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(Another) Zelda Ripping Project!
does anyone have a download link that contains the raw game files from legend of zelda botw?
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(05-12-2023, 08:47 PM)MarioBroz7 Wrote: does anyone have a download link that contains the raw game files from legend of zelda botw?

I don't think that's allowed
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I think is strange that no one anywhere has ripped any 3d models from TOTK yet. Is there a threat from the big N to prevent it? I mean, in the sprites section, someone created a folder for this game and it was deleted whithin hours...
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prolly some newly compressed .mc model format they're dealing with i guess?
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(05-16-2023, 09:41 PM)LuigiWithEverything Wrote: prolly some newly compressed .mc model format they're dealing with i guess?
Exactly that, yes. Had a look myself and I'm not sure how to go about decompressing that.
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(05-17-2023, 12:38 PM)Random Talking Bush Wrote:
(05-16-2023, 09:41 PM)LuigiWithEverything Wrote: prolly some newly compressed .mc model format they're dealing with i guess?
Exactly that, yes. Had a look myself and I'm not sure how to go about decompressing that.

I tried to comment as well here a bunch of days ago and no one really noticed, but it seems switch sports might be similar with compression and stuff, idk if that helps with anything being 2 games with same or similar engine, to maybe debug/decode etc.
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Are there any current places where I can get models from OoT3D and MM3D? I've been looking all over but all I can find are dead links (pun not intended)
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for anyone who might be interested, models are now rippable but require either emulator or actual switch to dump them. Very easy process. Beware, in order to open them in something like switch toolbox you will need both the extracted files and the base non converted files(not the .nsp) so it will take at least 20gb, if not more of space.
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Hi everyone

Ive read all 30 pages in this thread and noticed that links awakening for the switch was mentioned a few times.
Is that somethinf that could be added to the list? I am in the process of ripping it, but the map moddels are giving me a little difficulty. The models appear, but not the textures.

Has anyone seen this before?
Missing Texture Imag

Thank you so much!
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Would be really cool to get more environmental assets from breath of the wild like the shrines and stables, of also the koroks
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(06-18-2022, 10:59 PM)JamesO2 Wrote:
(06-16-2022, 03:22 AM)Alvare Wrote: Nice job on obtaining Majora's Mask's files and getting the colors to look and work correctly.
You'll notice how some of MM's environments look more detailed than Oot3D's.

Btw, I didn't have the MM files for a while. Had it some time ago after searching for hours and found it somewhere in a YouTube comment.
Anyway, I have them again as well now, using the tools you mentioned.  Smile
You need the original cia files without decryption and don't have weird folder / file names. Some extractors can't read " ' " symbols too.

I'm working on a pretty huge MM ripping project.

So far I've ripped just about every "exterior" area in the game and given them plain English names to make them easier to work with. I haven't started on interiors like shops and dungeons yet.

[Image: a5aEImn.png]

There are 318 "scene" models in the game. Some of them are just empty dummy files with a single triangle, and most of them are the game's dungeons (each room in a dungeon is exported to a separate DAE model).

I couldn't find any solid information for translations of all the filenames, so I had to load them all one-by-one myself to figure it out. I wrote it all down here for anyone else's convenience so they don't have to go through all that work:

Its a spreadsheet list of every area in the game, along with English names, grouped into categories roughly in the order you encounter these areas in the game.

I've set up my own naming convention and been tracking progress on what I have/haven't ripped, as well as notes about issues from ripping (like certain areas are missing textures, etc). The lines with green checkmarks are areas that I've dumped into DAE so far, and the yellow lines are ones that I haven't gotten to yet.

I also included a list of all the useful links, programs, etc that I collected from various threads. There's some notes about the ripping/converting process, but some of the notes are only useful to me specifically (or reference custom scripts I wrote). I'll make these scripts public eventually, but I frequently modify them so often that I wouldn't be able to keep track of changes.

I've written python scripts (for both inside Blender and outside of Blender) to help better organize things.
  1. One is an auto-importer that lets you "one-click" import multiple DAE files all at once (such as all of the parts of a dungeon, or Clock Town, etc) and it even auto-sorts them into their own Collection and parents to an Empty.
  2. A script to fix the "bones" (any objects that are out of place) positions using the CMB Viewer's TXT dump data.
  3. A bunch of scripts for fixing the vertex color, applying water shaders, alpha textures for trees, etc.

If anyone wants a copy of a script, just message me.

EDIT: @Alvare - I did notice that the vertex alpha blending doesn't seem to be preserved when importing into Blender 3.0 -- which is really strange because this version of Blender definitely 100% does support vertex color alpha channel (I've used it in other projects before). So I'm not sure what is going wrong there, I'll have to investigate it further later. Its possible the data is still there in the Blend file, but I just need to figure out some specific node arrangement -- or its possible Blender 3.0 is just ignoring the alpha and not importing it from the start. Not sure.


Hey James, your spreadsheet is a ton of help, but do you have any idea why the boss rooms seem to be missing? I assume they would be the bs_0_info files but they dont seem to have any geo, and I noticed noclip doesn't have the boss rooms either
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(06-19-2023, 01:55 AM)MithosKuu Wrote: Hey James, your spreadsheet is a ton of help, but do you have any idea why the boss rooms seem to be missing? I assume they would be the bs_0_info files but they dont seem to have any geo, and I noticed noclip doesn't have the boss rooms either

You're right, I did actually notice that the other day. Yes, none of the boss rooms seem to be included in the "scene" folder with the other rooms. I haven't dug too deep into the file system yet, but I was able to find some other geometry for map related stuff in another folder for UI elements. My guess is that since the boss rooms are very specific rooms with scripted scenes and complex enemy AI behavior, they may be stored somewhere else with the boss files for organizational purposes. I haven't found them yet.

I also noticed that the "top of woodfall" geometry isn't in the "scenes" folder too. Its the area where the temple rises out of the swamp. My guess is the same as above: since its an area with a complex script involved, its probably stored somewhere different from the rest of the static maps and is treated similar to the "boss rooms" in the game engine.

NOTE: The Woodfall in my picture above was actually captured from MM N64. I just wanted to include it in my folder as a placeholder until I could find the MM 3D version later.
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Maybe someone could write a nice code and do it faster but I figured how to place most objects in BotW map... Like how this house is placed next to the next one and so on. So I'm gonna rebuild Hateno piece by piece at one point X"D

the data are in smubin files, there is name of the object, translation in space and rotation, nicely matches the big map texture

   

just testing it out, need to make it more organized with linked models and such X"D right now it's a mess

will see how much ground texture will be missing and I will have to just... figure it out (I'm mosty sure where the data is, but I can just do what switch toolbox let me, no programmer here, just someone obsessed)
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i being looking for the spirit stone from Ocarina of time. but i cant find it in the game files.
some body have them? or at least the name of the file.
y being opening all file i can, and nothing.

please help
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did a lot more models and here's a catch, probably problem with dae/fbx imports (the axis are not the same, the bones are messed up)

as long as it's only one axis of rotation, the placements is perfect, I go into the game and checked and it looks about right, but more than one and it's a bit off, (or a lot off) I suspect that both rotation and position are for root bone and with messed armature not much can be done, at least I can't. So no map of Hateno os springs any time soon :<

   
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