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PLvsPWAA Model Ripping Help
#16
(12-03-2019, 01:18 PM)Ploaj Wrote: That storyteller file is missing parts. The filesize for it is supposed to be 1,093KB not 69. You should probably re-extract it.

The mirroring I don't know about. It looks like it's just that particular Darklaw model. The other Darklaw model, c108, looks fine.

As for animation, inside of some XC files you will find mtn2. These are the bone animations and can be exported by right clicking on them.
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Then open the model and on the model viewer window go to File->Import Animation and import the mtn2.
Once imported successfully you can export the animation as SMD. (Other exportable formats may be supported in the future)
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The visibility and material animations are not supported at this time, but they aren't hard to replicate.

Thank you so much!  I seem to have this 90% working!  I can get the models and textures all in hand in other programs, but the smd animations are the only issue still cropping up...

Copying the same steps as a friend who they work for, the SMD animations I export can neither be re-imported into Metanoia, nor can I import them anywhere else without crashing the program.  Unsure  My filesizes come out the same as theirs and I see the animations right in Metanoia before any exporting, but nothing including Metanoia opens the SMDs.  Do I need something installed to open SMD files period, sort of like how video codecs work?

I'll attach Shakey, who I've been testing with, including the original file, mtn2 anims, my converted smds, and in a subfolder the smd files exported on another computer if it helps.  I also went through every XC in the game and only found 3 that didn't open, re-extracted them from the game to make sure they still didn't open, and I'll throw those in too for bug reporting's sake.

Shakey Here, Bug-XCs Here

Thanks so much again for your work on this tool, it's really exactly what I've needed for a while!  Big Grin
"Hold me tight, tight enough to break me! So that even in a blizzard, I won't feel cold~"
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#17
So in the gist of it, we don't have anything to import the models into 3DS Max, especially not MT Framework since the models of PLvsPW was made on Level-5 Engine. I actually wonder, why not try changing the model format? I mean, I used some MMD models and I wondered if you could do the same for PLvsPW models. I know it sounds stupid really.  Unsure Unsure Unsure
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#18
(12-04-2019, 02:28 PM)Stryquill Wrote: So in the gist of it, we don't have anything to import the models into 3DS Max, especially not MT Framework since the models of PLvsPW was made on Level-5 Engine. I actually wonder, why not try changing the model format? I mean, I used some MMD models and I wondered if you could do the same for PLvsPW models. I know it sounds stupid really.  Unsure Unsure Unsure

.dae models import into 3DS Max correctly, which is an option.  Some people have made .smd importers for it too, but the .smd files I export don't open in anything for some reason.
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#19
(12-04-2019, 02:24 PM)Asuna Hitsuga Wrote: Copying the same steps as a friend who they work for, the SMD animations I export can neither be re-imported into Metanoia, nor can I import them anywhere else without crashing the program.  Unsure  My filesizes come out the same as theirs and I see the animations right in Metanoia before any exporting, but nothing including Metanoia opens the SMDs.  Do I need something installed to open SMD files period, sort of like how video codecs work?

There are several source tool (SMD) plugins for blender and 3ds max. I'm not sure the best ones for each, but you can look around and try some. The SMD files themselves appear to be formed fine and play correctly in Noesis.

(12-04-2019, 02:24 PM)Asuna Hitsuga Wrote: I also went through every XC in the game and only found 3 that didn't open, re-extracted them from the game to make sure they still didn't open, and I'll throw those in too for bug reporting's sake.

Those three files are missing parts like before. They should be much larger.
I don't know what you are using, but Karameru is the best for extracting things correctly in my experience.
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#20
(12-04-2019, 04:42 PM)Ploaj Wrote: There are several source tool (SMD) plugins for blender and 3ds max. I'm not sure the best ones for each, but you can look around and try some. The SMD files themselves appear to be formed fine and play correctly in Noesis.


Those three files are missing parts like before. They should be much larger.
I don't know what you are using, but Karameru is the best for extracting things correctly in my experience.

I did try multiple, and the one I settled on is the one working for others.  Plus, Metanoia should be able to reimport them if the files are sound, shouldn't it?  Sad
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And that's odd, I am using Karameru, and those filesizes match what they're listed as in the archive before extraction, unless somehow the whole rom is bugged.
"Hold me tight, tight enough to break me! So that even in a blizzard, I won't feel cold~"
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#21
Metanoia doesn't support importing animations from SMD. Or at least, it shouldn't yet. 
If you want to check if the smd is exported correctly Noesis can view them.

c109 should be 1093KB
c115 should be 1024KB
c202 should be 1555KB
Make sure it's the most recent version of Karameru. I'm not sure why those three in particular would not extract correctly.

I'm using this with Blender and the files you uploaded worked fine:
https://developer.valvesoftware.com/wiki...urce_Tools

I just imported the DAE and then the animation.
[Image: cQBzkaV.png]
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#22
(12-04-2019, 08:54 PM)Ploaj Wrote: Metanoia doesn't support importing animations from SMD. Or at least, it shouldn't yet. 
If you want to check if the smd is exported correctly Noesis can view them.

c109 should be 1093KB
c115 should be 1024KB
c202 should be 1555KB
Make sure it's the most recent version of Karameru. I'm not sure why those three in particular would not extract correctly.

I'm using this with Blender and the files you uploaded worked fine:
https://developer.valvesoftware.com/wiki...urce_Tools

I just imported the DAE and then the animation.

Mhm, I've communicated with Eliash a bit who has it work in Blender and 3DS Max both, but using the same 3DS Max script I get this almost immediately:

[Image: aoS0vSJ.png]
Same importer, same version, same settings.  That's why all I could think was something source-based needs to be installed for this format to be opened by anything, but I couldn't find anything about that.  Even downloaded Source SDK  Shy and haven't found anything to convert to FBX to try that.
"Hold me tight, tight enough to break me! So that even in a blizzard, I won't feel cold~"
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#23
Smile 
First off, I wanna thank you a ton for all this - with a file conversion workaround in blender, I got the animations through to FBX where things would let me load them further down the line, and was able to fully render out the animations for a smaller character!

[Image: pNtx0RK.png]
That said, I dove into a larger character after starting small successfully, but from what I can tell a lot of animations seem to be missing?  I do have the newest Karameru and such, but whichever program I use to extract these .mtn2 files, a lot of them seem to be under 1kb, and have little to nothing in them.  I'd think maybe it's just misc texture anims that aren't supported, but there are also animations in the game that aren't here at all, which makes me wonder.  I feel either extracting those must be broken, or one of the other pile of file extensions here must be storing something too?

For reference, it's c125 I'm looking at, and I'll link the folder I had checking through things.  I checked all of the 125 archives in the CHR and NPC directories both.

File here
"Hold me tight, tight enough to break me! So that even in a blizzard, I won't feel cold~"
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#24
I've been tinkering with Metanoia lately. Great stuff. If only certain animations would work well.
I've noticed that loading c320 (Ridelle) and c101 (Layton)'s anims would end up with very spazzy animations for some reason. Here are some samples.

[Image: help.gif]  [Image: helplayton.gif]

Not sure if this is a bug for Metanoia, or I maybe extracting animations wrong. 
Really helpful if I know how to resolve this.
Again, this is a great application. Thanks a bunch.
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#25
(12-04-2019, 08:54 PM)Ploaj Wrote: Metanoia doesn't support importing animations from SMD. Or at least, it shouldn't yet. 
If you want to check if the smd is exported correctly Noesis can view them.

c109 should be 1093KB
c115 should be 1024KB
c202 should be 1555KB
Make sure it's the most recent version of Karameru. I'm not sure why those three in particular would not extract correctly.

I'm using this with Blender and the files you uploaded worked fine:
https://developer.valvesoftware.com/wiki...urce_Tools

I just imported the DAE and then the animation.

Got all of the above working and have the lastest Karameru, got some stuff working, but it seems like big characters have a bug, which happens in Metanoia and Karameru both with the mtn2 files.  If you've got a ton, like say 70, All but the first 10 and the last will be less than 1kb and do nothing.  Then, that last one is huge and has a ton of anims layered on top of each other in a buggy way.  I put in a proper issue report on your git with a couple example files.

Super appreciate you doing all this to support this particular game on your tool btw
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#26
Hey, so did this game use .fa files like the Layton 3DS games? If so, how were they extracted? I'm looking into getting model from the Azran Legacy, but .fa isn't supported on Metanoia.
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#27
(08-01-2020, 10:20 AM)akuago220 Wrote: Hey, so did this game use .fa files like the Layton 3DS games? If so, how were they extracted? I'm looking into getting model from the Azran Legacy, but .fa isn't supported on Metanoia.

Karameru (one of the three programs in IcySon's Kuriimu) can extract .fa, or at least the .fa files in PLvsPW.
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#28
Does somebody have the guts to take a look inside the Android pachislot game? I have both .obb and .apk files.
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#29
Bumping, hoping that someone was able to do so in 3DSMax!
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