Super Dragon Ball Heroes World Mission decompress help - 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: Super Dragon Ball Heroes World Mission decompress help (/thread-35361.html) Pages:
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Super Dragon Ball Heroes World Mission decompress help - mastaklo - 04-05-2019 so the files for that game are stored in .cpk which can be extracted easily. And the file extensions match up with the one from the xenoverse games. but the files itself seem to be compressed. im attaching the .emb (textures) and .emd (model) if anyone wants to check if its possible to decompress them. those are the tools used for xenoverse games to convert the uncompressed .emb and .emd https://xenoversemods.com/mods/emdfbx-and-fbxemd-libxenoverse/ https://xenoversemods.com/mods/embpack-v2-libxenoverse/ would be nice if anyone could look into how to rip the models from that game as it would make a great resource since there are alot of character models in that game. RE: Super Dragon Ball Heroes World Mission decompress help - Kold-Virus - 04-05-2019 I wonder if maybe they use the same compression as the Japanese games on 3DS? Just throwing that out there? That or Zlib. RE: Super Dragon Ball Heroes World Mission decompress help - Hachiro - 04-05-2019 hello, I already tried it and it can not be extracted in that way since at the moment of passing them to fbx a cross appears RE: Super Dragon Ball Heroes World Mission decompress help - Shiju - 04-06-2019 yeah Ive tried as well with cripack, weirdly I can get sound, music and the stickers. But the cards and models are only giving rigid bodys without any mesh. RE: Super Dragon Ball Heroes World Mission decompress help - Yarnman - 04-07-2019 Pretty weird. The character icons can be ripped as well, but no hope neither for models nor for textures. And this time Notepad++ isn’t helpful at all, unlike with the 3DS titles RE: Super Dragon Ball Heroes World Mission decompress help - Carpaccio - 04-07-2019 For anyone who wants to take a crack at the general character files, here's Bardock's from the PC version. I've included his entire character folder here. https://www.dropbox.com/s/a4di598gp02imyc/bcbdk.zip?dl=0 RE: Super Dragon Ball Heroes World Mission decompress help - Shiju - 04-08-2019 So some good news! The maps are rippable with mesh which means maybe the emd and emb for models are either somewhere else or libxeno just needs edited?? I managed to get prison planets hilly area ripped RE: Super Dragon Ball Heroes World Mission decompress help - Yarnman - 04-08-2019 (04-08-2019, 01:05 AM)Shiju Wrote: maybe the emd and emb for models are either somewhere else or libxeno just needs edited?? I think we just need a Libxenoverse update, as all important files are in the first cpk. I’ve extracted all of them and there seems to be no other folder containing character files. RE: Super Dragon Ball Heroes World Mission decompress help - Komodo - 04-10-2019 (04-08-2019, 09:47 AM)Yarnman Wrote:(04-08-2019, 01:05 AM)Shiju Wrote: maybe the emd and emb for models are either somewhere else or libxeno just needs edited?? resident Dragon Ball guy checking in! this thread seems a little out of date, we've been playing around a fair bit with the files on my site's discord server So the files from the Switch version of the game are already compatible with Xenoviewer2, which OP Mastaklo found shortly after this thread was started. They are surpringly more detailed than the models from the previous heroes games. The EMDs on the PC version look completely different to an EMD from other Dimps games in hex editor, so there is definately some kind of compression on the character models. An update to libxenoverse any time soon is unlikely, unless someone shows up to contribute code. I'm currently the only person still attached to the project, and I'm not much of a programmer. My friend Olganix knows the EMD format better than anyone, he's the one that contributed the code to translate Xenoverse animations to FBX (this works with Heroes animations on Switch as well apparently). The problem is that he dissapears for months at a time between major updates, but I've sent him a message about this for when he returns. EDIT: I missed this, CPK Browser was apparently updated to decrypt SDBH files - thread solved https://xenoversemods.com/mods/cpk-browser RE: Super Dragon Ball Heroes World Mission decompress help - Kold-Virus - 04-10-2019 (04-10-2019, 12:47 PM)Komodo Wrote:(04-08-2019, 09:47 AM)Yarnman Wrote:(04-08-2019, 01:05 AM)Shiju Wrote: maybe the emd and emb for models are either somewhere else or libxeno just needs edited?? Oh sweet. I see a new King Cold model in my future Thanks for this m8! RE: Super Dragon Ball Heroes World Mission decompress help - Carpaccio - 04-10-2019 Well that works to decompress them, yes, but the current version of EmdFbx.exe generates a bunch of errors and the UV's are completely broken as well on the resulting FBX's. RE: Super Dragon Ball Heroes World Mission decompress help - Shiju - 04-10-2019 yeah I get the mesh but not the rig, though is definetly progress! though something good! I found a way to make the uvs work! The rig still doesnt work with it sadly. but heres the link to the emd to fbx that'll give you it rigless and uv maps working! https://xenoversemods.com/mods/emdfbx-and-fbxemd-libxenoverse/ RE: Super Dragon Ball Heroes World Mission decompress help - Carpaccio - 04-10-2019 (04-10-2019, 09:21 PM)Shiju Wrote: yeah I get the mesh but not the rig, though is definetly progress! There's three in that pack, which one is it, haha. RE: Super Dragon Ball Heroes World Mission decompress help - Shiju - 04-11-2019 (04-10-2019, 10:27 PM)Carpaccio Wrote:(04-10-2019, 09:21 PM)Shiju Wrote: yeah I get the mesh but not the rig, though is definetly progress! the latest one, so 2_1_1 RE: Super Dragon Ball Heroes World Mission decompress help - Yarnman - 04-13-2019 We got one problem solved, but it seems the textures present the same problem as the UMX ones, that is, some textures use bump maps. |