[Tutorial] Ripping Guide for Animal Crossing New Horizons - 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: [Tutorial] Ripping Guide for Animal Crossing New Horizons (/thread-36986.html) |
RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - Verivik - 05-11-2020 (05-11-2020, 09:32 AM)dogbiscut Wrote: Fluffy McMalamuteTo fix the normal map you need to change the 'blue channel' value from 'zero' to 'blue' RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - dogbiscut - 05-11-2020 (05-11-2020, 11:00 AM)Select Wrote: Is it possible to rip sounds?You can use quickbms https://aluigi.altervista.org/quickbms.htm with the bms script found on Random Talking Bushes post here https://www.vg-resource.com/thread-29836.html Or you can use https://github.com/masterf0x/BARSViewer (05-11-2020, 02:05 PM)Verivik Wrote:TYSM OMG. Why in the hell would blue default to zero? Also, do you know why the normal map is now doing this?(05-11-2020, 09:32 AM)dogbiscut Wrote: Fluffy McMalamuteTo fix the normal map you need to change the 'blue channel' value from 'zero' to 'blue' RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - Select - 05-12-2020 (05-11-2020, 11:08 PM)dogbiscut Wrote:Hey I've done that, and username123 explained how to rip it! I've posted the method on a different topic.(05-11-2020, 11:00 AM)Select Wrote: Is it possible to rip sounds?You can use quickbms https://aluigi.altervista.org/quickbms.htm https://www.vg-resource.com/thread-37125-post-659808.html RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - Fluffy McMalamute - 05-12-2020 So, while looking into the Material setting in the Switch Toolbox, I am trying to confirm where the channels for the _Mix map are assigned. I think these are the settings I am looking at: And, from an earlier post: A=0, R=1, G=2, B=3 SO: _Rgh=G, _Mtl=G, _Ocl=R The others I am guessing at: "material_thickness[_channel]" might be secondary bump map, though the 1000 says it is not used on this model. "material_select_fresnel[_channel] is the Edge Light Coordinate, though again, 1000 denotes not used (related to the _Crv, perhaps?). "material_select_fresnelmask[_channel]" is the _Crv(again, 1000). "material_select_speculmap[_channel]" is if the _Mix has an included _Spc map (no, since it is set to 1000). Am I getting this right? RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - Random Talking Bush - 05-12-2020 (05-12-2020, 09:46 PM)Fluffy McMalamute Wrote: So, while looking into the Material setting in the Switch Toolbox, I am trying to confirm where the channels for the _Mix map are assigned. I think these are the settings I am looking at:Sort of, but not quite. From my understanding, it's R = 0, G = 1, B = 2, A = 3. And for the "material_select" parameters, 0 is usually _Alb, 1 is _Nrm, 2 is the _Mix, and 1000 implies it uses a "default" parameter. So in your reference pic, it's actually R = _Mtl (metalness_channel = 0), G = Occlusion (occlusion_channel = 1), B = Roughness (roughness_channel = 2). And keep an eye out for "material_specularmap_mode", if that's set to 1 then the blue channel is usually for the specular (_Spc). RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - Fluffy McMalamute - 05-12-2020 (05-12-2020, 10:01 PM)Random Talking Bush Wrote:(05-12-2020, 09:46 PM)Fluffy McMalamute Wrote: So, while looking into the Material setting in the Switch Toolbox, I am trying to confirm where the channels for the _Mix map are assigned. I think these are the settings I am looking at:Sort of, but not quite. From my understanding, it's R = 0, G = 1, B = 2, A = 3. And for the "material_select" parameters, 0 is usually _Alb, 1 is _Nrm, 2 is the _Mix, and 1000 implies it uses a "default" parameter. Thanks for the confirmation! I was actually looking at the maps (this is for one of the door styles) and was coming to a similar conclusion. And the rest of the info is extremely helpful...and probably something you already posted elsewhere, so apologies for that. Now to continue going through these models. Much appreciated! RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - B166ER - 05-14-2020 Did somebody found the textures used for the grass? The one made with triangles. RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - Fluffy McMalamute - 05-14-2020 (05-14-2020, 04:10 PM)B166ER Wrote: Did somebody found the textures used for the grass? The one made with triangles. They are in FldUnit on my end. RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - Verivik - 05-15-2020 Anyone know where the animations for the villagers are stored? RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - Fluffy McMalamute - 05-18-2020 (05-15-2020, 11:57 AM)Verivik Wrote: Anyone know where the animations for the villagers are stored? Methinks I found them in CharacterAnimation. RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - estherliquid - 05-23-2020 I wanted to say several things I am from Spain so if I am not well understood in English I apologize... FIRST THING I WANT TO SAY If you have errors when extracting games I found the definitive solution 1º Download the Switch emulator ryujinx (yuzu emulator doesn't work to extract) https://ryujinx.org/ 2º unzip the file on the desktop and open the emulator "Ryujinx.exe" a window will appear saying that the keys are missing 3º Close the emulator The system will have created a hidden folder in C:\Users\YOUR USER\AppData\Roaming\Ryujinx copy the keys into the system folder 4º open the emulator again and press options and settings go to the game directories section press add select the folder where you have saved the animal crossing and press save 5º when your game appears in the emulator press the right mouse button to bring up more options press the Extract RomFS Section option and select where you want to save your extraction. let emulator do its magic 6º use your extracted files with the Switch Toolbox program SECOND THING I WANT TO SAY Does anyone have a list of neighbors to recognize them in the extracted files? I have found quite a few neighbors but I would like to find Scoot and Marina and can't find marina clothes she is wearing dreamy sweater Thanks to all who read me RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - Fluffy McMalamute - 05-23-2020 (05-23-2020, 01:27 PM)estherliquid Wrote: I wanted to say several things I am from Spain so if I am not well understood in English I apologize... Not sure if there is a list, but Scoot is NpcNmlDuk10 and Marina is NpcNmlOcp01. As for the clothing item: Model - NpcNmlTopsOcpTshirtsL and Texture - TopsTexTopOuterLYumekawa0 RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - estherliquid - 05-24-2020 (05-23-2020, 10:01 PM)Fluffy McMalamute Wrote: Not sure if there is a list, but Scoot is NpcNmlDuk10 and Marina is NpcNmlOcp01. Thanks! hehe Do you know where the player's hoodie is? I'm looking at PlayerTops... but I only find t-shirts or sweatshirts that don't have a hood... Thanks again RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - Setup - 05-29-2020 Amazing tutorial! Thank you very much for that! Could you help me find the model for Celeste? I already figured out that her short name in the files is "ows" but none of the files can be imported in the Toolbox apart from "Layout_NpcIcon_ows.Nin_NX_NVN.zs" which only has the icon texture in. Many thanks in advance! RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - Darkliger01 - 05-30-2020 (05-29-2020, 05:17 PM)Setup Wrote: Amazing tutorial! Thank you very much for that! Her actual model file is NpcSpOws.Nin_NX_NVN.zs |