Good news everybody just went on another form i saw and the same method i used to get the Inyuasha feudal combat works for this game as well ^^
it is listed there as a game that is ripable even though i have never heard of this game or the anime either -.-
the script also imports each strip as an individual object. so unless you know your stuff in a 3d editor.. you might aswell slam your head into a wall.
here is the code from the other site ^^
Code:
fsource = GetOpenFileName \
caption:"Renderware Importer" \
types: "generic renderware format(*.dff)|*.DFF|All files (*.*)|*.*|"
if (fsource!=undefined) AND ((doesFileExist fsource)==true) then(
f = fopen fsource "rb"
fext= getFilenameType fsource
fpath= getFilenamePath fsource
fbatch= getFiles (fpath+"*"+fext)
fname= getFilenameFile fsource
fsize= getFileSize fsource
st = timestamp() --get start time in milliseconds
clearlistener()
openLog (fpath+fname+"_log.txt") mode:"w" outputOnly:true
print (fname+fext+"\n"+localTime+"\n")
--===========================================================================
undo off(
fn PrintOffset Var =
(
local Var = Var
print ("This is the offset 0x" + (bit.intAsHex Var) as string)
Var
)
fn PrintCount Var =
(
local Var = Var
print ("This is the Count 0x" + (bit.intAsHex Var) as string)
Var
)
fn Readword fstream = (
return readshort fstream #unsigned
)
fn ReadFixedString bstream fixedLen =
(
local str = ""
for i = 1 to fixedLen do
(
str += bit.intAsChar (ReadByte bstream #unsigned)
)
str
)
with redraw off (
struct Mesh_Info_Struct
(
Mesh_Name,vertstart,vertend,vertcount,facecount
)
mscale=39.34
Mesh_Offset_Array = #()
UV_Offset_Array = #()
while (ftell f) != fsize do (
byte1 = readbyte f#unsigned
if (byte1==0x04) then(
byte2 = readbyte f#unsigned
if (byte2==0x01) then(
byte3 = readbyte f#unsigned
if (byte3==0x00) then(
byte4 = readbyte f#unsigned
if (byte4==0x01) then(
fseek f 3#seek_cur
test2 = readbyte f#unsigned
fseek f -4#seek_cur
if test2 == 0x68 do (
append Mesh_Offset_Array (ftell f)
)
-- if test2 == 0x64 do (
-- append UV_Offset_Array (ftell f)
-- )
)
)
)
)
)
print Mesh_Offset_Array.count
print UV_Offset_Array.count
for a = 1 to Mesh_Offset_Array.count do (
Vert_array = #()
Normal_array = #()
UV_array = #()
Face_array = #()
fseek f Mesh_Offset_Array[a]#seek_set
Print ("Vert @ 0x"+((bit.intAsHex(ftell f))as string))
byte1 = readbyte f#unsigned
byte2 = readbyte f#unsigned
byte3 = readbyte f#unsigned
byte4 = readbyte f#unsigned
for b = 1 to byte3 do (
vx = readfloat f*mscale
vy = readfloat f*mscale
vz = (readfloat f*-1)*mscale
append Vert_array [vx,vz,vy]
)
-- fseek f UV_Offset_Array[a]#seek_set
for sk = 1 to 40 do (
byte1 = readbyte f#unsigned
if (byte1==0x04) then(
byte2 = readbyte f#unsigned
if (byte2==0x01) then(
byte3 = readbyte f#unsigned
if (byte3==0x00) then(
byte4 = readbyte f#unsigned
if (byte4==0x01) then EXIT
)
)
)
)
fseek f 3#seek_cur
test2 = readbyte f#unsigned
fseek f -4#seek_cur
if test2 == 0x64 then (
Print ("TVert @ 0x"+((bit.intAsHex(ftell f))as string))
byte1 = readbyte f#unsigned
byte2 = readbyte f#unsigned
byte3 = readbyte f#unsigned
byte4 = readbyte f#unsigned
for b = 1 to byte3 do (
tu = readfloat f
tv = (readfloat f*-1)+1
append UV_array [tu,tv,0]
)
)else(
for b = 1 to Vert_array.count do append UV_array [0,0,0]
)
fa=1
fb=2
fc=3
append Face_array[fa,fb,fc]
for x =1 to (Vert_array.count-3) do(
fd=fa
fa=fc
fc=fd
fa+=1
fb+=1
fc+=1
append Face_array[fa,fb,fc]
)
msh = mesh vertices:Vert_array faces:Face_array
msh.numTVerts = UV_array.count
buildTVFaces msh
for j = 1 to UV_array.count do setTVert msh j UV_array[j]
for j = 1 to Face_array.count do setTVFace msh j Face_array[j]
-- for j = 1 to Normal_array.count do setNormal msh j Normal_array[j]
-- selectmore msh
)
-- group selection
--===========================================================================
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
gc()
fclose f
flushLog()
closeLog()
enableSceneRedraw()
Print ("Done! ("+((((timestamp())-st)/60)as string)+" Seconds)") --print time to finish
))) else (Print "Aborted.")
(THis is how i ripped the Inyuasha Feudal Combat models (This method doesn't work for the Inyuasha stages sadly -.-)
After you get the .FPK file you want from the iso
using a iso ripper like iso buster for example you extract it you then use Noesis to to export the .FPK file you pick than you get a folder with a whole bunch of files than with .DFF you use the code in 3D studio max and pick the .dff in that folder note there are a whole bunch so find the model you want it will import into 3D studio max than export into .obj and you can than put this model into any 3D program of your choice,
Now onto the textures
you will
most likely find them in the same folder with the .DFF
to convert them properly use
http://www.gtagaming.com/downloads/gta-v.../tools/902
ignore the fact it says it can only rip from .txd files of the GTAIII, Vice City, and San Andreas PS2 discs. this is how i got the Inyuasha textures
Next convert the .txd to a format like .tga open it in a program like gimp or photoshop than convert it to a .png and do it for the rest of the textures and there you go this is how you get these models ripped ^^
also you will have to apply the textures yourself and export a .obj with a .mtl so it is perfect and ready to get up on the site ^^