(03-28-2017, 05:01 PM)digivee Wrote: [ -> ]Where are the Champion's Tunic and Hylian Trousers located? I've been looking through a lot of the armor_### files, but none of them are what I'm looking for
Take a look at
ShadowOne333's list on GBATemp designed for the one trainer, as the numbering matches up almost perfectly with the respective filenames (minus the Flamebreaker gear, which is actually 030 instead of 011 due to some odd file relinking).
Anyway, since people have asked me a bunch of times about writing up some kind of tutorial as to how to get these extracted properly, here's a step-by-step process for that:
1. Make sure you have 3DS Max (I use 2010, but newer ones
should be fine) installed.
2. Download the
Wii U BFRES MaxScript to use with that.
3. Download
QuickBMS if you haven't gotten it already.
4. Download my
BFRES-to-GTX scripts to use with that, for extracting the textures from the ".Tex1.bfres" files, and my
"BFLIM DDS Fix" script to correct missing transparencies.
5. Download
TexConv2 so you can convert the textures from GTX to DDS.
6. Download
the SZSTools 1.0 package here for decompression.
7. Extract both the game's disc contents
and update files (you'll need both -- the disc has the textures, and the update has the models). You're on your own for this one, but there are tutorials for that elsewhere.
8. Drag-and-drop one of the .SBFRES files onto Yaz0Dec.exe from the SZSTools pack linked to above, and you'll get another file with "0.rarc" at the end. Replace the entire ".sbfres 0.rarc" part of the extension with ".bfres", as they're no longer compressed and now usable.
9. Run QuickBMS with the "BFRES_Textures_NoMips_BotWTex1Only.bms" script linked to above (or "BFRES_Textures_BotWTex1+2.bms" if you want mipmaps) on the .Tex1.bfres files, and you'll get a bunch of GTX files.
10. In the folder with TexConv2, there should be a subfolder called "Convert". Move the GTX files into there, and run the "convertGTX_lossless.bat" (
not the original batch, many normal and specular maps use ATI1/ATI2 formatting which don't extract correctly with the other one). The resulting .DDS files will be in the "OutDDS_Lossless" folder.
11. Run QuickBMS again, this time with the "BFLIMDDSFix.bms" script on the .DDS files, this will fix any transparencies being missing on the textures (due to a bug with TexConv2). If a texture becomes fully-transparent, you'll want to re-export those, but
without using the fix script on those respective files. Annoying, yes, but it works.
12. Move those .DDS files back to the same folder as the .BFRES files.
13. Start up 3DS Max, and go to
MaxScript -> Run Script.... Pick the script I linked to above ("BFRES Script_R4.ms" at the time of this writing). In the window that pops up, click "Load BFRES" and choose the file you want to open. If the .BFRES file has models in it, they'll show up in the menu on the right side. Pick one, and click on "Import BFMDL".
14. Sit back and wait for it to import, and if everything's done correctly, you'll have a fully-rigged, properly-textured model in your viewports!
15. Side note: If models have any polygon groups named "Layer", those won't have the correct textures applied (for now), so you'll have to re-apply the correct one to it. "Layer 2" is mainly used for normal/specular maps.
If I missed an important step, don't hesitate to let me know. (Or I can try writing up a more detailed one later, but I'm not really that good with tutorials, so I've been told...)