09-19-2015, 10:47 AM
Hello fine folks! I see we've had a sort of lack of ripping from this series and the only one who did will not be able to upload the models any time soon. So I've come to help get this in the works.
First up, the models themselves. A very skilled script programmer for Blender has made a way to extract the models from any of the series with a relatively simple process. It works for PC or PS3, not sure about the Xbox 360 versions, I haven't tested them yet.
This following link contains the blender scripts and all needed files for them to work properly. It requires Blender 2.4.9.b and Python version 2.6.6 to work properly.
Dropbox Link
After downloading it, unzip the desired format, and make sure you copy EVERYTHING in the resulting folder and paste it into the deeper "scripts" folder of your Blender installation. Mine is "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts"
After which, you open the 'Blender249.blend' file. This will load a prefabricated scene with the script ready to run. Click the script window and press "Alt+P" then navigate to the ".oct" file of the model set you wish to import. Load it up, and there you go, the model will appear in the viewer, ready for export, though without textures (we'll get to those in a bit).
Export your model as whatever format you desire. I usually just go for OBJ since the bones don't matter to my projects. Sometimes the model needs to be fully selected for the export to work. Just click in the model window and press the "A" key before exporting to make sure it's all selected. The export will take hopefully less than a second, and I'd suggest saving it to an easy place to find. (I usually do it to a folder on the Desktop).
If you wish to import more models and don't want to just restart the whole thing all over again, just click the model window and hit "Ctrl+Z" a few times until a window says "No Undo Exists" or something of that nature. Fresh start right there.
Now, for the textures, this is a bit more difficult. Depending on which version you're extracting from, you may be waiting for a bit for the textures. The PC version is simply re-named DDS files. Problem is, with the PC versions, the file archives as situational, so they only download onto your computer as they are needed, so playing the game is required to get them all. HOWEVER, with the PS3 versions, EVERYTHING is loaded already on the disc. Problem? Yeah, the textures thus far have yet to be properly extracted.
If anyone wants to try and figure out how to extract the PS3 textures, here's some samples of them.
PS3 Texture Samples
Until that is done, we have only the PC version to rip textures from. So unless someone else is willing to play the game through each encounter we could be waiting a while.
Now, the process of applying the textures is a bit of trial and error. When loading the model you will notice components of it are different colors or shades. This is because the pieces of the model are each their own material group. Note that this does not mean they will not have the same textures. It's just a weird thing that some do, some don't. This is where the trial and error comes in. Manually apply textures to each material group, then render to see if it looks right. Once all is properly assigned, your model is ready to go.
Something to note. A good number of them have eyelids, which are normally closed when the model is loaded. This is part of the model, yes it looks weird.
So there's the process. I hope we can figure out the textures soon enough, I'd like to get these going pretty soon.
First up, the models themselves. A very skilled script programmer for Blender has made a way to extract the models from any of the series with a relatively simple process. It works for PC or PS3, not sure about the Xbox 360 versions, I haven't tested them yet.
This following link contains the blender scripts and all needed files for them to work properly. It requires Blender 2.4.9.b and Python version 2.6.6 to work properly.
Dropbox Link
After downloading it, unzip the desired format, and make sure you copy EVERYTHING in the resulting folder and paste it into the deeper "scripts" folder of your Blender installation. Mine is "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts"
After which, you open the 'Blender249.blend' file. This will load a prefabricated scene with the script ready to run. Click the script window and press "Alt+P" then navigate to the ".oct" file of the model set you wish to import. Load it up, and there you go, the model will appear in the viewer, ready for export, though without textures (we'll get to those in a bit).
Export your model as whatever format you desire. I usually just go for OBJ since the bones don't matter to my projects. Sometimes the model needs to be fully selected for the export to work. Just click in the model window and press the "A" key before exporting to make sure it's all selected. The export will take hopefully less than a second, and I'd suggest saving it to an easy place to find. (I usually do it to a folder on the Desktop).
If you wish to import more models and don't want to just restart the whole thing all over again, just click the model window and hit "Ctrl+Z" a few times until a window says "No Undo Exists" or something of that nature. Fresh start right there.
Now, for the textures, this is a bit more difficult. Depending on which version you're extracting from, you may be waiting for a bit for the textures. The PC version is simply re-named DDS files. Problem is, with the PC versions, the file archives as situational, so they only download onto your computer as they are needed, so playing the game is required to get them all. HOWEVER, with the PS3 versions, EVERYTHING is loaded already on the disc. Problem? Yeah, the textures thus far have yet to be properly extracted.
If anyone wants to try and figure out how to extract the PS3 textures, here's some samples of them.
PS3 Texture Samples
Until that is done, we have only the PC version to rip textures from. So unless someone else is willing to play the game through each encounter we could be waiting a while.
Now, the process of applying the textures is a bit of trial and error. When loading the model you will notice components of it are different colors or shades. This is because the pieces of the model are each their own material group. Note that this does not mean they will not have the same textures. It's just a weird thing that some do, some don't. This is where the trial and error comes in. Manually apply textures to each material group, then render to see if it looks right. Once all is properly assigned, your model is ready to go.
Something to note. A good number of them have eyelids, which are normally closed when the model is loaded. This is part of the model, yes it looks weird.
So there's the process. I hope we can figure out the textures soon enough, I'd like to get these going pretty soon.