09-11-2016, 06:55 PM
(09-11-2016, 06:28 PM)Sc4recroW Wrote:(08-31-2016, 11:11 PM)Gotenks46 Wrote: Hello Guys Im Trying To Make A Game In Unity Using DBZ But I Cant Figure Out How to Rip Models From Budokai3 what do i do
Ripping models from Budokai 1, 2 and 3 is really easy if you have the right tools. The tools you're going to need are Noesis , AFS Explorer , Game Graphic Studio , 3D Studio Max and QuickBMS (You only need QuickBMS if you plan on ripping models from Budokai 2, 3 and Infinite World) you're also going to need a couple of scripts. Here's the bms script you'll need (you only need 2DragonballBin) and here's the AMO Import maxscript you'll need ( this script was made by killercracker). First step involves getting the rom for the Budokai game you want to rip models from, I'm going to rip Majin Vegeta from Budokai 2 for this tutorial. Now that you have your rom you need open it in Noesis and extract it, you should be given multiple AFS files, this is where AFS Explorer comes in.
If you're using Budokai 1 this step should be easy, seeing as in every DragonBall Z Budokai game the models are stored in AMO files and the textures are stored in AMT files. In budokai 1 every character's AMO/ AMT files have an abbreviation of their name and aren't stored in a compressed file. However in Budokai 2, 3 and IW the AMO/ AMT files for each character are stored in their own compressed bin file, I'm assuming this was done to use less space since Budokai 2, 3 and IW have more chacters than Budokai 1, the bin files are unnamed so you'll have to look up the bin list on the isozone for the Budokai game you're ripping from. I'm using Budokai 2 and according to the bin list Majin Vegeta is unnamed_228.bin, the AFS file you'll want to import into AFS Explorer is located in Budokai X_files/USR/ DATA_CMN.AFS (AFS file name may be slightly different depending on which Budokai you're using but it should be very similar to that) now select the bin file you want (or AMO and AMT files if you're using Budokai 1) and export.
Now this next step only applies to bin files, you're going to need to run 2DragonballBin in QuickBMS and select the bin file you just exported, it should give you AMO.1 and AMT.2, then change the file extensions of the .1 file to .AMO and the .2 file to .AMT you'll be given a warning that the file may become unusable but don't listen to it, I've done this multiple times and the file remains perfectly fine. Now open Game Graphic Studio and select the AMT file you'd like to export textures from and change the interlace settings to BGR (BGR +1 if using Budokai 1) you can now export the textures you need in png, bmp or tga format.
Now you have the textures for the model you want and the model in AMO format, launch 3D Studio Max and select scripting and new script after the script has ran you will be prompted to select the AMO file you'd like to import, you should get something like this.
After you move the misplaced sections of the model to their correct places, apply the textures (the models are UV mapped so applying the textures is easy) and smooth the model you should have great results.
Here are my results by using this method of ripping models from Budokai games. These models aren't rigged so unless you know how to rig models, these probably won't be of much use to you. I myself have been using them to make Garry's Mod playermodels and decided I'd tell people how I've been ripping the models so they can rip the characters they want.
Thanks With This Info I Can Rip Ubb And Pan