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TUTORIAL: How to rip Sonic Riders Zero Gravity extensionless files. - Printable Version

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TUTORIAL: How to rip Sonic Riders Zero Gravity extensionless files. - JetTheFox96 - 03-29-2021

I had the help of one friend, before, until I found these myself. I got all the info from here -- https://discord.gg/NdXF5uCThf

1. If you have a copy of the extracted game ISO files somewhere on your hard drive, open up HxD.

2. Open the Image1.CVM file and open it into the Hexadecimal Editor.

3. To actually dig through the ROM search for a header (NGIF) and a footer (NEND) 
Source: https://www.vg-resource.com/thread-30759-post-631306.html

4. Once you get NGIF to NEND somewhere (note the file coding is extremely long so it takes a while to select an entire model.) Dont touch anything else, let go of the selected code and head over to "File"

5. Click on "Save selection"

6. Save the model in a .gno format (The GNO part must be lowercase, and its best to store them in a place you will remember to use them later).

7. If you have it download the SkythTools from here -- https://github.com/blueskythlikesclouds/SkythTools and download as ZIP format.

8. Once downloaded extract all the components using your ZIP folder extractor.
9. Go inside the SkythTools and open up the Sonic 06 folder (Important)

10. Leaving the window open, open up the place you stored your GNO file select it and drop it in the Sonic 06 folder, you will see a program called "xno2dae"

11. Drop the .gno file onto this program, wait a few seconds and it should convert, after a while a .dae file will pop up. This is your model. 
12. You can import it like that or if you want a much more representable armature or whatever then...

13. Download the Autodesk FBX Converter from here -- https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives

14. Once its done, install it and follow the setup instructions like usual. Then open the converter leaving the dae file window open. Drag and drop the .dae files on the 1st window on the left of the FBX program, choose where you want the FBX files to save by pressing: Change Destination Folder and once your done you can choose what format you want it to convert, FBX, OBJ, DAE etc. then hit Convert.

15. After converting check out your new FBX models ripped straight out of SRZG. 

Enjoy your models!

NOTE: I haven't found anyway to rip textures or gear yet so don't kill me please.
[color=var(--text-link)] [/color]

(03-29-2021, 07:53 PM)JetTheFox96 Wrote: I had the help of one friend, before, until I found these myself. I got all the info from here -- https://discord.gg/NdXF5uCThf

1. If you have a copy of the extracted game ISO files somewhere on your hard drive, open up HxD.

2. Open the Image1.CVM file and open it into the Hexadecimal Editor.

3. To actually dig through the ROM search for a header (NGIF) and a footer (NEND) 
Source: https://www.vg-resource.com/thread-30759-post-631306.html

4. Once you get NGIF to NEND somewhere (note the file coding is extremely long so it takes a while to select an entire model.) Dont touch anything else, let go of the selected code and head over to "File"

5. Click on "Save selection"

6. Save the model in a .gno format (The GNO part must be lowercase, and its best to store them in a place you will remember to use them later).

7. If you have it download the SkythTools from here -- https://github.com/blueskythlikesclouds/SkythTools and download as ZIP format.

8. Once downloaded extract all the components using your ZIP folder extractor.
9. Go inside the SkythTools and open up the Sonic 06 folder (Important)

10. Leaving the window open, open up the place you stored your GNO file select it and drop it in the Sonic 06 folder, you will see a program called "xno2dae"

11. Drop the .gno file onto this program, wait a few seconds and it should convert, after a while a .dae file will pop up. This is your model. 
12. You can import it like that or if you want a much more representable armature or whatever then...

13. Download the Autodesk FBX Converter from here -- https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives

14. Once its done, install it and follow the setup instructions like usual. Then open the converter leaving the dae file window open. Drag and drop the .dae files on the 1st window on the left of the FBX program, choose where you want the FBX files to save by pressing: Change Destination Folder and once your done you can choose what format you want it to convert, FBX, OBJ, DAE etc. then hit Convert.

15. After converting check out your new FBX models ripped straight out of SRZG. 

Enjoy your models!

NOTE: I haven't found anyway to rip textures or gear yet so don't kill me please.
[color=var(--text-link)] [/color]

I ripped the Wii version of this game by the way.


RE: TUTORIAL: How to rip Sonic Riders Zero Gravity extensionless files. - JetTheFox96 - 04-28-2021

The textures footer is GCIX. Save it as .PVR format


RE: TUTORIAL: How to rip Sonic Riders Zero Gravity extensionless files. - Eggman Enterprises Ltd. - 09-11-2022

EDIT: Somebody on youtube figured out how to decompress those extensionless files to their .pack format of the game but first we gonna delete that "OOCH" dummy header using any hex editor to match half of the structure as the same gamecube compressed format from sonic riders and there after we can decompress them. Texture extraction can also be occured here (same with the tools):

https://www.youtube.com/watch?v=q65xyi4Rn-c

the only small problem is, we need to make either the python script or the .bat file do them in batch.