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Crash Bandicoot Nsane Trilogy Model Ripping Help
#31
I was just gonna ask for a progress report myself, but I see Dilly did it already
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#32
Any Updates?
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#33
Any updates? Its been quite a while. Are we better of waiting for the PC version?
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#34
The steam and switch version are coming out very soon. Those should be easier to access everything.
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#35
Since the game just released on Steam I scrambled to find a way to decrypt these files, turns out the Marvel Ultimate Alliance 2 BMS worked like a charm. Still have to work around IGZ files but it works

https://i.imgur.com/prxZLts.png

Right now the best option for the IGZ files is to use a hex editor to convert to OBJ for the models, I'll let you know my progress as soon as I can.
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#36
(06-29-2018, 03:08 PM)Pixelbuster Wrote: Since the game just released on Steam I scrambled to find a way to decrypt these files, turns out the Marvel Ultimate Alliance 2 BMS worked like a charm. Still have to work around IGZ files but it works

https://i.imgur.com/prxZLts.png

Right now the best option for the IGZ files is to use a hex editor to convert to OBJ for the models, I'll let you know my progress as soon as I can.

I would wait just a bit longer. Apoc Hedgie's N.Sane Trilogy model pack for Source Film Maker has just been released, and that means RandomTBush will upload the models as submissions soon.
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#37
I'm very interested in getting access to all the music files and potentially sound files so that I can look into replacing them with the original tracks as that is a very heavily requested mod. Anyone have any ideas?
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#38
Video 
I few years ago I made a small template using Unity for a Crash game:



I stopped the project cause N Sany Trilogy was announced and VV team was doing the same than me plus 100x better.

Those new models are marvelous. Make me want to try to do something using Unity again.
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#39
Any ideas what compression type IGZ files uses? I'm not necessarily thinking on looking into the model formats particularly but they do get used for most things like textures and stuff.

Edit: Seems the switch version has file formats compressed vs PC
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#40
(06-30-2018, 12:22 PM)KillzXGaming Wrote: Any ideas what compression type IGZ files uses? I'm not necessarily thinking on looking into the model formats particularly but they do get used for most things like textures and stuff.

Edit: Seems the switch version has file formats compressed vs PC
It's the same kind of compression (dynamic LZMA), it just doesn't get decompressed properly because there's an extra few bytes in the headers for each compressed chunk due to the Switch version's archives (version 12, compared to the PS4/PC's version 11).
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#41
any eta on the maxscript being released
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#42
You can always get the models from the PC version now anon. Smile
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#43
(07-06-2018, 03:22 AM)Nitwitsworld Wrote: You can always get the models from the PC version now anon. Smile

they are still in .igz and can't be opened until the maxscript comes out.
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#44
(07-06-2018, 03:55 PM)DillyDong Wrote:
(07-06-2018, 03:22 AM)Nitwitsworld Wrote: You can always get the models from the PC version now anon. Smile

they are still in .igz and can't be opened until the maxscript comes out.
More importantly, when I get around to updating the script yet again since the PC version's files are incompatible (the Switch version's models work though, hrmm...).
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#45
I noticed Crash, Cortex, Aku Aku and Uka Uka randomly popped up in the Gmod workshop.

That's pretty cool, looking forward to seeing Coco and Tawna show up.
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