(Another) Zelda Ripping Project! - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html) +---- Thread: (Another) Zelda Ripping Project! (/thread-28564.html) |
RE: (Another) Zelda Ripping Project! - Kasuto - 05-18-2017 (05-02-2017, 05:42 AM)Trikeboy Wrote:(04-29-2017, 05:07 AM)Relt Wrote: A quick question to anyone else who is digging through these files: does anyone have an idea what is going on with the textures for the dragons? The images are enormous and try though I might, I can't seem to find any way to make them fit the model's UVs. Is there an offset or something that I haven't stumbled on yet, or does the game's code just do something real weird with these giant textures? Is it possible to isolate the information that determines the skin tones so they can be added manually? RE: (Another) Zelda Ripping Project! - gammer10 - 05-19-2017 (05-14-2017, 06:46 PM)zSydor Wrote: If helps anyoneIs there a similar tutorial for extracing models/textures from the pack files? I'm currently using UWizard to extract the archive (pack/sarc), then Yaz0Dec to decompress (sbfres->bfres), but the QuickBMS scripts (bfres->gtx) either don't produce files or are glitchy: RE: (Another) Zelda Ripping Project! - Random Talking Bush - 05-19-2017 (05-19-2017, 11:25 AM)gammer10 Wrote: Is there a similar tutorial for extracing models/textures from the pack files? I'm currently using UWizard to extract the archive (pack/sarc), then Yaz0Dec to decompress (sbfres->bfres), but the QuickBMS scripts (bfres->gtx) either don't produce files or are glitchy:Looks like you're using the script on the .Tex2 archives. Don't do that, those only contain mipmaps (and is why the textures are coming out corrupted). Use it on the respective .Tex1 archives instead. RE: (Another) Zelda Ripping Project! - gammer10 - 05-20-2017 (05-19-2017, 05:26 PM)Random Talking Bush Wrote:Thanks, I completely forgot about that. It appears however that the other archive (Link.bfres) doesn't contain any images. Is that right?(05-19-2017, 11:25 AM)gammer10 Wrote: Is there a similar tutorial for extracing models/textures from the pack files? I'm currently using UWizard to extract the archive (pack/sarc), then Yaz0Dec to decompress (sbfres->bfres), but the QuickBMS scripts (bfres->gtx) either don't produce files or are glitchy:Looks like you're using the script on the .Tex2 archives. Don't do that, those only contain mipmaps (and is why the textures are coming out corrupted). Use it on the respective .Tex1 archives instead. RE: (Another) Zelda Ripping Project! - Resiliaxia - 06-06-2017 Sorry to jump in like this but why is pending taking so long ? I also have nds models not uploaded and I did that a year ago... Whatever on another note how are we dealing with Lods since some models have some ? (but I guess people aren't interested in those crappy ones anyway but curiously & surprisingly enough master sword has a clean lod made by hand compared to others which were automated) RE: (Another) Zelda Ripping Project! - Dazz - 06-06-2017 There are currently 1,400+ models that need to be individually checked for bugs and issues. This takes a lot of time. RE: (Another) Zelda Ripping Project! - Pingus! - 06-06-2017 (06-06-2017, 12:13 AM)Resiliaxia Wrote: Sorry to jump in like this but why is pending taking so long ? I also have nds models not uploaded and I did that a year ago... Whatever on another note how are we dealing with Lods since some models have some ? (but I guess people aren't interested in those crappy ones anyway but curiously & surprisingly enough master sword has a clean lod made by hand compared to others which were automated)Just going to point out that your exxageration is false as you didn't submit anything a year ago, but I appreciate your patience! RE: (Another) Zelda Ripping Project! - Random Talking Bush - 06-06-2017 (06-06-2017, 12:13 AM)Resiliaxia Wrote: Whatever on another note how are we dealing with Lods since some models have some ? (but I guess people aren't interested in those crappy ones anyway but curiously & surprisingly enough master sword has a clean lod made by hand compared to others which were automated)Level-of-Detail models are completely optional and aren't necessary for submissions (especially if they're terribly-done, heh). RE: (Another) Zelda Ripping Project! - Resiliaxia - 06-06-2017 (06-06-2017, 05:49 PM)Pingu! Wrote:(06-06-2017, 12:13 AM)Resiliaxia Wrote: Sorry to jump in like this but why is pending taking so long ? I also have nds models not uploaded and I did that a year ago... Whatever on another note how are we dealing with Lods since some models have some ? (but I guess people aren't interested in those crappy ones anyway but curiously & surprisingly enough master sword has a clean lod made by hand compared to others which were automated)Just going to point out that your exxageration is false as you didn't submit anything a year ago, but I appreciate your patience! I did, in fact I was so bored of waiting that I posted them on the forum (Sonic Chronicles) but I did not submit anything else except Ninja Gaiden Dragon Sword which was accepted at this time, lol don't take it personal I'm not roasting you. RE: (Another) Zelda Ripping Project! - mbenn250 - 06-07-2017 Hi all! I'm a newcomer to the model ripping scene, but I've been working on it for a while and I've been having a great time of it! I've made a batch script which employs the libraries across the web (notably RTB's scripts, but a couple others from other authors which make them possible to import seamlessly with textures into 3DS Max and subsequently into FBX). I could probably upload it at some point if people are interested but you all seem sufficiently knowledgeable about this kind of thing to have probably developed some technique of your own. Cutting to the chase, I have the models for BOTW up and running in Unity (I've decided to at least temporarily take on the futile task of making a Unity port), with custom-made scripts for camera movement, sprinting fatigue, and all that good stuff. Although these work (scripting isn't really the issue here), I've had some trouble with the next steps: getting terrain models, audio models, and animations (the other stuff I can work without). In order of importance,
RE: (Another) Zelda Ripping Project! - skydragon74193 - 06-08-2017 Could someone please rip the master sword model? RE: (Another) Zelda Ripping Project! - skydragon74193 - 06-08-2017 Could someone rip the master sword from breath of the wild? RE: (Another) Zelda Ripping Project! - lukis_makis - 06-10-2017 WOOMY ! Yes ! They upped them very quickly compared to the other games ! (like my Izuku Midoryia model, still pending) Thank you devs, and obviously, contributers ! RE: (Another) Zelda Ripping Project! - sws - 06-10-2017 (06-06-2017, 06:50 AM)Dazz Wrote: There are currently 1,400+ models that need to be individually checked for bugs and issues. This takes a lot of time. I'd like to help but I am pretty much new at ripping 3d models. I've been making my own for 10 years but never ripped any. I signed up for this site to request the frog statue from BOTW to 3D print but I noticed that requesting is not allowed. If you can point me in the right direction on how to get started I will help out and that statue will turn up eventually. RE: (Another) Zelda Ripping Project! - Orel67 - 06-11-2017 thanks to all contribuers for sharing your models. *a papercraft designer |