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Budokai 3
#1
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Hello Guys Im Trying To Make A Game In Unity Using DBZ But I Cant Figure Out How to Rip Models From Budokai3 what do i do
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#2
(08-31-2016, 11:11 PM)Gotenks46 Wrote: Hello Guys Im Trying To Make A Game In Unity Using DBZ But I Cant Figure Out How to Rip Models From Budokai3 what do i do

Just wait for Xenoverse 2 to come out. Those models are rippable.
Some guy who just lurks this place nowadays.
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#3
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(09-03-2016, 08:13 PM)nobody231 Wrote:
(08-31-2016, 11:11 PM)Gotenks46 Wrote: Hello Guys Im Trying To Make A Game In Unity Using DBZ But I Cant Figure Out How to Rip Models From Budokai3 what do i do

Just wait for Xenoverse 2 to come out. Those models are rippable.
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#4
(08-31-2016, 11:11 PM)Gotenks46 Wrote: Hello Guys Im Trying To Make A Game In Unity Using DBZ But I Cant Figure Out How to Rip Models From Budokai3 what do i do

Ripping models from Budokai 1, 2 and 3 is really easy if you have the right tools. The tools you're going to need are Noesis , AFS Explorer , Game Graphic Studio , 3D Studio Max and QuickBMS (You only need QuickBMS if you plan on ripping models from Budokai 2, 3 and Infinite World) you're also going to need a couple of scripts. Here's the bms script you'll need (you only need 2DragonballBin) and here's the AMO Import maxscript you'll need ( this script was made by killercracker). First step involves getting the rom for the Budokai game you want to rip models from, I'm going to rip Majin Vegeta from Budokai 2 for this tutorial. Now that you have your rom you need open it in Noesis and extract it, you should be given multiple AFS files, this is where AFS Explorer comes in.


If you're using Budokai 1 this step should be easy, seeing as in every DragonBall Z Budokai game the models are stored in AMO files and the textures are stored in AMT files. In budokai 1 every character's AMO/ AMT files have an abbreviation of their name and aren't stored in a compressed file.  However in Budokai 2, 3 and IW the AMO/ AMT files for each character are stored in their own compressed bin file, I'm assuming this was done to use less space since Budokai 2, 3 and IW have more chacters than Budokai 1, the bin files are unnamed so you'll have to look up the bin list on the isozone for the Budokai game you're ripping from. I'm using Budokai 2 and according to the bin list Majin Vegeta is unnamed_228.bin, the AFS file you'll want to import into AFS Explorer is located in Budokai X_files\USR\DATA_CMN.AFS (AFS file name may be slightly different depending on which Budokai you're using but it should be very similar to that) now select the bin file you want (or AMO and AMT files if you're using Budokai 1) and export.

[Image: k3TfqHr.png]

Now this next step only applies to bin files, you're going to need to run 2DragonballBin in QuickBMS and select the bin file you just exported, it should give you AMO.1 and AMT.2, then change the file extensions of the .1 file to .AMO and the .2 file to .AMT you'll be given a warning that the file may become unusable but don't listen to it, I've done this multiple times and the file remains perfectly fine. Now open Game Graphic Studio and select the AMT file you'd like to export textures from and change the interlace settings to BGR (BGR +1 if using Budokai 1) you can now export the textures you need in png, bmp or tga format.


[Image: CDn0HJv.png]


Now you have the textures for the model you want and the model in AMO format, take the budokai maxscript you downloaded and place it in "This PC\C:\Program Files\Autodesk\3ds Max 20XX\scripts", then launch 3D Studio Max, select Scripting, Run Script and then select the budokai maxscript, after the script has been selected you will be prompted to select the AMO file you'd like to import, you should get something like this.

[Image: 0WDNVcH.png]

After you move the misplaced sections of the model to their correct places, apply the textures (the models are UV mapped so applying the textures is easy) and smooth the model you should have great results.

[Image: UloE55R.png]

Here are my results by using this method of ripping models from Budokai games. These models aren't rigged so unless you know how to rig models, these probably won't be of much use to you. I myself have been using them to make Garry's Mod playermodels and decided I'd tell people how I've been ripping the models so they can rip the characters they want.
[Image: WGiT0RX.png]
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#5
(09-11-2016, 06:28 PM)Sc4recroW Wrote:
(08-31-2016, 11:11 PM)Gotenks46 Wrote: Hello Guys Im Trying To Make A Game In Unity Using DBZ But I Cant Figure Out How to Rip Models From Budokai3 what do i do

Ripping models from Budokai 1, 2 and 3 is really easy if you have the right tools. The tools you're going to need are Noesis , AFS Explorer , Game Graphic Studio , 3D Studio Max and QuickBMS (You only need QuickBMS if you plan on ripping models from Budokai 2, 3 and Infinite World) you're also going to need a couple of scripts. Here's the bms script you'll need (you only need 2DragonballBin) and here's the AMO Import maxscript you'll need ( this script was made by killercracker). First step involves getting the rom for the Budokai game you want to rip models from, I'm going to rip Majin Vegeta from Budokai 2 for this tutorial. Now that you have your rom you need open it in Noesis and extract it, you should be given multiple AFS files, this is where AFS Explorer comes in.


If you're using Budokai 1 this step should be easy, seeing as in every DragonBall Z Budokai game the models are stored in AMO files and the textures are stored in AMT files. In budokai 1 every character's AMO/ AMT files have an abbreviation of their name and aren't stored in a compressed file.  However in Budokai 2, 3 and IW the AMO/ AMT files for each character are stored in their own compressed bin file, I'm assuming this was done to use less space since Budokai 2, 3 and IW have more chacters than Budokai 1, the bin files are unnamed so you'll have to look up the bin list on the isozone for the Budokai game you're ripping from. I'm using Budokai 2 and according to the bin list Majin Vegeta is unnamed_228.bin, the AFS file you'll want to import into AFS Explorer is located in Budokai X_files/USR/ DATA_CMN.AFS (AFS file name may be slightly different depending on which Budokai you're using but it should be very similar to that) now select the bin file you want (or AMO and AMT files if you're using Budokai 1) and export.

[Image: k3TfqHr.png]

Now this next step only applies to bin files, you're going to need to run 2DragonballBin in QuickBMS and select the bin file you just exported, it should give you AMO.1 and AMT.2, then change the file extensions of the .1 file to .AMO and the .2 file to .AMT you'll be given a warning that the file may become unusable but don't listen to it, I've done this multiple times and the file remains perfectly fine. Now open Game Graphic Studio and select the AMT file you'd like to export textures from and change the interlace settings to BGR (BGR +1 if using Budokai 1) you can now export the textures you need in png, bmp or tga format.


[Image: CDn0HJv.png]


Now you have the textures for the model you want and the model in AMO format, launch 3D Studio Max and select scripting and new script after the script has ran you will be prompted to select the AMO file you'd like to import, you should get something like this.

[Image: 0WDNVcH.png]

After you move the misplaced sections of the model to their correct places, apply the textures (the models are UV mapped so applying the textures is easy) and smooth the model you should have great results.

[Image: UloE55R.png]

Here are my results by using this method of ripping models from Budokai games. These models aren't rigged so unless you know how to rig models, these probably won't be of much use to you. I myself have been using them to make Garry's Mod playermodels and decided I'd tell people how I've been ripping the models so they can rip the characters they want.

Thanks With This Info I Can Rip Ubb And Pan
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#6
Any link to a budokai.ms which does not crash when importing AMO from Budokai 1? I want King Cold's model. Very Sad
Developer of Super Smash Bros. Feud, and I like to consider myself a pretty decent, approachable guy!
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#7
(09-11-2016, 07:46 PM)TabuuForteAkugun Wrote: Any link to a budokai.ms which does not crash when importing AMO from Budokai 1? I want King Cold's model. Very Sad

You'll have to contact killercracker about that, I didn't write the script they did, I did notice that certain models from Budokai 1 can't import and on models like Fat Buu from Budokai 2 onward the cape doesn't import. I also noticed that scouter lenses don't import, I'll see if I have any luck importing King Cold though.
[Image: WGiT0RX.png]
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#8
Here's an updated script. I figured out how to import bones but not the rigging. Some of the parts fall into their correct places though you'll still have to rotate some of them to their correct orientation. If you have any issues with some files not importing, just pm them to me and I'll update the script accordingly.
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#9
Thanks!

EDIT:

[Image: reSPHb0.png]

Heart Big Grin
Developer of Super Smash Bros. Feud, and I like to consider myself a pretty decent, approachable guy!
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#10
(09-12-2016, 08:56 AM)killercracker Wrote: Here's an updated script. I figured out how to import bones but not the rigging. Some of the parts fall into their correct places though you'll still have to rotate some of them to their correct orientation. If you have any issues with some files not importing, just pm them to me and I'll update the script accordingly.

You are literally my favorite person Big Grin
[Image: WGiT0RX.png]
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#11
(09-12-2016, 09:03 AM)TabuuForteAkugun Wrote: Thanks!

EDIT:

[Image: reSPHb0.png]

Heart Big Grin

That's a nice rip but like I said in my tutorial, when exporting Budokai 1 textures with Game Graphic Studio, you need to have your interlace settings set to BGR +1 (only use BGR when exporting Budokai 2, 3 and IW textures) or else you'll get that strange dithering effect the textures on your King Cold currently have, also King Cold should have charcoal colored horns. I'm not trying to rude, so please don't get upset at this comment, I'm just trying to help you with the textures on your King Cold rip, because I myself have always thought King Cold was a cool looking character.
[Image: WGiT0RX.png]
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#12
He's the coolest and was treated the worst. Sad

And yea, they look way better. But Max keeps throwing a PNG Library something-or-other error when I import them.

And one of them even crashed max. I'll run'em through Noesis and see.

[Image: oIFmk16.png]

I had used the wrong texture at first for dem horns, believe it or not. Tongue

I heard a rumour somewhere, I doubt it's true, he was perhaps meant to be a PC in Budokai 1. I' don't believe it, tho.
Developer of Super Smash Bros. Feud, and I like to consider myself a pretty decent, approachable guy!
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#13
(09-12-2016, 12:32 PM)TabuuForteAkugun Wrote: He's the coolest and was treated the worst. Sad

And yea, they look way better. But Max keeps throwing a PNG Library something-or-other error when I import them.

And one of them even crashed max. I'll run'em through Noesis and see.

I've gotten that png issue before, I think it might just be Max having issues importing obj's when the textures are in png format because I never seem to get that issue when I import an obj and all of the textures are bmp format.
[Image: WGiT0RX.png]
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#14
After I ran'em through, they worked just fine. Max doesn't seem to like Game Graphic Studio. :/

Now I just gotta find somethin' to do with this guy, since I finally got him. Thanks, bro, I've been tearing my hair out trying to rip him for over a year, Very Sad

Honestly, I think the Tenkaichi 3 model is even more well made, but I'd like that one with rig/bones intact. I even have a version of that one setup by a pal for Smash modding,
Developer of Super Smash Bros. Feud, and I like to consider myself a pretty decent, approachable guy!
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#15
3D Modelling 
Oh Guys I Was Thinking For the unity game why dont i include Goku Jr And Vegeta Jr So What Should I Do Should I Edir the models for bt3 or wiat till xenoverse 2 come out and wait for goten and gohan models to be ripped so i can edit them Question Block
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