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Sonic Model Ripping Thread
#61
(06-27-2011, 08:29 AM)ItsEasyActually Wrote: Never said it was broken. I said it was crappy, and it really is. The model format was never flushed through when that thing was made even though it could have been. Rigs and animations could have been exportable then. In the spec I wrote up in like...two days, already knows where to find such data cause it wasn't hard to find.

And involving that script I mentioned earlier. It's in a better state now. There's still some issues, going through Generations and Unleashed files to fix those little tidbits.

i dont think the anim's are even worth exporting they where not all the great to begin with

allso I would not even mind Pictures of the Models, Anything will do Mostly again of Eggrobo
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#62
http://www.2shared.com/file/FVU_oiCd/Sonic.html

yes it's sonic colours model but i used sonic generations textures on it
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#63
(06-27-2011, 07:36 PM)superfan91 Wrote: http://www.2shared.com/file/FVU_oiCd/Sonic.html

This is the colors Model >Blank

Edit: BTW is there a Way to Bake Normal Spectral ect. Mapping Materials in any 3d Program?

I was wondering how the Pictures for the Colors rips look to good
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#64
(06-27-2011, 07:57 PM)Lugana Rysniq Wrote:
(06-27-2011, 07:36 PM)superfan91 Wrote: http://www.2shared.com/file/FVU_oiCd/Sonic.html

This is the colors Model >Blank

Edit: BTW is there a Way to Bake Normal Spectral ect. Mapping Materials in any 3d Program?

I was wondering how the Pictures for the Colors rips look to good

Blender can do that. By pictures do you mean textures...? There's a difference...
I post stuff randomly. I hope you people like what gets posted.
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#65
(06-28-2011, 11:19 AM)ItsEasyActually Wrote:
(06-27-2011, 07:57 PM)Lugana Rysniq Wrote:
(06-27-2011, 07:36 PM)superfan91 Wrote: http://www.2shared.com/file/FVU_oiCd/Sonic.html

This is the colors Model >Blank

Edit: BTW is there a Way to Bake Normal Spectral ect. Mapping Materials in any 3d Program?

I was wondering how the picutures for the Colors rips look to good

Blender can do that. By pictures do you mean textures...? There's a difference...
yeah by Textures like there are _nrm _Spc _pow _ref _lim

or do i need a nuice GPU to render them?

ihave a Gforce6150SE

Oh by pictures i meant the Submission shots i saw looked like they had the Spectral applied on them
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#66
Oh you're probably talking about the ones Peardian ripped aren't you? Yeah he takes a lot of care to make those icons come out nice. There's nothing hardware-wise stopping you from rendering models to look like that, other than the fact that it might take longer. You just have to be able to get the materials to look like that in the first place and you have to know what you're doing for that. It's more than just applying a specular map most of the time.
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#67
I noticed Lugana Rysniq said Free Riders uses .eno. Does anyone happen to know how to get to the actual game contents? Only seem to find standard files with no extensions.
I post stuff randomly. I hope you people like what gets posted.
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#68
I'd guess that there's either an index file or you'd have to figure it from the header through a hex editor. I can't say I've looked at it though so I could be completely wrong.
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#69
Is there a way to fix the bones from models exported by BrresViewer? They stretched and distorted.
[Image: BadassSigcopy.png]
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#70
(06-30-2011, 10:24 PM)Azu Wrote: Is there a way to fix the bones from models exported by BrresViewer? They stretched and distorted.

Stretched and distorted how?

And what program are you talking about?
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#71
(06-30-2011, 07:36 PM)ItsEasyActually Wrote: I noticed Lugana Rysniq said Free Riders uses .eno. Does anyone happen to know how to get to the actual game contents? Only seem to find standard files with no extensions.

I Just Hexed them out

I Dubbed it as a *.ST 'casue of the Header and the end of every File is _ST

If it ran thou the X-Compress BMS script used on the Unleashed files to decompress them they become Readable in Hex

Edit: Here is a EXE de-compresser for the files

http://www.mediafire.com/?u711b715nb7ib4z

the Header to the ENO seems Similar to the XNO's
Code:
NEIF........... ...........d....NETL.......t...........|
.....................................................................
...............................m_snc_head.dds.m_snc_REF.dds
.m_snc_head_NRM.dds.m_snc_hand.dds.m_snc_hand_NRM
.dds...NEOB.......$....
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#72
Thanks for that, I'll see what I can do in a bit.

(07-01-2011, 12:09 PM)Lugana Rysniq Wrote: the Header to the ENO seems Similar to the XNO's
Code:
NEIF........... ...........d....NETL.......t...........|
.....................................................................
...............................m_snc_head.dds.m_snc_REF.dds
.m_snc_head_NRM.dds.m_snc_hand.dds.m_snc_hand_NRM
.dds...NEOB.......$....

Derp, Sega has done XNO, GNO, CNO, and ENO. I've dubbed them the *NO model family for Sonic games. The biggest difference between XNO and all of the other formats is that it's in little endian rather than big endian.
I post stuff randomly. I hope you people like what gets posted.
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#73
(07-01-2011, 06:08 PM)ItsEasyActually Wrote: Thanks for that, I'll see what I can do in a bit.

(07-01-2011, 12:09 PM)Lugana Rysniq Wrote: the Header to the ENO seems Similar to the XNO's
Code:
NEIF........... ...........d....NETL.......t...........|
.....................................................................
...............................m_snc_head.dds.m_snc_REF.dds
.m_snc_head_NRM.dds.m_snc_hand.dds.m_snc_hand_NRM
.dds...NEOB.......$....

Derp, Sega has done XNO, GNO, CNO, and ENO. I've dubbed them the *NO model family for Sonic games. The biggest difference between XNO and all of the other formats is that it's in little endian rather than big endian.

but can a converter being written for it just as easily?

Oh and what i ment by the XNO Script Broken before is this
[Image: thishappnes.png]
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#74
(07-01-2011, 06:14 PM)Lugana Rysniq Wrote: but can a converter being written for it just as easily?

Just as easily as one can code something up when the differences are mapped in a format spec. Also, running the files through the xbdc.exe seems to just be deleting them rather than decompressing them...so uh...what am I doing wrong here? Lol.
I post stuff randomly. I hope you people like what gets posted.
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#75
(07-01-2011, 06:39 PM)ItsEasyActually Wrote:
(07-01-2011, 06:14 PM)Lugana Rysniq Wrote: but can a converter being written for it just as easily?

Just as easily as one can code something up when the differences are mapped in a format spec. Also, running the files through the xbdc.exe seems to just be deleting them rather than decompressing them...so uh...what am I doing wrong here? Lol.
Drag and Drop, it should ask to overwrite, type Yes or All
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