NDS Model Ripping Tutorial - 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: Ripping Help (https://www.vg-resource.com/forum-115.html) +---- Thread: NDS Model Ripping Tutorial (/thread-25358.html) |
RE: NDS Model Ripping Tutorial - Yarcaz - 01-04-2016 I finally managed to do it! And as proof here is an image of Nestor the Wise Echidna Model. All that I need to lean how to do now is how to export the maya files of the bones and then apply them to the model somehow. Anybody done this before? If so, how did you or someone else do it? (I used MKDS to rip the model files) RE: NDS Model Ripping Tutorial - Pingus! - 01-04-2016 What would you say, for any models, is the best way to make an icon and big icon for submission? I don't know how to. (I use blender btw) RE: NDS Model Ripping Tutorial - TeridaxXD001 - 01-04-2016 (01-04-2016, 03:34 PM)DrMcCoy Wrote:(12-30-2015, 11:47 PM)TeridaxXD001 Wrote: Open a command prompt. Drag unherf.exe to it. Then drag the .herf file you want to extract to it. Finally, type 'e' and press enter. I think that's how I did it. I might be misremembering it. RE: NDS Model Ripping Tutorial - Yarcaz - 01-07-2016 (01-04-2016, 07:07 PM)TeridaxXD001 Wrote:I think that is so, Because in command prompt. I had to format it as "{space}<unherf location>{space}<command - "e">{space}<herf file location>(01-04-2016, 03:34 PM)DrMcCoy Wrote:(12-30-2015, 11:47 PM)TeridaxXD001 Wrote: Open a command prompt. Drag unherf.exe to it. Then drag the .herf file you want to extract to it. Finally, type 'e' and press enter. Also, I have run into a new problem. The file "armdiln_aa.nsbtx.small" when using "unnsbtx" with command prompt tried to extract/unpack the images/textures for the armadillo model gives me this: "ERROR: Invalid BOM: 0x4254" I also tried to use "MKDS Course Editor" which worked with all the other ".nsbtx.small" files, but for this one a new window would appear and instantly disappear or not appear at all, so that window crashed and later it seemed to not even be able to open the file. Any ideas of that I should do to be able to extract from this file? I already have the model from its "armdiln_aa.nsbmd.small" equivalant file and now I need the images from this file "armdiln_aa.nsbtx.small". HELP?! *I also posted a screenshot of the command prompt when it showed the error mentioned above at on this modelsresource thread ( http://www.vg-resource.com/thread-28195-post-606881.html#pid606881 )* RE: NDS Model Ripping Tutorial - DrMcCoy - 01-07-2016 (01-07-2016, 01:20 PM)Yarcaz Wrote: The file "armdiln_aa.nsbtx.small" when using "unnsbtx" .small files are compressed using an LZSS algorithm and unnsbtx doesn't decompress them automatically. You need to first decompress the "armdiln_aa.nsbtx.small" file into a "armdiln_aa.nsbtx" file using the desmall tool. Yeah, I know, that's a bit round-about. RE: NDS Model Ripping Tutorial - Yarcaz - 01-07-2016 (01-07-2016, 01:55 PM)DrMcCoy Wrote:(01-07-2016, 01:20 PM)Yarcaz Wrote: The file "armdiln_aa.nsbtx.small" when using "unnsbtx" Yay! Thank you! I was able to "desmall" the file and able to finally open up the ".nsbtx" file and get the texture using MKDS Course Editor, but it makes me wonder why MKDS Course Editor was able to open the other ".nsbtx.small" & ".nsbmd.small" files just fine without having to "desmall" them first. RE: NDS Model Ripping Tutorial - DrMcCoy - 01-07-2016 (01-07-2016, 03:19 PM)Yarcaz Wrote: it makes me wonder why MKDS Course Editor was able to open the other ".nsbtx.small" & ".nsbmd.small" files just fine without having to "desmall" them first. Because MKDS Course Editor probably desmalls the file automatically first. If the file ends with ".small", try to decompress it. If the file fails to open as normal, try to decompress it. I.e. in pseudocode: Code: if (endsWith(file, ".small")) (There's unfortunately no easy-to-recognize magic value for these compressed files.) RE: NDS Model Ripping Tutorial - TeridaxXD001 - 01-20-2016 I present a model: Route 4 Construction Site 1.zip (Size: 5.9 KB / Downloads: 214) MKDSCM won't correctly export unless you choose to export textures as TGA. Normally, you can just convert them to PNG, but in this case, there is a 0 byte, extensionless file that seems to represent part of the model and has a testure embedded in it that is invisible in Windows Explorer but works fine in modeling programs. I solved this problem for other models by deleting everything except that portion of a model and exporting it, deleting that portion of the model and exporting everything else, then putting them together and exporting them as one model. However, I first needed to use Tinke to find the invisible texture and apply it. This model is from Pokemon Black Version. This game's file system is not as easy to identify models through Tinke as its predecessors. That means I can't for the life of me find the texture. Is there any way to extract this texture from the model originally exported from MKDSCM? RE: NDS Model Ripping Tutorial - //X-Gluon// - 03-05-2016 I discovered that Metal Saga for the DS (its full name is "Metal Saga - Hagane no Kisetsu" or "Metal Saga - Season of Steel") also uses .nsbmd files. They're primarily used for the various vehicles the player can use, as well as the parts that can be equipped on said vehicles, but there are some for a few of the bosses too. (Strangely, both forms of the last boss have models, even though the models themselves are practically 2D sprites!) I'm trying to work on ripping them myself. I've already got the models of the bosses ripped as .OBJ files; now I'm gonna try to rip the bones. Vehicles and vehicle parts will come later, mostly because there are SO MANY vehicle parts. RE: NDS Model Ripping Tutorial - Resiliaxia - 05-16-2016 Thanks to this thread I was able to have some fun with my top 2 game, thank you guys ! Tell me what you think (note : I'm lazy to reinstall Maya so they have no bones attached sadly) http://www.vg-resource.com/thread-29220.html Also any of you guys found some beta models like "ecm_aa" or "fx_tal_spn" ??? RE: NDS Model Ripping Tutorial - teh_supar_hackr - 06-20-2016 (07-06-2014, 08:36 PM)Mystie Wrote: UPDATE 07/10/2014: Added a link to an improved build of MKDS Course Modifier. updated links: mkds course modifier: https://gbatemp.net/threads/mkds-course-modifier.299444/ RE: NDS Model Ripping Tutorial - Shilz - 07-29-2016 For Super Mario 64 DS, SM64DSE (available on kuribo64) can export the models with a choice animation and bones. RE: NDS Model Ripping Tutorial - DrifterDx - 12-01-2016 how do i open console tool? i download it but there's no startup icon or exe that starts the program RE: NDS Model Ripping Tutorial - AztecCroc - 01-17-2017 So I'm trying to rip the models from the original Fossil Fighters for the DS and I've found what might be the vivosaur models, but they are in a folder called "motion" and are stored as creature_001.bin [MAR] and so on, can anyone tell me if these are actually the models and if they are if this method works to rip them? (The "models" folder only contains the assets for attacks as far as I can tell.) RE: NDS Model Ripping Tutorial - DrifterDx - 02-17-2017 (07-06-2014, 08:36 PM)Mystie Wrote: UPDATE 07/10/2014: Added a link to an improved build of MKDS Course Modifier. Hi do you know how to deal with DS models in the lz file format? i am trying to extract models from Kaiju Busters and it's sequel i've tried different extraction methods but none of them worked |