Users browsing this thread: 19 Guest(s)
Game Specific Model Ripping Guides
hi i have a question i have gotten 4 characters so far from viewtaful joe: red hot rumble that i wanted to put on this sight. I have Viewtiful Joe, Blade Master Alaster, Captain Blue, and Captain Blue Jr.

i am using 3d via print screen on my windows 7 it ripped the models perfectly with textures intact as well

but when i try to print screen in the 3d xml player 64 bit it doesn't do anything

here's a picture of a model

[Image: 1htqh0.jpg]

could someone help me with this?
Thanked by:
You already have the model dumped. Now you need to convert it to something that's NOT 3dxml. There are a number of ways to do this though you're going to have to decide on a program to bring it into before anything else whether it be Blender or whatever.
Thanked by:
actually shadow it isn't since when i re click on my model in 3dxml it ends up like this [Image: 2eppt2v.jpg]

any ideas to fix this?
Thanked by:
...Its a dump, I'm not sure what you're expecting. There is a reason its not called 3dxml editor. If you want to actually separate it from the mess of background objects and such you'll need to put it into 3d editing program like I said before. There's a number of them though Blender is probably the most powerful and popular free one. The first post of this thread should have a Blender script for that on it.
Thanked by:
ok i used the python script you had on the first page for blender it worked here's a picture of Alaster it worked like a charm, Thanks.

[Image: 3346a08.jpg]

however his texture's don't appear and i have no clue how to add them or how to rig his model either -.- also it would be helpful if you told me as well how to export it as .obj and .dae.

Note: The models also have huge vertices and faces and i have no clue how to reduce it either so it uses less file space.

Thanked by:
You may want to look at some of the more basic stuff on modeling before you try to start submitting things. What you seem to be trying to do right now is somewhat like driving without knowing traffic laws, minus the danger. Its certainly doable, but I'd really suggest you learn a bit about what you're doing so you aren't constantly asking questions. Its not that we can't answer questions, but it would be nice if you knew at least the basics.

I don't mean to discourage you, but I'm not gonna hold your hand through this Tongue
Thanked by:
sorry about wasting your time then Sad could you at least give me links for helping me or tutorials of some sort. I would really appreciate it ^^
Thanked by:
http://www.blender.org/education-help/tutorials/
Thanked by:
I was able to extract the models for star fox assault but not open them. I don't have any real interest in them but if anyone wants to take a crack at it I have the files
Thanked by:
Yeah if you want to upload them that'd be cool. I'm sure someone could figure it out.
Thanked by:
http://www.gamefront.com/files/20771276/se.rar

got it here for anyone who wants it
Thanked by:
Uh, dumb question about ripping from Wii Sports (LOL!).

Smashboards says it uses MDL0, but a different compression than Brawl. How would I get to the models inside it?
Thanked by:
(09-13-2011, 01:18 PM)Tiberious Wrote: Uh, dumb question about ripping from Wii Sports (LOL!).

Smashboards says it uses MDL0, but a different compression than Brawl. How would I get to the models inside it?

Have you checked it? I haven't looked so I don't know what it might use. But you can check through these: http://www.mariomods.com/p/tools_11.html and see if they seem like they would help. If I'm missing the point let me know since its hard to tell if you mean archive compression or MDL0 compression.
Thanked by:
(09-13-2011, 01:30 PM)Shadowth117 Wrote: Have you checked it? I haven't looked so I don't know what it might use. But you can check through these: http://www.mariomods.com/p/tools_11.html and see if they seem like they would help. If I'm missing the point let me know since its hard to tell if you mean archive compression or MDL0 compression.

That worked. Grabbed the SZS Modifier, and the bowling files were in a handy little .brres.

I wanted to look and see what kind of polycounts the pins had. Turns out they have multiple levels of detail, ranging from (apparently, as they're right in the filenames) 74 to 866 triangles. They also have two versions for both 10-pin and Power Throw modes (I don't have Resort, so I'm guessing the models are the same for 100-pin mode).
Thanked by:
I'm surprised they bothered with LOD stuff considering how simple that game was in every way Tongue Especially when you consider the max for anything was 866 tris. Good to know though.
Thanked by:


Forum Jump: