12-13-2021, 05:49 PM
Mad props to HeroArts on the discord for teaching me how to do this!
This is a tutorial on how to rip models from Capcom games on the 3DS that use the MT Framework engine (so most of Capcom's 3DS lineup). Of notable interest to myself in particular are the Ace Attorney titles, including The Great Ace Attorney/Dai Gyakuten Saiban, and Monster Hunter Stories, but like I said earlier, it'll work on most of Capcom's 3DS lineup. Note that this DOES NOT WORK on PC/Switch ports of the same titles, so this won't work on The Great Ace Attorney Chronicles, only the original 3DS versions.
You need the following:
-3DS Max (free trial will do)
-Blender (Optional)
-Citra
-MT Framework 3DS Max plugin
-Kuriimu2
-ScarletConvert
Dumping your romfs and extracting the files
Converting the textures
This is really simple, just open the folder where Scarlet.exe is and drag the .tex files onto it one at a time. Refresh the folder where the tex files are and they'll be there in PNG format.
Import into 3DS Max
Finishing off in Blender
You can technically use 3DS Max for this, but I prefer Blender personally. Just import and apply textures as you normally would. Note that some textures are exported upside-down, so you'll need to flip them vertically in an image editor. Export as .dae and your model should be ready to submit!
Special considerations per-game
This is a tutorial on how to rip models from Capcom games on the 3DS that use the MT Framework engine (so most of Capcom's 3DS lineup). Of notable interest to myself in particular are the Ace Attorney titles, including The Great Ace Attorney/Dai Gyakuten Saiban, and Monster Hunter Stories, but like I said earlier, it'll work on most of Capcom's 3DS lineup. Note that this DOES NOT WORK on PC/Switch ports of the same titles, so this won't work on The Great Ace Attorney Chronicles, only the original 3DS versions.
You need the following:
-3DS Max (free trial will do)
-Blender (Optional)
-Citra
-MT Framework 3DS Max plugin
-Kuriimu2
-ScarletConvert
Dumping your romfs and extracting the files
Open Citra and right click the game you want to dump, then click "dump romfs". This basically extracts the game data into a folder format so you can get at the files. Now open Kuriimu2, File>Open. Navigate to the "archive" folder of your romfs dump, then open one of the .arc files. In this example, it's Ryunosuke Naruhodo from Dai Gyakuten Saiban.
Click on the MT Frameworks ARC plugin then click continue. You might need to check "Show all plugins" to find it for some games.
It should look like this:
Right click a folder in the hierarchy (In this case, I'd click "chr000") and click "Extract", navigate to a folder of your choice. You'll have the source files of the models, textures and animations.
Click on the MT Frameworks ARC plugin then click continue. You might need to check "Show all plugins" to find it for some games.
It should look like this:
Right click a folder in the hierarchy (In this case, I'd click "chr000") and click "Extract", navigate to a folder of your choice. You'll have the source files of the models, textures and animations.
Converting the textures
This is really simple, just open the folder where Scarlet.exe is and drag the .tex files onto it one at a time. Refresh the folder where the tex files are and they'll be there in PNG format.
Import into 3DS Max
This assumes you have 3DS Max installed. Make sure that MT Framework.mzp is somewhere on your computer. Open 3DS Max, go to Scripting->Run Script and open MT Framework.mzp. It should look like this now:
Click on the first folder icon and navigate to the .mod file where Kuriimu extracted to and open it. It'll take a little while to import, so be patient. Once it's imported, it should look something like this:
If you only want the rigged model, you're good to go File->Export->Export and export as FBX. If you want animations, open the spoiler and read how to do so.
Otherwise, let's move on to applying textures.
Click on the first folder icon and navigate to the .mod file where Kuriimu extracted to and open it. It'll take a little while to import, so be patient. Once it's imported, it should look something like this:
If you only want the rigged model, you're good to go File->Export->Export and export as FBX. If you want animations, open the spoiler and read how to do so.
Turn your attention to the window you used to import the model into 3DS Max, and click on the second folder icon. Navigate to the .lmt file matching the model you're ripping and open it, then click "Load". Export that as FBX, click "Regenerate Skeleton" in the script menu, rinse and repeat, changing the index number (just above the "Load" button) each time.
Finishing off in Blender
You can technically use 3DS Max for this, but I prefer Blender personally. Just import and apply textures as you normally would. Note that some textures are exported upside-down, so you'll need to flip them vertically in an image editor. Export as .dae and your model should be ready to submit!
Special considerations per-game
- Monster Hunter Stories: These ones have a tendency to have loose junk vertices that trip the model checker with a bad weighting error. To fix that, select all your meshes in Object Mode, go to edit mode, "A" to select everything, then go to Mesh -> Clean Up -> Delete Loose. That fixes the problem. Huge thanks to Scurest to helping me out with that one.
- Ace Attorney: These have seemingly duplicate meshes used for cel shading, with one being ever so slightly bigger than the other. Do NOT delete them when making rips! The smaller one is the actual model, the bigger one for the outlines. It helps to label which one is which as Ace Attorney models use a lot of meshes, for example for my Raiten Menimemo rip I would label his hat mesh as "Hat" and the hat outline mesh as "HatLine". For the cel outline textures, you just need to make it into a black, textureless material and turn on backface culling to get the outline effect working.