Users browsing this thread: 9 Guest(s)
(Another) Zelda Ripping Project!
(10-29-2022, 12:38 PM)JamesO2 Wrote:
(10-29-2022, 11:49 AM)pikamaxi Wrote: Hello, I am looking for help to get a Collada file from Majoras Mask 3DS, and I think this place is the best place to ask as its activingly exporting the models.

I have been looking in this sheet about what has been extracted and whats next: https://docs.google.com/spreadsheets/d/1...=297092963

And the model I am after is "Inside the Moon - Tree Field", which according the sheet should have a Collada dump.
I know it has been done, but I have not been able to find it anywhere.
I tried to extract the model by myself, but I have not been successful with that either, so I would like some help with this.

Hi, I'm the author of that spreadsheet and also the one who has dumped the map files and converted them to a Blender format. Unfortunately I have had to put my ripping project on hold because I developed carpal tunnel syndrome in the middle of it. So I haven't been able to prepare the files into a "release" format, and thus I'm the only one who has them right now, which is why you can't find them anywhere.

I have all the files backed up in a Google Drive. If you want to PM me, I can give you the specific files you need.

In return, I would appreciate if you could maybe help me organize the files into a format so that they can be submitted to this site. Organizing would pretty much just contain minor adjustments to files/formats, folder organization, making thumbnails, and ZIPing them. Since having carpal tunnel, I am unable to use a computer for very long without pain and numbness, so I've just had this process on hold for months.

Anyway, PM me for details. I'll respond as soon as I can.

Thank you so much for letting me know! I sent you a PM so we can take it there Smile
Reply
Thanked by:
So in a previous post, I outlined all the strengths and shortcomings of the different tools to rip Majora models. I think I may have solved a major issue. The "Blender CMB Importer" was the most accurate ripping option, but it had the limitation of only being able to open decompressed CMB files, which meant that about half of Majora's models were not accessible.

I wrote a tool which can decompress ZSI files into the common CMB format. I've been able to import nearly all of the Majora scene files into Blender 2.79 now.

I haven't tested it on Actors or other Grezzo files. But if they are compressed in the same way, it should theoretically work. In the future, I may include the code for this script directly into the Blender CMB Importer addon, as they're both written in Python, it should theoretically be as simple as copy/pasting the code. But I don't have plans to do that right at the moment. For now, my tool works fine, and it even converts all the files in bulk.
Reply
Thanked by:
Is there a blender addon that can import the csab animation files for cmb models? M-1-RLG's blender addon is semi perfect for importing any cmb model from all the known 3ds games deved by greezo. But, can anyone make an addon that can load csab files?
Reply
Thanked by:
(01-04-2023, 06:39 PM)MarioBroz7 Wrote: Is there a blender addon that can import the csab animation files for cmb models? M-1-RLG's blender addon is semi perfect for importing any cmb model from all the known 3ds games deved by greezo. But, can anyone make an addon that can load csab files?

I'm pretty sure the Fin Model Utility can do that. Though I haven't tried it personally yet.

[MeltyPlayer/FinModelUtility: Model viewer and command-line tools for extracting models from various GCN/3DS/PC games en-masse.](https://github.com/MeltyPlayer/FinModelUtility)

I find the Fin Utility weird to use, but its also getting improvements constantly. Worth checking out.
Reply
Thanked by:
(07-25-2021, 08:17 AM)Alvare Wrote:
(05-31-2021, 04:43 PM)Starkium Wrote: I'm back again, looking to get models from OOT 3d and MM 3d, what programs should I use? I have no problem doing textures by hand, but I need the vertex colors on the models intact. Google search results are a mess.
Currently got the stuff from models resource loaded up into a UE4 oculus quest project. Whole thing is working with vertex lighting.

Smile You got it almost 100% correct.

[Image: Hyrule-Field.jpg]

[Image: Spirit-Temple.jpg]

You're missing out on something important regarding the vertex colors. You need a shader that multiplies the vertex color output by 2.
This way, the colors get more contrast to really make the scene pop, similar to fake lighting baked in.
As well as have the scenes extracted with a tool and Blender version that doesn't botch values f.e. uv accuracy and missing alpha.

https://drive.google.com/file/d/1y-WyflS...sp=sharing //The game files (Some rips available online had damaged cmb files. This one is correct)
https://drive.google.com/file/d/12hjyGDA...sp=sharing //The importer for Blender which exports characters with rig. [Outdated]
https://drive.google.com/file/d/1rUvO95N...sp=sharing //The special Blender version that support vertex color alpha channel.
https://drive.google.com/file/d/1uEUb5Jf...sp=sharing //The game's soundtrack accurately converted to midi with correct soundfont. (Sounds like the real thing)
https://drive.google.com/file/d/1VXFWNYC...sp=sharing //Wanna get those eye and mouth textures from characters.

[Image: Link.jpg]

P.S. Sometimes you need to disassemble the cmb from the zsi. You can easily do this in HxD. All you need to do is cut out the first part of the file until 'cmb'.

[Image: HxD.jpg]

After that, just rename the file extension to cmb.

EDIT - Whoops, I forgot to make links accessible for everyone. Now downloads should work.
          Also, huge thanks to M-1, as he's the one who created the importer.
          https://github.com/M-1-RLG

EDIT 12/11/21 - I suggest following Meltyplayer's model utility as well. It extracts the game's model library in it's entirety to both fbx and gltf2 and can be easily navigated through Noesis.
https://github.com/MeltyPlayer/FinModelUtility

EDIT 29/06/22
https://github.com/MeltyPlayer/OoT3D-Importer
Use this one to import cmb files instead of the older version.

Not sure if I replied to this already, but thanks! 2023 and I'm back at it. Funny enough I'm actually chatting with Melty now. I just made a pr for his Model view tool to improve some camera controls. I'm might look into adding support for the scene files, not just the actors. 

It looks like all the other tools have gotten some updates since. Do you know which one is most feature complete at this point?
Indie VR Game Dev -> Life Art Studios

In love with The Legend of Zelda Since day one
Reply
Thanked by:
(03-30-2023, 05:49 PM)Starkium Wrote: Not sure if I replied to this already, but thanks! 2023 and I'm back at it. Funny enough I'm actually chatting with Melty now. I just made a pr for his Model view tool to improve some camera controls. I'm might look into adding support for the scene files, not just the actors. 

It looks like all the other tools have gotten some updates since. Do you know which one is most feature complete at this point?

I haven't checked in a few months, but to my knowledge, none of the tools available are really "most feature complete." Each tool does one or two things better than the other tools, and there really isn't a one-stop-shop quite yet. I'll quote an older post where I made an assessment:

(06-28-2022, 06:06 PM)JamesO2 Wrote: (UPDATED: 2023-03-30)

It sucks that all of these tools each seem to be missing 1 or 2 vital components to make a single wholly functional tool. And they're all missing different parts of the puzzle.

Blender 2.79 CMB Importer: github.com/MeltyPlayer/OoT3D-Importer
  • Imports perfectly.
  • Preserves UVs, Vertex Colors, vertex alphas, bones, materials, everything.
  • Only works in a very specific older version of Blender 2.79.
  • Extracted texture files don't have ".png" extensions, which is a slight annoyance to work with.
  • EDIT: PNG issue above is only with an older version by MLG. Most recent version is by MeltyPlayer - make sure to use that version!
  • You have to manually separate the CMB from a ZSI file. Which is tedious. (sort of solved, see below)
  • It can't read compressed CMB/ZSI files. (sort of solved, see below)
  • There's no simple tool to just decompress a ZSI file.

JamesO2's ZSI Scene Decompressor: github.com/JamesO2x/Py-MM3D-LZSS-decompressor-to-CMB
  • I've created a tool that can decompress and extract ZSI files.
  • Works as of (2022-11-04) using Python 3.
  • Bulk converts ZSI scene files to CMB format, and also removes LZSS compression.
  • Works on "scene" files, probably doesn't work with "actors" (not tested)
  • Tested with MM3D and OoT3D
  • Does not convert models to FBX or other standard format, only to grezzo's CMB format.
  • So this Python script combined with the Blender 2.79 CMB Importer is now currently the best option for scene ripping.

Fin Model Utility: github.com/MeltyPlayer/FinModelUtility
  • Basically automates everything (extract RomFS, rip models, auto-converts them to FBX and GLTF)
  • Works with OoT3D, but I can't get it to work with MM3D at all.
  • Now works with MM3D
  • It seems to only convert the "actors" and completely ignore the "scenes" folder. So its only currently good for characters, not environments.
  • It automatically exports all the "actor" files into both an FBX and GLTF format. The FBX includes all animations too!
  • Can export models individually, or in bulk.

CMB Viewer (not recommended)
  • Simple to use, quickly load of ZSI files with one-click.
  • But the Collada export messes up the UVs badly, and doesn't apply bones correctly.
  • No options for other exports, or even just to extract CMB from ZSI files.
  • No batch/bulk converting process, so converting to Collada is tedious.
  • Blender's Collada importer is also pretty broken anyway, and doesn't import Vertex Alpha data properly.
  • This tool is no longer recommended.
  • Other tools work better now. But if you want a simple, quick, and dirty model rip (that lacks accuracy) then this is an OK tool.

Which is why I sorta just bodged together my own solution using a combination of tools and my own scripts. Specifically, I used:
  • My own Python script to bulk decompress the ZSI files into a CMB format: https:/github.com/JamesO2x/Py-MM3D-LZSS-decompressor-to-CMB
  • The MeltyPlayer blender 2.79 importer: https://github.com/MeltyPlayer/OoT3D-Importer
  • My own AHK script to bulk import CMB files using the above (because I could not figure out a way to automate this with Blender's python, likely due to how the addon was coded) and save them as 2.79 Blend files.
  • Appending the 2.79 Blend files into Blender 3.1, to take advantage of the newer tools and material features.
  • Export to whatever game engine/format you need.

In summation:
  • Fin Model Utility rips all the characters and their animations. But nothing else.
  • My hacky solution above rips all the scenes. Might work on other ZSI files, but not tested.

It seems like the Fin Model Utility is the only tool getting regular updates now. Eventually, I imagine it will be able to do everything. Talk to MeltyPlayer about that.

That's the current state of things.
Reply
Thanked by: Starkium
(03-30-2023, 09:20 PM)JamesO2 Wrote:
(03-30-2023, 05:49 PM)Starkium Wrote: Not sure if I replied to this already, but thanks! 2023 and I'm back at it. Funny enough I'm actually chatting with Melty now. I just made a pr for his Model view tool to improve some camera controls. I'm might look into adding support for the scene files, not just the actors. 

It looks like all the other tools have gotten some updates since. Do you know which one is most feature complete at this point?

I haven't checked in a few months, but to my knowledge, none of the tools available are really "most feature complete." Each tool does one or two things better than the other tools, and there really isn't a one-stop-shop quite yet. I'll quote an older post where I made an assessment:

(06-28-2022, 06:06 PM)JamesO2 Wrote: (UPDATEVery Sad 2023-03-30)

It sucks that all of these tools each seem to be missing 1 or 2 vital components to make a single wholly functional tool. And they're all missing different parts of the puzzle.

Blender 2.79 CMB Importer: github.com/MeltyPlayer/OoT3D-Importer
  • Imports perfectly.
  • Preserves UVs, Vertex Colors, vertex alphas, bones, materials, everything.
  • Only works in a very specific older version of Blender 2.79.
  • Extracted texture files don't have ".png" extensions, which is a slight annoyance to work with.
  • EDIT: PNG issue above is only with an older version by MLG. Most recent version is by MeltyPlayer - make sure to use that version!
  • You have to manually separate the CMB from a ZSI file. Which is tedious. (sort of solved, see below)
  • It can't read compressed CMB/ZSI files. (sort of solved, see below)
  • There's no simple tool to just decompress a ZSI file.

JamesO2's ZSI Scene Decompressor: github.com/JamesO2x/Py-MM3D-LZSS-decompressor-to-CMB
  • I've created a tool that can decompress and extract ZSI files.
  • Works as of (2022-11-04) using Python 3.
  • Bulk converts ZSI scene files to CMB format, and also removes LZSS compression.
  • Works on "scene" files, probably doesn't work with "actors" (not tested)
  • Tested with MM3D and OoT3D
  • Does not convert models to FBX or other standard format, only to grezzo's CMB format.
  • So this Python script combined with the Blender 2.79 CMB Importer is now currently the best option for scene ripping.

Fin Model Utility: github.com/MeltyPlayer/FinModelUtility
  • Basically automates everything (extract RomFS, rip models, auto-converts them to FBX and GLTF)
  • Works with OoT3D, but I can't get it to work with MM3D at all.
  • Now works with MM3D
  • It seems to only convert the "actors" and completely ignore the "scenes" folder. So its only currently good for characters, not environments.
  • It automatically exports all the "actor" files into both an FBX and GLTF format. The FBX includes all animations too!
  • Can export models individually, or in bulk.

CMB Viewer (not recommended)
  • Simple to use, quickly load of ZSI files with one-click.
  • But the Collada export messes up the UVs badly, and doesn't apply bones correctly.
  • No options for other exports, or even just to extract CMB from ZSI files.
  • No batch/bulk converting process, so converting to Collada is tedious.
  • Blender's Collada importer is also pretty broken anyway, and doesn't import Vertex Alpha data properly.
  • This tool is no longer recommended.
  • Other tools work better now. But if you want a simple, quick, and dirty model rip (that lacks accuracy) then this is an OK tool.

Which is why I sorta just bodged together my own solution using a combination of tools and my own scripts. Specifically, I used:
  • My own Python script to bulk decompress the ZSI files into a CMB format: https:/github.com/JamesO2x/Py-MM3D-LZSS-decompressor-to-CMB
  • The MeltyPlayer blender 2.79 importer: https://github.com/MeltyPlayer/OoT3D-Importer
  • My own AHK script to bulk import CMB files using the above (because I could not figure out a way to automate this with Blender's python, likely due to how the addon was coded) and save them as 2.79 Blend files.
  • Appending the 2.79 Blend files into Blender 3.1, to take advantage of the newer tools and material features.
  • Export to whatever game engine/format you need.

In summation:
  • Fin Model Utility rips all the characters and their animations. But nothing else.
  • My hacky solution above rips all the scenes. Might work on other ZSI files, but not tested.

It seems like the Fin Model Utility is the only tool getting regular updates now. Eventually, I imagine it will be able to do everything. Talk to MeltyPlayer about that.

That's the current state of things.

Thanks my dude, I'm checking out your script now. I was about to do one in powershell and string all this stuff together, but python is definitely more portable. 

Here's what I did today, finally solved my color issue haha. Turns out that even though I was already converting the linear vert colors to srgb, I was still only applying a * 2. Saw somewhere above that for srgb is should be 4.6.

[Image: image.png]

I need to see about the zsi conversion to cmb stuff. When importing into blender, not all the png files were being brought over. Here I'm borrowing hyrule fields river texture for the water in zoras domain for now. 

Cools news though, Ocarina of time 3ds stuff running in UE5 runs at full frames on a Quest 2 in vr  Smile
Indie VR Game Dev -> Life Art Studios

In love with The Legend of Zelda Since day one
Reply
Thanked by:
Yes I did notice that with some of the OoT3D files that water wasn't imported. It seems the devs may have used a more global technique to render common textures like water that get used frequently through out the game.

In my experience, with MM3D they opted not to do this, as the water and other common textures are just duplicated for each scene. There's a lot of copies of the grass textures (some only a few pixels difference) all throughout the files.

If I remember correctly, none of the OoT3D files use LzSS compression either. Only some of the files in MM3D did, like literally only 10 or so files. Its weird. They definitely used some different file management techniques between the two games.
Reply
Thanked by:
(03-30-2023, 10:51 PM)JamesO2 Wrote: Yes I did notice that with some of the OoT3D files that water wasn't imported. It seems the devs may have used a more global technique to render common textures like water that get used frequently through out the game.

In my experience, with MM3D they opted not to do this, as the water and other common textures are just duplicated for each scene. There's a lot of copies of the grass textures (some only a few pixels difference) all throughout the files.

If I remember correctly, none of the OoT3D files use LzSS compression either. Only some of the files in MM3D did, like literally only 10 or so files. Its weird. They definitely used some different file management techniques between the two games.

Looks like I was misreading the headers. `ZSIShUnqueen` For some reason I thought this bit was the lzss compression. rip. So I'll need to batch this out myself I guess. Some of these maps are split up into two zsi chunks, however only one of them lists a `cmb` when I open the file in HxD to manually convert. If that's frequently the case I'm wondering if I need to combine files somehow or if it's just easier to get one of the previewer programs to load in all the stuff then extract. Like for example, noclip.website loads all the object files and stuff too.
Indie VR Game Dev -> Life Art Studios

In love with The Legend of Zelda Since day one
Reply
Thanked by:
Hmm. Interesting issue. I'm pretty sure I was able to rip all the MM3D scenes with my bulk python script. Dungeons and some areas are split into multiple ZSI files, so if you wanted to combine them you could do that manually in blender or Unreal i imagine. But if some of the OoT3D files have multiple ZSI files packed into them, that might be another difference between the MM and OoT format.

I think those might be the .cmab files? I think OoT used those more than MM did. Cmab is sort of like a bundle file that contains multiple files. Kinda like a ZIP archive, but not compressed.

For my script to work you need to get the model files into .zsi format.

I didn't test OoT3D too extensively - I loaded in like 5 maps just to test that my script worked. But it should be able to extract all the CMB files from OoT3D. I based my code off of the same technique used in the other software listed above.

And yes, the LZSS compression chunk starts with 3 letter header that says "LzS". I'm 99% positive that OoT3D never used this compression technique.

I didn't know NoClip could load map files and export to a common format. I'll have to check that out later. That might be a better option for your needs then. Or asking MeltyPlayer to implement the scene ripping in FinModelUtility. I haven't talked to him about it, but if you do, let him know he can use my bulk python script in FinModelUtility either in full, in part, or even just as reference.

But if he already has the character ripper built in, he probably is way more knowledgeable than me anyway.
Reply
Thanked by:
(03-31-2023, 06:44 PM)JamesO2 Wrote: But if some of the OoT3D files have multiple ZSI files packed into them, that might be another difference between the MM and OoT format.

I think those might be the .cmab files? I think OoT used those more than MM did. Cmab is sort of like a bundle file that contains multiple files. Kinda like a ZIP archive, but not compressed.

For my script to work you need to get the model files into .zsi format.

I didn't test OoT3D too extensively - I loaded in like 5 maps just to test that my script worked. But it should be able to extract all the CMB files from OoT3D. I based my code off of the same technique used in the other software listed above.

So scenes look like this right:
Code:
spot07.zar
spot07_0_info.zsi
spot07_1_info.zsi
spot07_info.zsi

What I'm saying is that sometimes when I bring the numbered info .zsi files into HxD, sometimes they're just flat out missing the `cmb` string I'm supposed to be looking for. The other other thing is that sometimes, even when I get both numbered info zsi extracted, I'm missing textures. References to those textures could potentially be in the non numbered info zsi files since it's supposed to just link the two numbered ones together in the game.
If I open the .zar in hxd I can see references to other stuff like this:

Code:
cmab�������qdb�������������    ���
��� ��� ���
���������ctxb����€���<��À���T��p���l��Ð��„��p��œ��H@��Ä��H@��Ø��H@��ð��H@����H@�� ��H@��8��H@��P��H@��h��H@��€��H@��˜��H��°��ROOM0\spot07_00_d.cmab��ROOM1\spot07_01_d.cmab��ROOM1\spot07_01_a.cmab��ROOM1\spot07_01_c.cmab��..\..\scene\Spot07\demo\spot07_show.qdb�.\name\spot07.ctxb��.\name\spot07_usen.ctxb�.\name\spot07_euen.ctxb�.\name\spot07_euge.ctxb�.\name\spot07_eufr.ctxb�.\name\spot07_usfr.ctxb�.\name\spot07_eusp.ctxb�.\name\spot07_ussp.ctxb�.\name\spot07_euit.ctxb�.\name\spot07_eudu.ctxb�fm_l_07_txt.ctxb

I can see all these files because of the rom dump, but I don't know what they are yet. I assume some have more content I'm looking for and not just game logic. 

Quote:I didn't know NoClip could load map files and export to a common format. I'll have to check that out later. That might be a better option for your needs then. Or asking MeltyPlayer to implement the scene ripping in FinModelUtility. I haven't talked to him about it, but if you do, let him know he can use my bulk python script in FinModelUtility either in full, in part, or even just as reference.

But if he already has the character ripper built in, he probably is way more knowledgeable than me anyway.

No clip doesn't do any exporting, what I mean was it loads in all the game objects and stuff in their spawn locations and renders materials correctly. So there could be some useful logic there for the Melty utility. I don't know if it's mounting any of the stuff mentioned above or not. Probably has to be in order to be spawning characters and stuff in their proper locations.
Indie VR Game Dev -> Life Art Studios

In love with The Legend of Zelda Since day one
Reply
Thanked by:
(04-01-2023, 11:53 AM)Starkium Wrote: So scenes look like this right:
Code:
spot07.zar
spot07_0_info.zsi
spot07_1_info.zsi
spot07_info.zsi

What I'm saying is that sometimes when I bring the numbered info .zsi files into HxD, sometimes they're just flat out missing the `cmb` string I'm supposed to be looking for. The other other thing is that sometimes, even when I get both numbered info zsi extracted, I'm missing textures. References to those textures could potentially be in the non numbered info zsi files since it's supposed to just link the two numbered ones together in the game.
If I open the .zar in hxd I can see references to other stuff like this:

Code:
cmab�������qdb�������������    ���
��� ��� ���
���������ctxb����€���<��À���T��p���l��Ð��„��p��œ��H@��Ä��H@��Ø��H@��ð��H@����H@�� ��H@��8��H@��P��H@��h��H@��€��H@��˜��H��°��ROOM0\spot07_00_d.cmab��ROOM1\spot07_01_d.cmab��ROOM1\spot07_01_a.cmab��ROOM1\spot07_01_c.cmab��..\..\scene\Spot07\demo\spot07_show.qdb�.\name\spot07.ctxb��.\name\spot07_usen.ctxb�.\name\spot07_euen.ctxb�.\name\spot07_euge.ctxb�.\name\spot07_eufr.ctxb�.\name\spot07_usfr.ctxb�.\name\spot07_eusp.ctxb�.\name\spot07_ussp.ctxb�.\name\spot07_euit.ctxb�.\name\spot07_eudu.ctxb�fm_l_07_txt.ctxb

I can see all these files because of the rom dump, but I don't know what they are yet. I assume some have more content I'm looking for and not just game logic. 

No clip doesn't do any exporting, what I mean was it loads in all the game objects and stuff in their spawn locations and renders materials correctly. So there could be some useful logic there for the Melty utility. I don't know if it's mounting any of the stuff mentioned above or not. Probably has to be in order to be spawning characters and stuff in their proper locations.

Right. I think I understand what you mean.

The ZAR files just stands for "Zelda Archive". And to my knowledge, these files are just a proprietary zip-like archive format Nintendo uses. Normally, you'd need to extract the ZSI files from within the ZAR. But if you are already seeing the ZSI files directly, it means the ripping tool you used already extracted them. So you can just ignore the ZAR files for now.

You can check this site for more technical info on the file formats: https://wiki.cloudmodding.com/oot/3D:File_Formats

The numbered .zsi files contain each "room" or "culled area" in a scene. For example the Pirate fortress in MM contains these rooms:

Code:
z2_pirate_0_info.zsi
z2_pirate_1_info.zsi
z2_pirate_2_info.zsi
z2_pirate_3_info.zsi
z2_pirate_4_info.zsi
z2_pirate_5_info.zsi
z2_pirate_6_info.zsi
z2_pirate_7_info.zsi
z2_pirate_8_info.zsi
z2_pirate_9_info.zsi
z2_pirate_10_info.zsi
z2_pirate_11_info.zsi
z2_pirate_12_info.zsi
z2_pirate_13_info.zsi
z2_pirate_14_info.zsi

When I extract each CMB from these ZSI, I haven't noticed any missing textures or anything. So if you're seeing missing textures or other issues, this may be a specific difference in OoT3D that I haven't see in MM3D.

My goal was only to get the scene files out of MM3D, so personally I'm not familiar with whatever differences there might be in OoT3D. All I can really say is that yeah, I did notice some of the water textures missing on the few scenes I tried to load in for OoT3D. I'm definitely not an expert in this stuff.

As for the other files:

The non-numbered ZSI files such as "z2_pirate_info.zsi" or "spot07_info.zsi" in your case, to the best of my knowledge do not contain any sort of 3D geometry data. So you probably won't find CMB headers there. I haven't personally gone into researching these files yet, but I believe you are right in that they are a sort of "meta file" that wrangles all of the other ZSI scene models together into one cohesive map. My guess is also that these files are what contain the list of actors/objects for a scene (IDs, xyz pos, xyz rotation, xyz scale, etc) and any other non-mesh data for a scene (music, etc).

Since it just stores positions for pots, enemies, rupees and stuff, it won't actually have any mesh/model data in it. Its probably just some sort of array format. I don't really know.

And yes, as you also mentioned, NoClip does correctly load in all these objects on their website. I don't know how they do that, you'd have to ask them.

---

One other reason you might be seeing missing textures/data in some of the files for OoT3D is simply because its missing/corrupt. For example, in MM3D there is a scene called "spot00_0_info.zsi" which, when attempting to extract the geometry, is just an empty file. My personal notes on it are this:

Quote:Doesn't load anything, but this shares the filename with Hyrule Field from OoT. Its probably leftover data.

So in MM3D, there are remnants of Hyrule Field data in the game, but it contains no actual geometry data. It was likely either left there when they ported the OoT3D engine over to work on MM3D. Or its possible that its left over data from when the original N64 devs worked on MM. Its hard to say without information directly from Nintendo or Grezzo devs. But there are some files that are literally just junk data, or partially deleted data that wasn't fully removed.

I can't say for certain that's what you're running into here, but its something to keep in mind for sure. I'm just trying to imagine all possible scenarios for what you might be seeing. Someone else might have better insight into this stuff though.

Best of luck getting it sorted out. And if you do figure it out, let us know what it was.
Reply
Thanked by:
can anyone make a google drive or mega link that contains the raw game files of legend of zelda botw?
Reply
Thanked by:
So I'm not sure if we're allowed to talk leaks(can't remember what the situation was with pokemon scarlet) but I got hands on the files and with switch toolbox i can't seem to open any model at all from the model folder, wondering if something changed with the format?
Reply
Thanked by:
So game's out today, i checked files already and they look oddly similar to switch sports files(which also i got no clue how to open and would love to) anyone else checked them or tried to see what's up? they are def compressed, but maybe beside compression files aren't too different from botw...not sure about switch sports since that's a first.
Reply
Thanked by:


Forum Jump: