, I can always share a link if it didn't work. Basically it's your original folder with my files added.

The blend file is the one you want to look at, since it has all the nodes set up. You can look at how I set up the transparency settings for certain textures.

Any more success so far on your end?

The dae is t-posed but the textures probably won't all show up. If you need a better dae, let me know and I can tinker a bit more to get that to export better. But I think the blend file will be your go-to.

I didn't apply textures/transparency to the side mouth, side eye, side visor, or visor outline. I wasn't exactly sure what the end result is supposed to look like. I'd have to see more of the game or more characters to get a better idea of what it's supposed to look like.

Any questions just let me know.

I saw your .dae file already, it looks very complete (it would be worth it if you get to upload it.) apart of mine's which it has some issues left (coloring the arms, adding the eyes textures.) , my idea was to change my model using his original design colors. (Red on the shoes.)

This is how i managed to at least put some colors to my model, here's a download link for my .dae file:
https://drive.google.com/file/d/1Oq3VBxx...sp=sharing
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#8
(10-01-2021, 09:48 PM)Dark 9-Volt Wrote:
(10-01-2021, 11:40 AM)Boxy Wrote:
(09-30-2021, 03:06 PM)Boxy Wrote: It looks like you're in default shading mode. In the top right corner of the viewport, click the ball icon one to the right of what's currently highlighted. That should enable textured view. (You can try clicking the other ones too, one is wireframe view, one is render view, etc.)

With textured view on, now any textures you have applied will show up. Also pretty much any time you need to apply a texture, just make sure 'use nodes' is on, then right below that click on the dot next to Surface and select Principled BSDF. Then right under that, click on the Base Color dot and there should be an option to select 'Image', which then lets you click on a folder icon to load any image you want.

That should get you started hopefully. There's a whole other workflow for UV editing, and shader node editing, which you need to edit to apply the eye, mouth, and visor textures correctly (those require alpha transparency). I'll send over what I did (by no means perfect/complete) tonight.

Here's a zip attachment with my folder. If it doesn't attach correctly let me know, I can always share a link if it didn't work. Basically it's your original folder with my files added.

The blend file is the one you want to look at, since it has all the nodes set up. You can look at how I set up the transparency settings for certain textures.

Any more success so far on your end?

The dae is t-posed but the textures probably won't all show up. If you need a better dae, let me know and I can tinker a bit more to get that to export better. But I think the blend file will be your go-to.

I didn't apply textures/transparency to the side mouth, side eye, side visor, or visor outline. I wasn't exactly sure what the end result is supposed to look like. I'd have to see more of the game or more characters to get a better idea of what it's supposed to look like.

Any questions just let me know.

I saw your .dae file already, it looks very complete (it would be worth it if you get to upload it.) apart of mine's which it has some issues left (coloring the arms, adding the eyes textures.) , my idea was to change my model using his original design colors. (Red on the shoes.)

This is how i managed to at least put some colors to my model, here's a download link for my .dae file:
https://drive.google.com/file/d/1Oq3VBxx...sp=sharing
Hi! Sorry for the slow reply. Oh okay, yeah I could upload it to models resource if you want. I can put both our user names on the submission. I should have some time to do it this week.

Do you have basically all the files from the game? If there's anything else in there worth uploading you want me to do, I can do those too while I'm at it. Just let me know. I'm familiar with switch toolbox, so even if it's just some raw dumped files I can make use of it. If not though, no worries. I'll let you know when I do the upload.
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#9
(10-04-2021, 07:29 PM)Boxy Wrote:
(10-01-2021, 09:48 PM)Dark 9-Volt Wrote:
(10-01-2021, 11:40 AM)Boxy Wrote: Here's a zip attachment with my folder. If it doesn't attach correctly let me know, I can always share a link if it didn't work. Basically it's your original folder with my files added.

The blend file is the one you want to look at, since it has all the nodes set up. You can look at how I set up the transparency settings for certain textures.

Any more success so far on your end?

The dae is t-posed but the textures probably won't all show up. If you need a better dae, let me know and I can tinker a bit more to get that to export better. But I think the blend file will be your go-to.

I didn't apply textures/transparency to the side mouth, side eye, side visor, or visor outline. I wasn't exactly sure what the end result is supposed to look like. I'd have to see more of the game or more characters to get a better idea of what it's supposed to look like.

Any questions just let me know.

I saw your .dae file already, it looks very complete (it would be worth it if you get to upload it.) apart of mine's which it has some issues left (coloring the arms, adding the eyes textures.) , my idea was to change my model using his original design colors. (Red on the shoes.)

This is how i managed to at least put some colors to my model, here's a download link for my .dae file:
https://drive.google.com/file/d/1Oq3VBxx...sp=sharing
Hi! Sorry for the slow reply. Oh okay, yeah I could upload it to models resource if you want. I can put both our user names on the submission. I should have some time to do it this week.

Do you have basically all the files from the game? If there's anything else in there worth uploading you want me to do, I can do those too while I'm at it. Just let me know. I'm familiar with switch toolbox, so even if it's just some raw dumped files I can make use of it. If not though, no worries. I'll let you know when I do the upload.

Yes, that should make it.

And also, yeah, Yuzu has the option to dump all in-game files from the "romfs" folder.

Here's a download link to it: https://drive.google.com/file/d/1G-MZj74...sp=sharing
(Try sharing it with the others within the community.)
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#10
Update: I just did the conversion and texturing for the first 4 playable characters (with the game open as reference)

I just don't know how to fix transparency issues on the face parts (yet), so I guess I'm just as much as a n00b at this as OP? Tongue

Once I've looked at Boxy's 9-Volt file to see how to do that, I'll dump them in a Google Drive folder or smth (in case I can't upload straight to MR without a proper armature)
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#11
Looks like I was kinda slow, and OP managed to do 13 models on their own Content
   
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#12
(10-11-2021, 12:13 AM)KJNanika Wrote: Looks like I was kinda slow, and OP managed to do 13 models on their own Content
Thanks OP for sharing! Holy smokes I'm sorry, didn't mean to make you upload the whole thing, I meant just 2 or 3 .bea files or whatever, haha. Your link might get removed, I'm guessing site policy is against a whole game upload. Maybe I'm wrong, anyway I'm sure passers-by will appreciate it.

I took a look at other characters. Some like Jimmy don't seem to need much/any transparency and are very straightforward. Also for anyone reading, in switch toolbox I got best results by exporting the model, then also going to the texture folder and exporting all textures from there. Just clicking "export textures" when exporting the model didn't grab all the textures, it seems in some cases. And from what I can tell, the texture you want to apply in blender in most cases will be the same name as the material name. For most textures you want to use the one with _bezel at the end of the name. I recommend starting with Jimmy and applying his blue hair to get an idea and get a feel for it. (If you do something wrong you'll know right away because it'll be brown or orange hair.)

Yeah I guess since it's a Nintendo game, it's automatically going to be popular with rippers. So lots of people probably have been jumping on it and digging into it. I didn't submit yet and I don't think OP did either. Haha. No worries, we're all on the same team. I guess I will keep an eye on the page and submit whatever isn't there, if anything. If nothing else I can share more of my work here, since I imagine it will be quite a while before they go live on models resource.

For transparency there's multiple ways to go about it. But what I do is change the material from opaque to alpha blend, then go to Shader/Node editing workflow, and add a transparent shader linked to a mix shader.

Connect the image texture's alpha to the alpha slot of the Principled BSDF. Output of BSDF goes to one of the bottom two slots of the mix shader. The transparent shader links to the other one of the bottom two slots on mix shader. The top slot of mix shader is left unlinked usually, but you can use the slider there to determine how transparent the whole effect is. Finally, connect the output of mix shader to the render output surface node. It can be a little tricky and takes some experimenting at first, but once you've done it once it's pretty easy. I'll try to share a screenshot of all this in a bit, since it's a lot easier to see than read.

Hopefully that helps anyone reading. Also earlier in this thread we were "fixing" 9-volt's T-pose by rotating parts 90 degrees, but after looking at other characters who don't need any rotation, he should probably be left that way. I haven't played the game but it looks like that's his default pose, riding a skateboard sideways. Sorry for the long reply but hopefully it's useful info.
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