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[TUTORIAL] Star Fox Zero, Bayonetta (and more!) - Printable Version

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[TUTORIAL] Star Fox Zero, Bayonetta (and more!) - Nooga - 05-09-2022

Hello again my dudes, I'm back with another tutorial!

Today we're gonna rip models from Star Fox Zero but this works with several games according to the main tool's github page:
  • Bayonetta
  • Bayonetta 2
  • Nier Automata
  • Metal Gear Rising Revengeance
  • MadWorld
  • The Legend of Korra
  • TMNT Mutants in Manhattan
  • Transformers Devastation
  • Starfox Zero
  • Astral Chain
  • The Wonderful 101
  • Vanquish
  • Anarchy Reigns
  • Babylon's Fall



You need the following:
-Your extracted game (For WiiU, Loadiine folder format is best)
-CriPakTools. This version is recommended by the VGR wiki.
-Kerilk's Bayonetta Noesis script.

First of all, open up CriPakTools and unpack the cpk files with it. For Star Fox Zero, these are in the "content" folder. It's pretty straightforward how to use CPT to extract so I won't explain it here. It should spit out a bunch of .dat files. These are your models (textures are packed within them, dw.)

As for the Noesis script, download both x32 and x64 versions, unzip them and go to your noesis plugins folder. There should be a "bayonetta.dll" file in there and in the x64 folder within the plugins folder. Delete these, then put the "bayonetta.dll" files you just downloaded from the github in their respective folders.

Open Noesis and go to "Tools" in the menu bar and check "Display Plugin Tools". A menu option for "Bayonetta PC" should show up. From there, you're ready to go and convert those .dat files like you would anything else in Noesis. There are a few options you can use in the previously mentioned "Bayonetta PC" menu, taking 0 or 1 as an option (no or yes respectively). I personally set the "prompt" options to 0 because they're annoying and "hide shadow meshes" to 1 because the shadow meshes aren't really needed, leaving all others as is.

Sometimes you'll find a model doesn't display its textures: that means it's most likely sharing textures with another model. If "texture prompt" is enabled it'll prompt you to load shared textures in other files, but tbh it doesn't seem to do anything if you try to, so if you can't work out how to actually work that you'll have to rely on memory lol. An example of this is the Walker from Star Fox Zero, it shows up untextured in Noesis, but that's because it shares textures from the Arwing and would likely load them from that model's texture bank.

Alpha channel for textures makes things look transparent that shouldn't - you may need to remove the alpha using a program like Krita (right click layer, "split alpha" and delete the new layer it creates) and resave the textures.


Sorry for the lack of images, but hopefully this is simple enough to follow. Happy ripping!