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Ripping Questions
I noticed there are layering issues on some of the sprites, is there any way to fix this?
Current projects: Learning to be better at spriting
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I'm finally back from town, we stayed there a night longer than I initially thought. I'll get to work on a tool tonight. Would you prefer that I just extract the Nitro files (including the palette, in Nitro format) or should I see if I can make it spit out the images directly? I shouldn't have a problem with doing the latter, but it'll take some extra time.

(10-19-2013, 06:13 PM)ZTO Wrote: I noticed there are layering issues on some of the sprites, is there any way to fix this?

I wouldn't think there is, seeing as these are simply the images that the NCGRs produce. Could you give an example of what you mean?
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[Image: 2cem3dg.png]
It's actually worse for some of the mechs, maybe I'll have to piece them togeather from parts.
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Hmm. Could be an issue. I'll try to catch Barubary when I next see him, see what he says.
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Hey uh, I was wondering if we were able to ask about models here...

I'm trying to rip from the Teen Titans Gamecube game...and I can't for the life of me figure anything out with it. It apparently runs on the Havok engine ( or whatever it's called.) and my searching turns up very little.

Could someone have a look at the files and let me know if it's possible?

Click Here
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Not sure if that'd fit here, maybe you can try Model Discussion or QiT?

Here's what I made for Super Robot Taisen: PKTool 0.1
Unpack the contents of the zip to a folder. Drag a .pk1 file onto the .exe and it'll extract the NCGR and NCLR to a subfolder (relative to the .pk1's location). You can also use the command line, just pass the filename as the only argument.

Next I can make it extract .pk2 files. There's something at the end of them that Barubary's tool doesn't extract, but I have no idea what kind of data it is. If anybody has an idea though then that might help.
I can also try and make it extract the sprites directly, but that would take longer.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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I've noticed a common graphics format being used by WayFoward's DS games and ports. Is there any tools available that can help or me rip graphics (not just sprites) from a couple of their games (or rippers that will do this for me Cute)? It's mainly to see if I can find anything unused/leftover in the Shantae iOS port, and to get the in progress graphics from the Contra 4 prototype.
[Image: HcSQAM1.gif]
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Well I have no real interesting way of saying this...so I'll just say it plainly.

Anyone got any idea on how one would rip from AVGN Adventures? Other than the old fashioned way...I was hoping to get some things from it...
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Memory Dumps (the only program I know is ProcessMemoryDumper) from the Steam version could work.
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I'm assuming that's on PC (don't even know if there are other versions), so you'd typically take a look in subfolders and see what kind of files are there. It can range from plain PNG files to a weird custom format. In the latter case you'll either have to get someone to figure it out (or do it yourself if you can), or run the game and dump loaded memory, then find the images using a program like Texture Finder.

The latter option is a bit of a process and usually is quite tedious, so I would take a look at the files first and see if you can find something.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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Im ripping the characters for Mortal Kombat II for 32X, im using GensKMod but i have problems separating the characters in some sprites (such as fatalities)
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For file pk2 of Super Robot Taisen OG Saga - Endless Frontier EXCEED
with tinkie (pk2 pack file) can unpack ad extrac new pk2
With that new file can extrac nitro file with nitro file finder.
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Okay, this is more of a texture thing, but I figure it can't be too difficult...I've managed to fiddle around with the textures in the PS2 Ghostbusters game for them to show up in TiledGGD. Only problem is they're not the proper size to correlate to those extracted through simple emulator texture dumping. Can anyone have a look and see what I can do about it. All the textures on the PS2 version are the same ".tex" file format, no idea about the models, but here's one of them.

Click Here

Also, I managed to extract the textures of the Tobin pics in gameplay for the Wii version, problem is some of them don't actually show up in game at all! Here's the same file but from the Wii version. I think the wii has higher quality images throughout the game so it would be ideal to find an extractor for them instead of any other format.

Click Here for Wii Version
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First file:
[Image: i5cd8dqPMquxX.png]

Second one seems to be compressed...
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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(01-10-2014, 06:35 PM)Deathbringer Wrote: First file:
[Image: i5cd8dqPMquxX.png]

Second one seems to be compressed...

...Gozer?
[Image: b1.php?u=39480955]
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