11-04-2019, 03:28 PM
(11-04-2019, 01:48 PM)dalek_kolt Wrote:(11-04-2019, 10:27 AM)ninetalescommander Wrote:I originally unzipped the .szs files using Ohana3DS, so the .bch files were an artifact of me using that program.(11-03-2019, 09:12 PM)dalek_kolt Wrote: Yeah, that was one of my big problems when I was trying to rip Ganon. I managed to rip Yuga, Zelda's portrait, Yuganon, and the castle before coming up with the models I wanted.
I would be up for this project however. I think we should just get a list of characters/enemies/stages that people want first since ripping every asset would be rather tedious.
To start, here's all the assets I sifted and named so far, they're in the .bch file format though.
Why are they in bch format? When I rip them with SPICA, I just export them as ".dae"
Given that I've had some complaints about models being rejected because of Ohana, I'll probably move to EveryFileExplorer/SPICA ripping in the future of ALBW ripping.
Ah I see. I actually use Switch-Tool-Box to obtain the .bin files. I then put the .bin files into SPICA and work from there.
If I may ask; What do you do with the .bch files?