(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! - Guy - 07-24-2016 Clean up for Majora's Mask Link was a chore, I've got 80% of all locations ripped and ready for cleanup, decided to work on characters at the moment, as I'm bothered by the lack thereof. So far i've submitted for Majora's Mask: Only big problem so far is the lack of other textures when exporting, no blinking textures, no talking textures, etc. A side note is some models also use vertex colors to color some textures. such as the Gorman brothers' clothes, which shows as plain white in their texture. RE: (Another) Zelda Ripping Project! - Carpaccio - 07-24-2016 Any chance we can finally get the bosses and mini-bosses? I've bee trying to get Gomess and his scythe for ages. RE: (Another) Zelda Ripping Project! - TwiliChaos - 07-26-2016 I've been trying to work on making a small game in Unity, so I haven't been trying to export models or anything, like I should and want to. It's a game I'm doing for personal practicr, but it's mainly using ripped locations from TP, so it's probably in my best interest to get to that. I'll see what I can get ripped in the next few days. After locations, I'll see if I can move onto NPCs and bosses. I think I tried ripping Stallord at some point, but don't remember if it was a success or failure. Either way, I'll get to it in the future. EDIT: Forgot to mention, but I don't know what's up with water in TP. All the water textures are pretty much grayscale. I don't know how to make it look more like water. The same goes for the building runes in the Twilight Realm outside area. It's red in the exporter, but white when exported. Something to do with GLSL shading, which I know nothing about. RE: (Another) Zelda Ripping Project! - Guy - 07-29-2016 (07-24-2016, 11:55 PM)Carpaccio Wrote: Any chance we can finally get the bosses and mini-bosses? I've bee trying to get Gomess and his scythe for ages. Like the guy on the 1st page mentioned, the uv's are useless with Gomess' model, his scythe is mapped properly and can be used, but Gomess will have to have his UV's redone. Which is more effort than it's worth. RE: (Another) Zelda Ripping Project! - TwiliChaos - 08-05-2016 I'm running into a bit of a snag. I submitted Lakebed Temple but I don't think it's complete. From what I see, all of the parts of the map that move (Lakebed's central stairs, Goron Mine magnet cranes, etc) except for doors, which are in the map files, are in a separate folder, mostly in the /res/Object. The main problem is I'm having a really hard time figuring out what's what, and there's a ton of different things (edit: 1396) in that folder. Also, should I just go with submitting these as FBX with embedded media (textures)? It would make things quicker for me, and I would really prefer doing it that way. RE: (Another) Zelda Ripping Project! - JerseyXS97 - 08-05-2016 I would submit what you have now then later we can rip all of those level-specific objects and submit them into their own folder and category. ("Lakebed Temple Objects", "Goron Mines Objects", etc.) RE: (Another) Zelda Ripping Project! - TwiliChaos - 08-07-2016 I'm currently trying to go through every file in the Object folder and discern what's what. I have around 20% of it down on a .txt. It's a very time consuming process though. Drag each file onto yaz0dec, drag those onto rarcdump, open those and figure out what it is, export to .3ds, open in Maya, export to FBX... I only wanted to do .fbx instead of .dae because I didn't want the extra step of manually rewriting the texture paths from absolute to relative, which is very long and tedious in itself. So far, I have 300 individual items labeled, though a few of them are unrippable and others have broken textures, and others are downright impossible for me to figure out where it belongs. I'm still making progress though. RE: (Another) Zelda Ripping Project! - JerseyXS97 - 08-07-2016 Too bad there's not a quicker way to do everything, TP ripping is a pretty lengthy process in comparison to MM3D and OoT3D. --------- Zora's River, Kokiri Forest Shop, and Saria's House have been submitted. RE: (Another) Zelda Ripping Project! - TwiliChaos - 08-11-2016 Main Dungeons Lakebed Temple - Ripped and Submitted Goron Mines - Ripped and Submitted Forest Temple - Some broken textures (mainly the rope geometry that ties pieces of wood together) Temple of Time - Broken textures, most rooms are pink City in the Sky - Ripped and Submitted Twilight Realm - Ripped and Submitted Hyrule Castle - Outdoor textures are broken Arbiter Grounds - Broken textures Snowpeak Ruins - Broken textures Sub Dungeons North Hyrule Field Cave - Ripped and Submitted Cave of Ordeals - Broken textures Grass Tunnel Cave - Ripped and Submitted Mine Tunnel Cave - Ripped and Submitted Goron Mine Sub Dungeon - Ripped and Submitted Grass Grotto 1 - Ripped and Submitted Grass Grotto 2 - Ripped and Submitted Rock Grotto 1 - Ripped and Submitted Rock Grotto 2 - Ripped and Submitted Water Grotto - Ripped and Submitted Faron Woods Tunnel - Ripped and Submitted All grotto areas are going to be submitted in the same .zip. There's not much I can do about the ones I have highlighted in red. I could possibly do Forest Temple, but some minor textures are broken. I could also do Hyrule Castle but I cannot submit it with the Hyrule Castle Courtyard area. RE: (Another) Zelda Ripping Project! - JerseyXS97 - 08-11-2016 Alright, everyone's submissions are added to the OP! ----- @TwiliChaos I'm pretty sure the name change is done automatically. All of my submissions were just the name of the area and they've been updated. RE: (Another) Zelda Ripping Project! - TwiliChaos - 08-12-2016 Thanks for the info. I'll be moving on to the overworld area, and after that I'll be moving to the other internal buildings. The overworld water files are missing so I'm assuming they're in one of the files named @bg00** in the \res\Object area. Since I have no idea how to export Shaders in any meaningful way, I'll ignore it for now. Like the Dungeons post I made, I'll make another post showing what I have ripped and what I can't get exported with correct textures. It's entirely possible that the yaz0dec and/or bmdview2 programs I'm using is outdated and have newer versions where texture breaking isn't as frequent or rarely happens, but I have no idea about that or where to find them. If you can get the maps I have marked in red to load textures properly, I'd like a copy of your program(s) so that I don't run into those problems anymore. RE: (Another) Zelda Ripping Project! - TwiliChaos - 08-13-2016 Overworld Ordon Ranch - Ripped North East Hyrule - Ripped Ordon - Broken textures Road from Ordon - Ripped Faron Woods - Broken textures Kakariko Village - Ripped Death Mountain - Broken textures Kakariko Graveyard - Ripped Canoe River Area - Broken textures Zora's Domain - Ripped Snowpeak Mountain - Ripped Hylia - Ripped Castle Town - Ripped Sacred Grove - Ripped Outside Arbiter Grounds - Ripped Hyrule Field - Broken textures Castle Town Entrances - Broken textures Lake Hylia - Ripped Gerudo Desert - Ripped Mirror Chamber - Ripped Boat Rental Area - Ripped Fishing Hole - Ripped Hidden Village - Ripped Above Hyrule - Ripped Buildings Ordon Houses - Ripped Hyrule Castle Exterior - Ripped Coro's House - Ripped Kakariko Houses - Ripped Goron Sumo Area - Ripped Telma's - Ripped Fishing Building - Ripped Unknown House - Ripped Castle Town Buildings - Ripped STAR Game Area - Ripped Kakariko Underground - Ripped Light Field (Zelda Light Arrows Scene) - Ripped Hyrule Throne - Ripped All of the files marked Ripped will be submitted tomorrow. I was really hoping for the Hyrule Fields area to work, but, sadly, they didn't. Edit: I forgot to export the main part of Ordon, and when I tried to do so, most textures had a green hue instead of their actual colors. It's now marked as Broken textures RE: (Another) Zelda Ripping Project! - TwiliChaos - 12-05-2016 I haven't gotten back to posting yet, but I wanted to say the submissions were rejected because I had them in the wrong format (should be OBJ after all). Also, some of the textures rely on shaders to be usable, and I know next to nothing about shaders to know what kind format or language they are or how to use them, let alone how to seamlessly apply them to a download that anyone can use. Example shader, this being the skybox. The file exported as "filename_frag_0.txt" Code: //TODO: swap mode, indirect texturing, lod select, alpha testing (?) Code: //TODO: color chan info, lighting, tex coord gen 2 RE: (Another) Zelda Ripping Project! - TwiliChaos - 01-09-2017 So, umm... Windows update pretty much bricked my computer (goes to HP logo on boot and does nothing for hours) so all work I had done is lost. RE: (Another) Zelda Ripping Project! - JerseyXS97 - 01-13-2017 Well that's unfortunate, I'm sorry to hear that. Would it be possible to put the hard drive in another computer and reinstall windows, or try booting into the system BIOS? |