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Legend of Korra: The Game - Printable Version

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Legend of Korra: The Game - RandomRedMage - 01-04-2015

Hello everyone, It's been a considerable amount of time since my last appearance on these forums. Last time I was here it was a little differently laid out, and I was incredibly new at model ripping, and yadda yadda... but you didn't come here to read my history, you came in here because the title said Legend of Korra: The Game. So while this game is rather bland at worst and a mildly fun waste of time at best, A 3D model of Korra is an amusing little potential grab. So, I grabbed her.

You can Download her in her current incarnation here: Korra in T-Pose

       

I will be in time ripping some of the environmental stuff as well as possibly some of the enemies. [there really aren't that many, but I had to assemble the korra model from like 7 separate pieces. Dunno how much of that I'll need to do with other models yet.]


RE: Legend of Korra: The Game - Lilothestitch - 01-05-2015

How did you get the model?


RE: Legend of Korra: The Game - RandomRedMage - 01-05-2015

(01-05-2015, 12:05 AM)Lilothestitch Wrote: How did you get the model?

I used a combination of NinjaRipper, noesis, and Metasequoia. Ripping a frame from the game in play, then using Noesis to brows through the ripped content to find the pieces of the wanted model, exported from Noesis, and used Metasequoia to reassemble the model into what you see in the picture.


RE: Legend of Korra: The Game - Mystie - 01-05-2015

Since this game uses the same exact file format as Metal Gear Rising, you could just use MGRTools instead. It'll help you get the rigged models, and you don't have to go to all that trouble of piecing them together either.


RE: Legend of Korra: The Game - Demonslayerx8 - 01-06-2015

(01-05-2015, 08:48 PM)Mystie Wrote: Since this game uses the same exact file format as Metal Gear Rising, you could just use MGRTools instead. It'll help you get the rigged models, and you don't have to go to all that trouble of piecing them together either.

and how would we go about using the tools? already have the data00/data01.cpk files unpacked, and all i got so far is just .dat and .dtt files

edit:
i tried the MGRRTOOL and nothings happening... it might have a different header or something..


RE: Legend of Korra: The Game - RandomRedMage - 01-06-2015

(01-05-2015, 08:48 PM)Mystie Wrote: Since this game uses the same exact file format as Metal Gear Rising, you could just use MGRTools instead. It'll help you get the rigged models, and you don't have to go to all that trouble of piecing them together either.

Using that meathod is what I tried first, I got all the way to identifying Kora's Model file itself but I couldn't find a method to convert the model into a usable format, because while SOME of the content is exactly the same as MGR:R the model format itself is not. Same extension but different version of the model format. I was going to try and see if the Bayonetta tools would work, but I couldn't find a download for them.

If you can link me to the tools i need to work with the model format, I'll gladly complete that path of work and upload models with rigging intact if it allows it.

(01-06-2015, 02:07 AM)Demonslayerx8 Wrote: and how would we go about using the tools? already have the data00/data01.cpk files unpacked, and all i got so far is just .dat and .dtt files

edit:
i tried the MGRRTOOL and nothings happening... it might have a different header or something..

in the MGRRTOOLS you use the dattool.exe in the command line and can extract the dat files. pl0000.dat is the one to extract to find korras model data. pl0000.dtt is korra's texture data, dtt2dss can be used to extract all the textures from the dtt files.

I was also going to rip all the music too, but I couldn't find the dat with the bnk files for the background music. just the bnks for sound effects and crap. Very Sad

I was also going to rip some models from Valkyria Chronicles, but 3D Ripper wont rip from the game properly, and Ninja Ripper wont rip anything from the game at all, it has issues hooking into the game properly, since it launches in a strange fashion. Have to launch the 'launcher' and that executes the main game executable 'valkyria.exe' if I could figure out what arguements the launcher passes to valkyria.exe as it launches might have a chance at ripping some awesome models from it. Big Grin [no chance at the super high poly models from the cut-scenes though since the cut-scenes in the PC version are prerendered. Very Sad]


RE: Legend of Korra: The Game - Demonslayerx8 - 01-07-2015

(01-06-2015, 09:58 PM)RandomRedMage Wrote:
(01-06-2015, 02:07 AM)Demonslayerx8 Wrote: and how would we go about using the tools? already have the data00/data01.cpk files unpacked, and all i got so far is just .dat and .dtt files

edit:
i tried the MGRRTOOL and nothings happening... it might have a different header or something..

in the MGRRTOOLS you use the dattool.exe in the command line and can extract the dat files. pl0000.dat is the one to extract to find korras model data. pl0000.dtt is korra's texture data, dtt2dss can be used to extract all the textures from the dtt files.

I was also going to rip all the music too, but I couldn't find the dat with the bnk files for the background music. just the bnks for sound effects and crap. Very Sad
well i did do what u say, but just throws a error. i believe the models r built differently compared to MGRR altho i couldnt find an available dtt2dds converter since the 1 on xentax wasnt available.

as for the music files, they be listed here
[Drive]:\Program Files (x86)\The Legend of Korra\GameData\sound\stream

but if bought from steam.. then just look in the steam folder for the Legend of Korra folder


RE: Legend of Korra: The Game - Mystie - 01-07-2015

(01-06-2015, 09:58 PM)RandomRedMage Wrote: Using that meathod is what I tried first, I got all the way to identifying Kora's Model file itself but I couldn't find a method to convert the model into a usable format, because while SOME of the content is exactly the same as MGR:R the model format itself is not. Same extension but different version of the model format. I was going to try and see if the Bayonetta tools would work, but I couldn't find a download for them.

Well, from what MrGameboy20XX on DeviantArt told me, he said that Legend of Korra uses the same exact format that Metal Gear Rising does. Same exact format. Personally, I haven't tried ripping the models myself (I have not yet bought or played the game, because I have not yet watched the show), so I was just going by what he said.

Apparently, if the model format is completely different, then either:

A. He was lying
Or
B. He was saying that the filetype is the same as MGR


I really wish I could help, but unfortunately, I can't. :/ Plus, MrGameboy deleted his account, so there is no way to contact him. However, other XNALara model rippers could help. You can find some of them here if you scroll to the very bottom: http://xnalara-customized.deviantart.com/gallery/


RE: Legend of Korra: The Game - RandomRedMage - 01-07-2015

Yea the filetype is the same, but the version of the filetype is different. And I cant find any links to the tools needed to work with it. I'll keep an eye out though. I know MGR uses WMBv4 models, and Korra uses WMBv3. I don't really know the specifics as to whats different between the model types, I dont have the time or grey matter to brain that. But If I come across anything useful I'll jump on it.


RE: Legend of Korra: The Game - TGE - 02-02-2015

I wrote a script to import models from this game (and Rising) with bones+rigging, Korra and Naga are already up Wink


RE: Legend of Korra: The Game - MisterCardholder - 02-07-2015

I've been working on a Noesis plugin for The Legend of Korra's WMB files and I've now gotten it to a state worth releasing: http://a.pomf.se/yfhewn.zip (see next post for a newer version)

You'll need to extract the game's CPK files (use Noesis or QuickBMS) and then use mgrrtools to extract the DAT and DTT files.  That'll extract a ton of stuff, but it's the WMB files you'll want to open in Noesis to get meshes, bones, bone weights, and textures for all the models in the game.


RE: Legend of Korra: The Game - MisterCardholder - 02-09-2015

I was poking around a little more and noticed that the stage geometry is stored as collections of WMB data, so I quickly added scr support to the plugin.


RE: Legend of Korra: The Game - TGE - 02-10-2015

(02-09-2015, 03:37 PM)MisterCardholder Wrote: I was poking around a little more and noticed that the stage geometry is stored as collections of WMB data, so I quickly added scr support to the plugin.

Mind adding support for the Metal Gear Rising WMB4 too? The format is only slightly different.


RE: Legend of Korra: The Game - MisterCardholder - 02-11-2015

(02-10-2015, 08:46 AM)TGE Wrote:
(02-09-2015, 03:37 PM)MisterCardholder Wrote: I was poking around a little more and noticed that the stage geometry is stored as collections of WMB data, so I quickly added scr support to the plugin.

Mind adding support for the Metal Gear Rising WMB4 too? The format is only slightly different.

I took a look at some MGR:R files and put together a plugin that seems to work pretty well. As with Korra, it only works with the PC version.

There are a couple of things to note about the materials:
  • The plugin is only using the albedo and normal maps when creating materials.  The game appears to use additional textures for each material, but they're hard to decipher.
  • Many of the models are split across several WMB files and the textures are often only stored with the first one.  If you export all the pieces and re-assemble them in Blender/Maya/3ds Max/whatever you should have everything you need, but it does lead to a number of the models appearing without textures in Noesis.
  • A bunch of models have meshes for adding decals on top of the base textures, however, none of these decal textures seem to be included with the model, so they get an opaque white texture instead.  This results in models appearing to be untextured, but if you turn off the meshes with names ending in "_DEC" it should look alright.

I also have a small update to the Korra plugin that helps make sure it won't try to open MGR:R scr files if you have both plugins installed.


RE: Legend of Korra: The Game - MisterCardholder - 02-12-2015

I keep thinking I'm done, but then I find a small thing I want to fix/change.  Here's one more small update to both plugins.

Changes to Both:
  • Name each texture based on its ID to make importing/exporting materials easier
Changes to MGR:R:
  • Some models have a second set of meshes, so the script's been updated to load those as well