Ripping Wild Guns Reloaded, need help! - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Spriters Resource (https://www.vg-resource.com/forum-110.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-114.html) +---- Thread: Ripping Wild Guns Reloaded, need help! (/thread-31828.html) |
Ripping Wild Guns Reloaded, need help! - BigFatDynamo - 10-22-2017 I'm attempting to rip Wild Guns Reloaded, a game that runs on Unity. This is the first time I've ever done anything like this, so I'll give as much info as I can. I'm using UnityStudio, for reference. I've managed to enter the "globalmanagers" file and located the sprites themselves. However the sprites and palettes are two seperate files; the sprites are labelled "_Idx" while the palettes are "_LUT". I've provided examples of what I'm talking about below: https://puu.sh/y4Sx1/449aca962a.jpg https://puu.sh/y4Sy3/579cb5b7e1.png I'm not entirely certain what I'm looking at here. The best explanation I can muster is that the game uses palette swaps for the characters and it utilizes specific shaders to accomplish this. Because of this, there is no default palette for the _Idx sprites. I feel like I'm missing something crucial, but I can't figure out what. Can someone point me in the right direction? RE: Ripping Wild Guns Reloaded, need help! - puggsoy - 10-23-2017 Aah crap. Alright, so it looks like something similar to how Lethal League stores its sprites. The grey pixels in the "_Idx" image each correspond to a colour in the palette. Since there are 255 colours per row I'm gonna go ahead and assume each row is a different palette. This is also assuming the sprites don't contain anti-aliasing, although looking at the game I doubt that's the case. That's what I think, anyway. If you'd be kind enough to supply me with a few pairs of these I can give it a whirl and see if I'm right. If so I can try make a program for you to use. It is around exam period right now for me so it might take a while, but things are pretty spaced out so I will have the time. RE: Ripping Wild Guns Reloaded, need help! - BigFatDynamo - 10-23-2017 Excellent! I'd love a bit of help on this one. Attached is a zip file containing the sprites and palettes for the playable characters. This should be more than enough, I just figured I'd be thorough. (Clint and Annie share a sheet and palette, jsyk) Thanks again! RE: Ripping Wild Guns Reloaded, need help! - Deathbringer - 10-23-2017 LUT = Look Up Table It's usually used as a fancier word for palette. Can you extract the files out as themselves and not pngs? RE: Ripping Wild Guns Reloaded, need help! - BigFatDynamo - 10-23-2017 Assuming the correct format is .dds, here are the raw files. RE: Ripping Wild Guns Reloaded, need help! - Deathbringer - 10-23-2017 Might need to tweak some settings but it's a start. RE: Ripping Wild Guns Reloaded, need help! - Ploaj - 10-23-2017 Here's a quick something Hopefully somewhat self explanatory Edit: For the PNG files RE: Ripping Wild Guns Reloaded, need help! - Deathbringer - 10-23-2017 What format was that made for? I can't get some things to load. Actually I think the problem is that some palettes only have one string unlike the cut-ins. RE: Ripping Wild Guns Reloaded, need help! - Ploaj - 10-23-2017 One string? Do you mean one palette? I fixed that bug now. Same download link. Don't know how I overlooked that .-. RE: Ripping Wild Guns Reloaded, need help! - Deathbringer - 10-23-2017 Looks like it needs a bit more adjusting, it's not coloring certain sheets correctly and comparing the LUTs for them with the Cut-ins, the palettes are set up more like they are on the SNES. Example Sheet Example Palette Result https://www.dropbox.com/s/ieb3ygznrb1by6z/Texture2D.rar?dl=0 I compiled all the PNGs I was able to extract which also has stuff that isn't split into sheet/palette. RE: Ripping Wild Guns Reloaded, need help! - skrot_21 - 03-08-2020 managed to rip the game's sprites and scenarios? |