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Wii U Ripping Catch-All Thread
#31
Any more progress to report on Wii U models?

I'm just wondering because I will be using some to create "HD" sprites for my fan-game, and perhaps optimize others for SSBB.

@Parax: Does Fredrik come with his original rig or is it void of bones like DKCR models?
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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#32
Are there any released tools for converting/viewing the model part of the BFRES?
(I wanted to check out the models NSMBU, NSLU and SM3DW.)
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#33
(01-23-2015, 09:52 AM)Hiccup Wrote: Are there any released tools for converting/viewing the model part of the BFRES?
(I wanted to check out the models NSMBU, NSLU and SM3DW.)

I don't think BFRES tools were made yet, I recall a friend of mine saying he didn't recall any released tools for it.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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#34
(01-23-2015, 07:36 PM)TabuuForteAkugun Wrote:
(01-23-2015, 09:52 AM)Hiccup Wrote: Are there any released tools for converting/viewing the model part of the BFRES?
(I wanted to check out the models NSMBU, NSLU and SM3DW.)

I don't think BFRES tools were made yet, I recall a friend of mine saying he didn't recall any released tools for it.

Indeed, there is no tools made to view/load FMDL models within the BFRES files. there is a BFRES viewer/extractor, but thats all you can do with it. only works with games that uses sarc compressions.

Speaking about Wii U's model format.. here's a list i put together of most Wii U games.
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#35
(01-24-2015, 05:52 AM)Demonslayerx8 Wrote:
(01-23-2015, 07:36 PM)TabuuForteAkugun Wrote:
(01-23-2015, 09:52 AM)Hiccup Wrote: Are there any released tools for converting/viewing the model part of the BFRES?
(I wanted to check out the models NSMBU, NSLU and SM3DW.)

I don't think BFRES tools were made yet, I recall a friend of mine saying he didn't recall any released tools for it.

Indeed, there is no tools made to view/load FMDL models within the BFRES files. there is a BFRES viewer/extractor, but thats all you can do with it. only works with games that uses sarc compressions.

Speaking about Wii U's model format.. here's a list i put together of most Wii U games.

interesting discovery... at least you provided us info about formats and compressions... I dunno what to do with them for now... but honestly, I think that as long as we find out how to rip them, then this will be no big deal. Wink

PS: What the? Namco models on SMB4 WIIU???... I never expected a third party to make SMB4. Big Grin
At least, They didn't screwed like Sierra did to Spyro the dragon. Anyway Spyro model still looks cute. Big Grin
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#36
lol u do know that sakurai had namco help nintendo make the game right? of course its gonna use the namco format :p

and its not SMB4.. just saying :v
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#37
(01-24-2015, 05:52 AM)Demonslayerx8 Wrote: Criware Engine
-Sonic Boom: Rise of Lyric
-Sonic Lost World (.cpk pack and .orc model format)
Sonic Lost World isn't using CryEngine or CriWare, it's using the Hedgehog Engine (same format as Sonic Unleashed/Generations). The models (.model / .skl.hkx files) are all in the .pac files.

(EDIT: .pac, not .arc. Got the two confused.)
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#38
(01-24-2015, 05:52 AM)Demonslayerx8 Wrote: -Bayonetta   (??? unsure format)

I'm pretty sure that the Wii U port of Bayonetta 1 has the same exact .dat formatting that it had back on the seventh-gen systems as well, being that it's a direct port with few things added or changed.
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#39
Nice to finally see progress with Wii U models!
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#40
(01-22-2015, 04:24 PM)TabuuForteAkugun Wrote: @Parax: Does Fredrik come with his original rig or is it void of bones like DKCR models?

DKCR's not void of bones, they just aren't stored in the model file. It has bones in CINF files, skinning information in CSKR files, and requires reading the CHAR files to associate all the different files with each other. DKCTF hasn't changed much in that regard; skeletons are still separate from the models (in SKEL files now) and requires parsing CHAR files to associate them with the model. The only difference is CSKR is missing, so I'm not sure where skinning information is now. Best guess is it's probably integrated directly into the model format now as a vertex attribute.

So no, I don't have anything set up to read the rigs, since I don't know the Tropical Freeze CHAR or SKEL formats. I'm probably not going to take a look at them anytime soon, either. If anyone else wants to, I have most of the pak format documented here and most of what I know of the model format documented here. (If anyone does look at it, would be very appreciative if you add whatever you come up with to the wiki!)
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#41
Ah well. Not a big deal. I was planning to rig him myself anyway.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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#42
Quote:Criware Engine
-Sonic Boom: Rise of Lyric
-Sonic Lost World (.cpk pack and .orc model format)

lol, uh.. first of all, there is no Criware Engine. You're probably thinking of CryEngine, which is what Sonic Boom runs on and is completely separate from CriWare, which produces middleware (which Lost World uses, but Sonic Boom doesn't). Second, Sonic Lost World runs on the Hedgehog Engine, not CryEngine. Third, .orc is not a model format. It's object/set data. Tongue Lost World uses the Hedgehog Engine .model format and Havok 2012 .skl.hkx, like Random Talking Bush said.

(01-24-2015, 12:25 PM)Random Talking Bush Wrote: Sonic Lost World isn't using Criware, it's using the Hedgehog Engine (same format as Sonic Unleashed/Generations). The models (.model / .skl files) are all in the .arc files.

there are no .arc files in Lost World. It has .pac archives within the CPK.

edit: btw, for the record, Sonic Boom has .stream archives containing CryEngine .chr/.cgf models; also, you can add Tropical Freeze to the list of games using LZSS... it uses to compress part of the model/texture data
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#43
(01-24-2015, 06:46 PM)Parax Wrote: there are no .arc files in Lost World. It has .pac archives within the CPK.
Pfff, I got the two mixed up. Lemme go fix that.
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#44
(01-24-2015, 12:25 PM)Random Talking Bush Wrote:
(01-24-2015, 05:52 AM)Demonslayerx8 Wrote: Criware Engine
-Sonic Boom: Rise of Lyric
-Sonic Lost World (.cpk pack and .orc model format)
Sonic Lost World isn't using Criware, it's using the Hedgehog Engine (same format as Sonic Unleashed/Generations). The models (.model / .skl files) are all in the .arc files.

oh alright, thanks. i only got the info from a sonic website that had the models ripped.. they didnt really say what format they were in besides the objects in .orc format, so i thought that was the model format.
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#45
Since I noticed some conversation about BFRES, figured I'd show this off.

[Image: e91d0cfa2c22ffa5a97a34b03e32c7a0.png]
[Image: c23607cb3b097dd073fcc80ea0e5c795.png]

I  made an importer (with some help from TheGameExplorer aka TGE) that imports most models (some models have errors in their FSKL section), but rigging and some UVs are messed up plus I don't know enough about textures to convert them by hand. 

Right now, I've handed it off to RTB to add in the skinning functions and hopefully fix up the UV errors as well. 

Also, some of you may have noticed Mario's body has a chunk of his face at his face. This is because the model, as well as many others, tend to have a whole thing going on about them needing to use some transforms to modify the verts. It's a typical thing I've seen in Nintendo formats before (namely Gamecube formats). Hopefully RTB or I can get that fixed as well.
I post stuff randomly. I hope you people like what gets posted.
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