Users browsing this thread: 7 Guest(s)
NDS Model Ripping Tutorial
#46
I finally managed to do it! And as proof here is an image of Nestor the Wise Echidna Model.

   

All that I need to lean how to do now is how to export the maya files of the bones and then apply them to the model somehow. Anybody done this before? If so, how did you or someone else do it? (I used MKDS to rip the model files)
Reply
Thanked by:
#47
What would you say, for any models, is the best way to make an icon and big icon for submission? I don't know how to. (I use blender btw)
Reply
Thanked by: Yarcaz
#48
(01-04-2016, 03:34 PM)DrMcCoy Wrote:
(12-30-2015, 11:47 PM)TeridaxXD001 Wrote: Open a command prompt. Drag unherf.exe to it. Then drag the .herf file you want to extract to it. Finally, type 'e' and press enter.

Hmm, "unherf.exe foo.herf e" shouldn't work. It should be "unherf.exe e foo.herf". I.e. the command (e for extract) should come before the file.

Does it indeed work for you the other way round? Looking over my code again, and even checking the sources and binaries I distribute for both 0.0.3 and 0.0.2, I can't imagine how. o_O

I think that's how I did it. I might be misremembering it.
Reply
Thanked by: Yarcaz
#49
(01-04-2016, 07:07 PM)TeridaxXD001 Wrote:
(01-04-2016, 03:34 PM)DrMcCoy Wrote:
(12-30-2015, 11:47 PM)TeridaxXD001 Wrote: Open a command prompt. Drag unherf.exe to it. Then drag the .herf file you want to extract to it. Finally, type 'e' and press enter.

Hmm, "unherf.exe foo.herf e" shouldn't work. It should be "unherf.exe e foo.herf". I.e. the command (e for extract) should come before the file.

Does it indeed work for you the other way round? Looking over my code again, and even checking the sources and binaries I distribute for both 0.0.3 and 0.0.2, I can't imagine how. o_O

I think that's how I did it. I might be misremembering it.
I think that is so, Because in command prompt. I had to format it as "{space}<unherf location>{space}<command - "e">{space}<herf file location>

Also, I have run into a new problem.
The file "armdiln_aa.nsbtx.small" when using "unnsbtx" with command prompt tried to extract/unpack the images/textures for the armadillo model gives me this: "ERROR: Invalid BOM: 0x4254"
I also tried to use "MKDS Course Editor" which worked with all the other ".nsbtx.small" files, but for this one a new window would appear and instantly disappear or not appear at all, so that window crashed and later it seemed to not even be able to open the file.

Any ideas of that I should do to be able to extract from this file? I already have the model from its "armdiln_aa.nsbmd.small" equivalant file and now I need the images from this file "armdiln_aa.nsbtx.small".

HELP?!

*I also posted a screenshot of the command prompt when it showed the error mentioned above at on this modelsresource thread ( http://www.vg-resource.com/thread-28195-...#pid606881 )*
Reply
Thanked by:
#50
(01-07-2016, 01:20 PM)Yarcaz Wrote: The file "armdiln_aa.nsbtx.small" when using "unnsbtx"

.small files are compressed using an LZSS algorithm and unnsbtx doesn't decompress them automatically. You need to first decompress the "armdiln_aa.nsbtx.small" file into a "armdiln_aa.nsbtx" file using the desmall tool.

Yeah, I know, that's a bit round-about.
Reply
Thanked by: Yarcaz
#51
(01-07-2016, 01:55 PM)DrMcCoy Wrote:
(01-07-2016, 01:20 PM)Yarcaz Wrote: The file "armdiln_aa.nsbtx.small" when using "unnsbtx"

.small files are compressed using an LZSS algorithm and unnsbtx doesn't decompress them automatically. You need to first decompress the "armdiln_aa.nsbtx.small" file into a "armdiln_aa.nsbtx" file using the desmall tool.

Yeah, I know, that's a bit round-about.

Yay! Thank you! I was able to "desmall" the file and able to finally open up the ".nsbtx" file and get the texture using MKDS Course Editor, but it makes me wonder why MKDS Course Editor was able to open the other ".nsbtx.small" & ".nsbmd.small" files just fine without having to "desmall" them first.
Reply
Thanked by:
#52
(01-07-2016, 03:19 PM)Yarcaz Wrote: it makes me wonder why MKDS Course Editor was able to open the other ".nsbtx.small" & ".nsbmd.small" files just fine without having to "desmall" them first.

Because MKDS Course Editor probably desmalls the file automatically first.

If the file ends with ".small", try to decompress it. If the file fails to open as normal, try to decompress it.

I.e. in pseudocode:

Code:
if (endsWith(file, ".small"))
  desmall(file);

if (openAsNSBTX(file) == FAIL) {
  desmall(file);
  openAsNSBTX(file);
}

(There's unfortunately no easy-to-recognize magic value for these compressed files.)
Reply
Thanked by:
#53
I present a model:


.zip   Route 4 Construction Site 1.zip (Size: 5.9 KB / Downloads: 214)


MKDSCM won't correctly export unless you choose to export textures as TGA. Normally, you can just convert them to PNG, but in this case, there is a 0 byte, extensionless file that seems to represent part of the model and has a testure embedded in it that is invisible in Windows Explorer but works fine in modeling programs.

I solved this problem for other models by deleting everything except that portion of a model and exporting it, deleting that portion of the model and exporting everything else, then putting them together and exporting them as one model. However, I first needed to use Tinke to find the invisible texture and apply it.

This model is from Pokemon Black Version. This game's file system is not as easy to identify models through Tinke as its predecessors. That means I can't for the life of me find the texture.

Is there any way to extract this texture from the model originally exported from MKDSCM?
Reply
Thanked by:
#54
I discovered that Metal Saga for the DS (its full name is "Metal Saga - Hagane no Kisetsu" or "Metal Saga - Season of Steel") also uses .nsbmd files.  They're primarily used for the various vehicles the player can use, as well as the parts that can be equipped on said vehicles, but there are some for a few of the bosses too.  (Strangely, both forms of the last boss have models, even though the models themselves are practically 2D sprites!)

I'm trying to work on ripping them myself.

I've already got the models of the bosses ripped as .OBJ files; now I'm gonna try to rip the bones.

Vehicles and vehicle parts will come later, mostly because there are SO MANY vehicle parts.
Reply
Thanked by:
#55
Thanks to this thread I was able to have some fun with my top 2 game, thank you guys ! Tell me what you think (note : I'm lazy to reinstall Maya so they have no bones attached sadly)
http://www.vg-resource.com/thread-29220.html

Also any of you guys found some beta models like "ecm_aa" or "fx_tal_spn" ???
Reply
Thanked by:
#56
(07-06-2014, 08:36 PM)Mystie Wrote: UPDATE 07/10/2014: Added a link to an improved build of MKDS Course Modifier.

Greetings everyone! Mystie is back for another Nintendo ripping tutorial! Last time, I taught you how to rip sprites and textures from Gamecube and Wii games. This time, I'm going to teach you how to rip models (and textures) from NDS games.

Pictures are not included this time around because I am on a very tight schedule, but I might edit this post later and include them.


What you'll need:
  • NDS ROMs (of course)
  • Console Tool
  • MKDS Course Modifier
  • A modeling program (if you're rich, or if you can find a cracked version that actually works, use 3DSMax. If not, then settle for Blender like me)


Step 1. Open Console Tool.

Step 2. Click on "File > Open", browse to where you have your ROM(s), choose the one you want, and open it.

NOTE: It may take some time for the program to load the ROM. Be patient.

Step 3. Browse through the folders until you find an .nsbmd file. Most of the time, they are found within a folder named "3d" or "models". Click on the .nsbmd file once, then click the plus icon next to the filename (if available) and click on the texture (.nsbtx).

Step 4. Double-click on the .nsbmd file for a preview of it. Close the preview, right-click on the file, and choose "Export". The model and textures (if available) will export to the folder that your ROM is saved in.

Step 5. Open MKDS Course Modifier and browse for the exported model file, then open it.

Step 6. In the window that appears, click on "Export > Model > OBJ". Now browse to where you want to export the .obj, and export it. (You can also choose to export the bones if you wish, but this function does not work very well for me)

NOTE: The model may not appear in MKDS Course Modifier's model viewing window. No need to worry, as the model actually is there, the view is just scrolled too far out.

Step 7. With your modeling program of choice, open the exported .obj to see if everything turned out right. If need be, re-add the textures and re-export the .obj.


And you're done! Wasn't that easy?


Now before I go, here is a list of NDS games that I know support the .nsbmd/.nsbtx/.bmd0 formats. If you know of any more that use them, please tell me and I'll add them to the list.
  • Animal Crossing: Wild World
  • Avatar: The Last Airbender (I've only looked at the first one, but I'm guessing the other two use .nsbmd as well)
  • Brain Age 1 and 2
  • Custom Robo Arena
  • Donkey Kong: Jungle Climber
  • Dragon Quest Monsters: Joker
  • Elite Beat Agents
  • Inazuma Eleven 2: Firestorm
  • Kingdom Hearts: 358/2 Days (stored within .p files, but these can be opened easily)
  • Legend of Zelda: Phantom Hourglass
  • Legend of Zelda: Spirit Tracks
  • Mario Kart DS
  • Medarot DS
  • New Super Mario Bros.
  • Nintendogs (I've only looked at Best Friends, but I assume all of these games use this format)
  • Okami-den
  • Pac-'n-Roll
  • Pac-Man World 3
  • All main series Pokemon games
  • Resident Evil: Deadly Silence
  • Sega Superstars Tennis
  • Sonic Colors (character models are in .narc archives, found in the .narc folder)
  • Both Sonic Rush games (for the second one, the character models are found in the .narc folder just like with Colors)
  • Soul Eater: Medusa no Inbou
  • StarFox Command (textures are stored in a separate folder however)
  • Super Mario 64 DS (models are in a .bmd format rather than .nsbmd or .bmd0. MKDS Course Modifier can open them, but cannot export them)
  • Super Monkey Ball: Touch 'n Roll
  • Tomodachi Collection (stored within .bin files, but they can be opened easily)
  • Trauma Center: Under the Knife 2
  • Viewtiful Joe: Double Trouble!

updated links:
mkds course modifier: https://gbatemp.net/threads/mkds-course-...er.299444/
Reply
Thanked by:
#57
For Super Mario 64 DS, SM64DSE (available on kuribo64) can export the models with a choice animation and bones.
Reply
Thanked by:
#58
how do i open console tool?

i download it but there's no startup icon or exe that
starts the program
Reply
Thanked by:
#59
So I'm trying to rip the models from the original Fossil Fighters for the DS and I've found what might be the vivosaur models, but they are in a folder called "motion" and are stored as creature_001.bin [MAR] and so on, can anyone tell me if these are actually the models and if they are if this method works to rip them? (The "models" folder only contains the assets for attacks as far as I can tell.)
Reply
Thanked by:
#60
(07-06-2014, 08:36 PM)Mystie Wrote: UPDATE 07/10/2014: Added a link to an improved build of MKDS Course Modifier.

Greetings everyone! Mystie is back for another Nintendo ripping tutorial! Last time, I taught you how to rip sprites and textures from Gamecube and Wii games. This time, I'm going to teach you how to rip models (and textures) from NDS games.

Pictures are not included this time around because I am on a very tight schedule, but I might edit this post later and include them.


What you'll need:
  • NDS ROMs (of course)
  • Console Tool
  • MKDS Course Modifier
  • A modeling program (if you're rich, or if you can find a cracked version that actually works, use 3DSMax. If not, then settle for Blender like me)


Step 1. Open Console Tool.

Step 2. Click on "File > Open", browse to where you have your ROM(s), choose the one you want, and open it.

NOTE: It may take some time for the program to load the ROM. Be patient.

Step 3. Browse through the folders until you find an .nsbmd file. Most of the time, they are found within a folder named "3d" or "models". Click on the .nsbmd file once, then click the plus icon next to the filename (if available) and click on the texture (.nsbtx).

Step 4. Double-click on the .nsbmd file for a preview of it. Close the preview, right-click on the file, and choose "Export". The model and textures (if available) will export to the folder that your ROM is saved in.

Step 5. Open MKDS Course Modifier and browse for the exported model file, then open it.

Step 6. In the window that appears, click on "Export > Model > OBJ". Now browse to where you want to export the .obj, and export it. (You can also choose to export the bones if you wish, but this function does not work very well for me)

NOTE: The model may not appear in MKDS Course Modifier's model viewing window. No need to worry, as the model actually is there, the view is just scrolled too far out.

Step 7. With your modeling program of choice, open the exported .obj to see if everything turned out right. If need be, re-add the textures and re-export the .obj.


And you're done! Wasn't that easy?


Now before I go, here is a list of NDS games that I know support the .nsbmd/.nsbtx/.bmd0 formats. If you know of any more that use them, please tell me and I'll add them to the list.
  • Animal Crossing: Wild World
  • Avatar: The Last Airbender (I've only looked at the first one, but I'm guessing the other two use .nsbmd as well)
  • Brain Age 1 and 2
  • Custom Robo Arena
  • Donkey Kong: Jungle Climber
  • Dragon Quest Monsters: Joker
  • Elite Beat Agents
  • Inazuma Eleven 2: Firestorm
  • Kingdom Hearts: 358/2 Days (stored within .p files, but these can be opened easily)
  • Legend of Zelda: Phantom Hourglass
  • Legend of Zelda: Spirit Tracks
  • Mario Kart DS
  • Medarot DS
  • New Super Mario Bros.
  • Nintendogs (I've only looked at Best Friends, but I assume all of these games use this format)
  • Okami-den
  • Pac-'n-Roll
  • Pac-Man World 3
  • All main series Pokemon games
  • Resident Evil: Deadly Silence
  • Sega Superstars Tennis
  • Sonic Colors (character models are in .narc archives, found in the .narc folder)
  • Both Sonic Rush games (for the second one, the character models are found in the .narc folder just like with Colors)
  • Soul Eater: Medusa no Inbou
  • StarFox Command (textures are stored in a separate folder however)
  • Super Mario 64 DS (models are in a .bmd format rather than .nsbmd or .bmd0. MKDS Course Modifier can open them, but cannot export them)
  • Super Monkey Ball: Touch 'n Roll
  • Tomodachi Collection (stored within .bin files, but they can be opened easily)
  • Trauma Center: Under the Knife 2
  • Viewtiful Joe: Double Trouble!

Hi do you know how to deal with DS models in the lz file format?
i am trying to extract models from Kaiju Busters and it's sequel


i've tried different extraction methods but none of them worked
Reply
Thanked by:


Forum Jump: