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Well it's a bit more tedious but I assume it's just a corrupted texture during the conversion. If we were to use the 'Dump Texture' option in Dolphin then we could possibly just replace the corrupted textures with the ones we dumped manually.

Otherwise, I would assume there are other ways to dump GC Isos, but I've never looked into it.
(02-12-2017, 09:27 PM)MidnightXS Wrote: [ -> ]Well, that was easy. Animations and all.



Edit: I believe the OP is now fully updated, lemme know if I missed anything!

(02-24-2017, 12:07 PM)MidnightXS Wrote: [ -> ]
(02-23-2017, 03:16 PM)Euden Wrote: [ -> ]however only parts appear to have textures, not sure where I'd find them. Same for the interiors

What do you mean?

Opening some of the files show the mesh with a white with some parts of it actually having the texture, with the files named as they are it's quite difficult finding the right texture for the right mesh.
(01-29-2017, 12:03 PM)Kosmil Wrote: [ -> ]Hello guys. I know my question may sound silly, but I would like to know if there is any way to get the model for Ganon's Castle at the final battle with Ganon. I know we already have the model for Ganon's Castle but this format is before the battle with Ganondorf. I am looking for the stage where the final battle takes place.

I have a Ganon model ripped and is in the works it should be uplaoaded very soon my friend
@Euden I'm going to have to look into it a bit more, unfortunately. All I really did was poke around a bit to find what files are where for you. I'll look around more tomorrow.


Speaking of poking around, I got my hands on that leaked Wii U Breath of the Wild iso (I won't say how) and decrypted it, poked around, and converted the music. I also found the model files under "content\Model\" (So complicated, I know). Unfortunately I have no idea what to do with the format, .sbfres. It looks like it's used for the textures, animations, and models just based on the file names.

I'll post a screenshot but the file names may contain spoilers for the game (Doubtful but idfk) so look at your own risk.

(02-28-2017, 04:07 PM)MidnightXS Wrote: [ -> ]@Euden I'm going to have to look into it a bit more, unfortunately. All I really did was poke around a bit to find what files are where for you. I'll look around more tomorrow.


Speaking of poking around, I got my hands on that leaked Wii U Breath of the Wild iso (I won't say how) and decrypted it, poked around, and converted the music. I also found the model files under "content\Model\" (So complicated, I know). Unfortunately I have no idea what to do with the format, .sbfres. It looks like it's used for the textures, animations, and models just based on the file names.

I'll post a screenshot but the file names may contain spoilers for the game (Doubtful but idfk) so look at your own risk.

 
They are just Yaz0 compressed files with bfres in them. Simply drag one to yaz0dec.exe and then rename the file to a .bfres file. You can open it with rtb's latest bfres script in max or smb's blender script.
(03-02-2017, 11:39 AM)KillzXGaming Wrote: [ -> ]
(02-28-2017, 04:07 PM)MidnightXS Wrote: [ -> ]@Euden I'm going to have to look into it a bit more, unfortunately. All I really did was poke around a bit to find what files are where for you. I'll look around more tomorrow.


Speaking of poking around, I got my hands on that leaked Wii U Breath of the Wild iso (I won't say how) and decrypted it, poked around, and converted the music. I also found the model files under "content\Model\" (So complicated, I know). Unfortunately I have no idea what to do with the format, .sbfres. It looks like it's used for the textures, animations, and models just based on the file names.

I'll post a screenshot but the file names may contain spoilers for the game (Doubtful but idfk) so look at your own risk.

 
They are just Yaz0 compressed files with bfres in them. Simply drag one to yaz0dec.exe and then rename the file to a .bfres file. You can open it with rtb's latest bfres script in max or smb's blender script.

Oh, that works. Thank you! Now I can get the textures converted pretty far down the chain. SBFRES -> BFRES -> GTX, but unfortunately GTX -> DDS only work on some textures, not all of them. I feel like the BFRES -> GTX cuts some out as well. What would you recommend using?
(03-02-2017, 04:10 PM)MidnightXS Wrote: [ -> ]
(03-02-2017, 11:39 AM)KillzXGaming Wrote: [ -> ]
(02-28-2017, 04:07 PM)MidnightXS Wrote: [ -> ]@Euden I'm going to have to look into it a bit more, unfortunately. All I really did was poke around a bit to find what files are where for you. I'll look around more tomorrow.


Speaking of poking around, I got my hands on that leaked Wii U Breath of the Wild iso (I won't say how) and decrypted it, poked around, and converted the music. I also found the model files under "content\Model\" (So complicated, I know). Unfortunately I have no idea what to do with the format, .sbfres. It looks like it's used for the textures, animations, and models just based on the file names.

I'll post a screenshot but the file names may contain spoilers for the game (Doubtful but idfk) so look at your own risk.

 
They are just Yaz0 compressed files with bfres in them. Simply drag one to yaz0dec.exe and then rename the file to a .bfres file. You can open it with rtb's latest bfres script in max or smb's blender script.

Oh, that works. Thank you! Now I can get the textures converted pretty far down the chain. SBFRES -> BFRES -> GTX, but unfortunately GTX -> DDS only work on some textures, not all of them. I feel like the BFRES -> GTX cuts some out as well. What would you recommend using?
I use SMB's inject pack here. Then use the outDDS lossless ones.
I have the BotW ISO, and family should be getting a copy of the disc as well, so I can play it legitimately and also help with getting models uploaded.

Granted I'll still be a little script kiddie and not know much of what's going on.
(03-03-2017, 05:53 PM)TwiliChaos Wrote: [ -> ]I have the BotW ISO, and family should be getting a copy of the disc as well, so I can play it legitimately and also help with getting models uploaded.

Granted I'll still be a little script kiddie and not know much of what's going on.
The formats are already all known (.SBFRES = Yaz0-compressed BFRES files, and there's already a MaxScript for the models and a QuickBMS script for the textures), so it shouldn't be too difficult to get at 'em. Tongue
Am I missing something with Breath of the Wild and obtaining the .bfres files? I have the iso and access to the models. They are in .sbfres format. I dragged my .sbfres file (Animal_Donkey.sbfres) onto yaz0dec.exe. I get a file called "Animal_Donkey.sbfres 0.rarc". I drag that onto rarcdump.exe but all I get is an empty folder called Animal_Donkey.sbfres 0.rarc_dir. I must have missed a step.
(03-05-2017, 01:52 PM)Trikeboy Wrote: [ -> ]Am I missing something with Breath of the Wild and obtaining the .bfres files?  I have the iso and access to the models.  They are in .sbfres format. I dragged my .sbfres file (Animal_Donkey.sbfres) onto yaz0dec.exe.  I get a file called "Animal_Donkey.sbfres 0.rarc".  I drag that onto rarcdump.exe but all I get is an empty folder called Animal_Donkey.sbfres 0.rarc_dir. I must have missed a step.
No, that's correct. For whatever reason Yaz0Dec.exe automatically assumes files are RARCs when they're not always. Just remove the 0.RARC from the end of the filename, and change the extension to .BFRES, then use that as you normally would.
(03-05-2017, 02:15 PM)Random Talking Bush Wrote: [ -> ]
(03-05-2017, 01:52 PM)Trikeboy Wrote: [ -> ]Am I missing something with Breath of the Wild and obtaining the .bfres files?  I have the iso and access to the models.  They are in .sbfres format. I dragged my .sbfres file (Animal_Donkey.sbfres) onto yaz0dec.exe.  I get a file called "Animal_Donkey.sbfres 0.rarc".  I drag that onto rarcdump.exe but all I get is an empty folder called Animal_Donkey.sbfres 0.rarc_dir. I must have missed a step.
No, that's correct. For whatever reason Yaz0Dec.exe automatically assumes files are RARCs when they're not always. Just remove the 0.RARC from the end of the filename, and change the extension to .BFRES, then use that as you normally would.

Thank you for that.  I also had trouble with your script until I realized I was using an out of date one.  I have the model now and was happy to discover it is fully rigged.  Now to get the textures.

[Image: 2mqu82v.jpg]
(03-05-2017, 03:29 PM)Trikeboy Wrote: [ -> ]Thank you for that.  I also had trouble with your script until I realized I was using an out of date one.  I have the model now and was happy to discover it is fully rigged.  Now to get the textures.
Funny you should mention that, it's been out of date ever since you downloaded it! Tongue

What I mean by that, is I've actually gone and uploaded a newer revision of both the model and texture scripts to support Breath of the Wild better.
(03-06-2017, 03:13 PM)Random Talking Bush Wrote: [ -> ]
(03-05-2017, 03:29 PM)Trikeboy Wrote: [ -> ]Thank you for that.  I also had trouble with your script until I realized I was using an out of date one.  I have the model now and was happy to discover it is fully rigged.  Now to get the textures.
Funny you should mention that, it's been out of date ever since you downloaded it! Tongue

What I mean by that, is I've actually gone and uploaded a newer revision of both the model and texture scripts to support Breath of the Wild better.

You sir are a mastermind.  Zelda was proving to be a tough one to get working using the old script. She refused to export correctly.  The BOTW models still need a lot of work due to the bones being very oddly worked but its nothing that is hard to do.  I'm still working to understand exactly how the two texture files work together though.  I have been able to get a couple of models ready to upload but I'll wait till I get it all perfect.
(03-06-2017, 07:41 PM)Trikeboy Wrote: [ -> ]You sir are a mastermind.  Zelda was proving to be a tough one to get working using the old script. She refused to export correctly.  The BOTW models still need a lot of work due to the bones being very oddly worked but its nothing that is hard to do.  I'm still working to understand exactly how the two texture files work together though.  I have been able to get a couple of models ready to upload but I'll wait till I get it all perfect.
Yeah, Zelda's model in particular is one of the reasons why I had to rewrite parts of the script, her rigging was originally broken because the script only had support for up to 4 bone rig influences per vertex, and hers had up to 8 due to how many skirt bones and such her model has.

As for the textures, just ignore the "Tex2" archives entirely and just use the "NoMip_BotWTex1Only" script on the Tex1 archives. Those have the full-resolution textures, whereas the Tex2 files only have the lower-resolution mipmaps. I can understand if it's a bit confusing at first.
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