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Transformers: Devastation ripping help
#16
(10-22-2015, 06:01 PM)HotSnot67 Wrote: I just use Ninja Ripper. It doesn't give me any problems.

No rigs though. That's the problem! And I want rigs. So that never works for me.
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#17
(10-22-2015, 06:01 PM)HotSnot67 Wrote: I just use Ninja Ripper. It doesn't give me any problems.

There is no need, the models are in .wmb format similar to Legend of Korra and Metal Gear Rising since they are from Platinum Games.  They can be opened in Noesis, though a better plugin is needed to help stop models getting messed up.  The weapons work fine.

If anyone can help me with this issue, that would be great.  Basically all the Transformers export with some weighting problems.  Reweighting has an issue because there are a lot of bones in the model for the transformation animation, which I also don't have Sad.  Anyway, all of them have this problem with the hands, or similar if the character doesn't have hands.  For example Ravage works perfectly except for the right hind leg that will not properly move back while the other one is perfect.  I just can't figure this out so, if you can, please give me a point in the right direction. See the images below for the problem.


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#18
(10-22-2015, 09:41 PM)Trikeboy Wrote:
(10-22-2015, 06:01 PM)HotSnot67 Wrote: I just use Ninja Ripper. It doesn't give me any problems.

There is no need, the models are in .wmb format similar to Legend of Korra and Metal Gear Rising since they are from Platinum Games.  They can be opened in Noesis, though a better plugin is needed to help stop models getting messed up.  The weapons work fine.

If anyone can help me with this issue, that would be great.  Basically all the Transformers export with some weighting problems.  Reweighting has an issue because there are a lot of bones in the model for the transformation animation, which I also don't have Sad.  Anyway, all of them have this problem with the hands, or similar if the character doesn't have hands.  For example Ravage works perfectly except for the right hind leg that will not properly move back while the other one is perfect.  I just can't figure this out so, if you can, please give me a point in the right direction. See the images below for the problem.

That's probably a problem with some changes in the format. You should probably ask some of the guys here who can actually cook up these scripts for use.
Some guy who just lurks this place nowadays.
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#19
(10-18-2015, 11:36 AM)MasaruIsamu Wrote: IF any of you could Rip Some of the weapon models i would be happy (i'm kinda after the dark star saber and the Normal star saber in the form of .dae files and if atall pos the blades not attached to the hilts (its for something called second life) i plan to use them in my home by mounting them on the wall (if the blades are not attached i can make them glow like in the game lol)

The swords are now on the site.  Grimlock's is there too.  Enjoy.
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#20
I have sorted out the problems with the hands. Look forward to Transformers coming soon.
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#21
(10-28-2015, 09:54 AM)Trikeboy Wrote: I have sorted out the problems with the hands.  Look forward to Transformers coming soon.

Could you tell me how? I'm trying to get the rips done too, and would like to know how you did it.
Some guy who just lurks this place nowadays.
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#22
Good morning everyone,

I'm new to the forum and wanted to ask you a question, I'm starting to get interested in Transformers Devastation and wanted to know to use to decompress and compress .cpk.

I have several tools and experience that I have made mods for Dragon Ball XenoVerse and Saint Seiya Soul soldier, but these tools to unzip the .cpk give me error.

I have seen that in some post like other games like Sonic the Hedgehog Games, Ripping One Piece Romance Dawn, Naruto Ultimate Ninja Storm 3, some programs are mentioned to extract .cpk (QuickBMS, CriPakTools-master), I used the CriPakTools-master and gives me an error when extracting .cpk Transformers Devastation.

Someone can tell me what tools you use to compress and decompress .cpk ??

On the other tools and I get a rough idea to edit the models with what you have commented on this post.
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#23
Hello everyone, I wanted to indicate good already solved the above problem and I managed to extract files from the .cpk. "Finally I can extract the content with (CriPakTools-master or Noesis)".

But now I have a dilemma and is like using the mgrrtools or Noesis to open .wmb files and extract files .dae and I can not know how to get the .dae file for editing in 3dmax or blender.
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#24
Use Noesis to open the .wmb. Right click on it and choose export. Choose .dae as your output type. Check the "Flip the UVs" box. Click the "Advanced Commands" box and copy the Legend of Korra code "-wmb3includehiddenmeshes" and paste that into the box for Advanced Options. Your model will output into .dae. The textures are located in the .dtt files when you unpacked the .cpk. Use the program DDT2DDS to extract the images. I then use the program XnConvert to change them into .png files.
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#25
Sad 
(07-02-2016, 11:12 PM)Trikeboy Wrote: Use Noesis to open the .wmb.  Right click on it and choose export.  Choose .dae as your output type.  Check the "Flip the UVs" box.  Click the "Advanced Commands" box and copy the Legend of Korra code "-wmb3includehiddenmeshes" and paste that into the box for Advanced Options.  Your model will output into .dae.  The textures are located in the .dtt files when you unpacked the .cpk.  Use the program DDT2DDS to extract the images.  I then use the program XnConvert to change them into .png files.


Thanks for the info and answer.

Anyway, I get error when I look with noësis the file from the left part in the browser files do not leave me .wmb in the right window, so I tell him to look me All Files (*). But in trying to give .wmb extract the file, it tells me:


the type file could not be determined



I need some plugin or something specific ? ,  If so, where I can download it? my Noesis version is  ( version 4.177. )

I tried to pull my plugins Legend of Korra and Metal Gear and copy the contents to the /plugin/ folder, but I can not extract the contents to .wmb file.
I have also downloaded the file PlatinumGames_WMB_W101.ms, but not to be installed if it is necessary in Noesis.


[Image: sad.png]


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#26
(10-07-2015, 04:08 PM)The Prawn Wrote: Oh! Whoops! Didn't realize the attachment feature didn't actually work...

https://www.mediafire.com/?jswh876qhbkiwkc Here they are! Smile

Hi have you solved the problem yet? I can't find a tool to open it
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#27
Music 
Hello there. I have something to ask about ripping on of Devastation's files. It isn't about ripping models, but more ripping sound effects from the game. I've no experience of ripping anything from a game before. I'm specifically looking to rip the combat and driving SFX. Any help is greatly appreciated.  Unsure
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#28
(10-28-2015, 09:54 AM)Trikeboy Wrote: I have sorted out the problems with the hands.  Look forward to Transformers coming soon.

Would you or anyone else for that matter be able to fill me in on that process? I am not sure what caused the hands and inner weapons to get mangled up like this this, but I would love to find out in order to acquire these models as intact as possible.

I hate to necro a thread like this, but the fact I am actively porting several of these models seemed like "good reason" to me (and I am at my wits end having come so far only for this to occur).

List of what I did to get here:

Used the cpk.bms file to open the .cpk file via QuickBMS from Devastation (bought from Steam long before it was removed, no pirating whatsoever) that had the player models.
Used DATTool to extract the .wmb
Used the Legend of Korra .dll file to view it since Noesis couldn't view the Transformers .dat file (it can for Bayonetta, Korra, ect. but just refuses to work with the Transformers).


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#29
Please, can someone send me the DDT2DDS tools? Can't find it online. Thank you.
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