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04-29-2021, 10:38 PM
(This post was last modified: 11-07-2021, 10:44 PM by Nooga.
Edit Reason: Updated in light of new Replanetizer versions
)
So we finally have an easy way of getting most models from the first three Ratchet games, specifically the PS3's HD collection ports. Sadly, no rigs, but it's better than NinjaRipper so here goes.
This tutorial assumes you have a copy of the game ready on your PC.
For Blender users, I made an add-on (see below) that automates the normal fixing process, which is particularly great for fixing ripped levels and other things that have a lot of mesh objects. Versions for 2.79 and 2.8+. Read the instructions before using for the best experience.
RaCNFix.zip (Size: 2.49 KB / Downloads: 224)
Part 1 - Prep work
Programs you'll need:
- PS3GameExtractor to unpack the game so you can get at the assets
- Replanetizer level editor to export models and textures
-A 3D modeling program of your choice, but I use Blender 2.79 and/or Blender 2.9
Instructions
- First, extract your ISO like you would a zip folder (If your copy is a JBfolder, skip this step)
- Locate PS3arc.psarc in PS3_GAME\USRDIR\rcx\ps3data (where the "x" in rcx is the number of the game, so for example Ratchet and Clank 2 would be in the "rc2" folder
- Open up PS3GameExtractor and click on "Unpack PSARC/MSELF" and click on the .psarc file you located in step 2, then let it do its thing until "press any key to continue" appears
- You should now have access to the assets! Yay! Now open Replanetizer and go to the folder that PS3GameExtractor extracted your .psarc file. In\ExtractedPSARC\rcx\ps3data (where again, x = game number), there should be a bunch of folders labeled level#, where # is a number.
- In Replanetizer, open a folder of your choice and open the "engine.ps3" file. A level should load. Now, get ready to rip!
Part 2 - Ripping with Replanetizer
- Left click any model, it should have its edges highlighted white. Then turn your attention to the top of the screen and click "Window" then "Model Viewer". A seperate window will open with - you guessed it, a model viewer.
- On the left is a series of hex values/address things and four subfolders: "Mobys" (movable objects, most stuff people want with be here) "Ties", "Shrubs" (these two are environmental stuff) and "Weapons" (Currently nonfunctional). Use the arrow keys to look through the models to find the one you want. Sometimes it'll throw an exception error, just click OK, it won't crash. Hex values/addresses coloured red are empty slots, so don't bother with those. Stuff coloured all-black has no texture.
- Once you've found what you're after, in the model viewer turn your attention to the top-left and click "File", then "Export". Please ensure you change the default .iqe export to .obj, give your model a name and plonk it there.
- To get the model's texture, turn your attention to a panel on the top right of the model viewer, and click on the texture there. Pay attention to the number that texture is labeled with. Once the texture is clicked, a list of all textures in the level will pop up. Scroll to the one with the number matching the one in the panel, click on it, then click export. Now you have everything you need, but there's some quick cleanup work we need to do before submitting.
Part 3 - Fixing the model No longer needed in latest Replanetizer versions, but leaving here just in case
This part of the tutorial assumes the use of Blender 2.79, but any modeling program should be able to do these things.
- Import your .obj and view it in Material view. You'll see the normals are totally messed up. Don't fret, it's super easy to fix.
- Right click your model and go into edit mode, keep everything selected. Open the Shading/UVs tab, you should see several options under the "Normals" subheading.
- Click the buttons "Recalculate" and "Set From Faces" IN THAT ORDER. Blender will automatically fix the normals for you, but ONLY if you do it in that order. You may need to do this multiple times on a single model if Blender doesn't quite fix it the first time, but it's very rare. So far, only one model needed it and it took 3 iterations iirc. Some stray normals may need to be manually fixed using "flip direction" then "Set From Faces".
- In order to stop the model asking for a very particular material, export it as an .obj once the normals are fixed, making sure you untick "Write Material".
- Import the obj you just exported, create a new material and apply the texture(s). Some models take more than one as they have multiple parts (For example, the Multiplayer Ratchet model has seperate parts for the head and pants/armour/lights), but you'll know if you've got the right one in the right place.
- Export it, DO NOT untick "Write Material" this time. You've successfully ripped a Ratchet and Clank model!
Some notes: At the moment, Singleplayer skins and most weapons can't be ripped with Replanetizer. For the singleplayer skins there's another method but the tool to get the textures has a dead link and no mirror. If someone can give me a copy, I'll make a tutorial for the singleplayer skins. I would like to get in touch with the Replanetizer devs to see if exporting models from files that aren't engine.ps3 is possible, but IDK where to find the Ratchet modding discord and GitHub is probably not the place to bother them with feature requests.
Regarding weapons - multiplayer versions of weapons should not be used as a substitute for the singleplayer ones as they are lower poly. If you want to submit them regardless, please put them in their own section ("Weapons (Multiplayer)" or something along those lines). Most of them are from Ratchet 2 anyway haha.
Good luck, and have fun!
EDIT: Latest versions of Replanetizer have some rad new QOL improvements! Normals no longer need to be fixed in most cases (some maps are the exception) so RaCNFix is no longer necessary (though I'll leave it here in case someone finds it useful), Singleplayer skins and weapons can be ripped (note: v2-4 upgrades, the Agents of Dread and the Splitter Rifle still can't be ripped for the same reasons as enemy armours).
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Nice, I've been interested in ripping from the RaC games for a while now so this is a pretty good reference to start with for the original trilogy (at least, on ps3). And just saying, about ripping the skins (armor*.ps3), I've recently managed to rip the models with rigging mostly intact, the only real issue seems to be the armature...
Specifically I've managed to correctly get vertices, vertex normals (although still with the backface issue), uv coordinates, bone indices, and bone weights, but the files don't seem to contain any skeleton data from what I've found. (fun fact about the bone weights, they're stored as single bytes for some reason. if it's 0xFF, it's 1.0, else it's the number divided by 256)
For now I've posted the current version of the scripts on my github ( https://github.com/thatrandomlurker-diva...-PS3-Tools), but they're currently a heavy wip and don't work for every file. it should handle most armors at least semi correctly from both rac2 and rac3 though.
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05-10-2021, 04:31 AM
(This post was last modified: 05-10-2021, 04:45 AM by Nooga.)
(05-08-2021, 08:45 AM)Supergamingfan1 Wrote: Nice, I've been interested in ripping from the RaC games for a while now so this is a pretty good reference to start with for the original trilogy (at least, on ps3). And just saying, about ripping the skins (armor*.ps3), I've recently managed to rip the models with rigging mostly intact, the only real issue seems to be the armature...
Specifically I've managed to correctly get vertices, vertex normals (although still with the backface issue), uv coordinates, bone indices, and bone weights, but the files don't seem to contain any skeleton data from what I've found. (fun fact about the bone weights, they're stored as single bytes for some reason. if it's 0xFF, it's 1.0, else it's the number divided by 256)
For now I've posted the current version of the scripts on my github (https://github.com/thatrandomlurker-diva...-PS3-Tools), but they're currently a heavy wip and don't work for every file. it should handle most armors at least semi correctly from both rac2 and rac3 though.
Oh that's cool! I know Replanetizer can technically rip with rigging (or at least the skeletons) but that uses the IQE model format, which is barely functional and wholly inferior to collada, which is yet to be implemented. It's awesome that we can get the singleplayer skins now at least. Unfortunately, I tried to use your scripts and none of them seem to install into Blender properly (2.79 and 2.9). Attempting to run the ArmorRipper script gives a syntax error on line 40: m.write(f"newmtl tex{Info['TextureIndex']}\nKa 1.0 1.0 1.0\nKd 1.0 1.0 1.0\nmap_Kd " + file.split('.')[0] + f"_{Info['TextureIndex']}.dds\n").
Are you on the Ratchet and Clank modding discord (aka Game F**kery Inc)? If not, I'm sure they'd greatly enjoy your coding skills and insight there.
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The ArmorRipper script is meant to run standalone in python 3.8 atm, while the grp import script should be run in blender to import the weights once the model is imported (though the submeshes need to be combined in order of last to first for it to work right, it was more of a hack to simply get it in tbh).
I'll probably rewrite the scripts sometime to directly import everything straight into blender, since the current process is a mess even for me, though it might take a while since i don't really know how to fully use bpy atm.
Also,
Quote:Are you on the Ratchet and Clank modding discord (aka Game F**kery Inc)? If not, I'm sure they'd greatly enjoy your coding skills and insight there.
I knew there was a RaC modding discord, but couldn't find an invite (probably just didn't look hard enough), i'd be happy if you could send an invite link though!
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05-10-2021, 04:27 PM
(This post was last modified: 05-10-2021, 04:29 PM by Nooga.)
(05-10-2021, 10:22 AM)Supergamingfan1 Wrote: The ArmorRipper script is meant to run standalone in python 3.8 atm, while the grp import script should be run in blender to import the weights once the model is imported (though the submeshes need to be combined in order of last to first for it to work right, it was more of a hack to simply get it in tbh).
I'll probably rewrite the scripts sometime to directly import everything straight into blender, since the current process is a mess even for me, though it might take a while since i don't really know how to fully use bpy atm.
Also,
Quote:Are you on the Ratchet and Clank modding discord (aka Game F**kery Inc)? If not, I'm sure they'd greatly enjoy your coding skills and insight there.
I knew there was a RaC modding discord, but couldn't find an invite (probably just didn't look hard enough), i'd be happy if you could send an invite link though!
Oh I'm a dummy haha. My only exposure to python is blender addons. That being said, I tried to use your script with Python 3.8 and nothing happened. I had put it in the folder where the armor.ps3 files are and ran it, but alas, nothing.
Here's the discord, you gotta ask a mod for access to the channel in full but they're a friendly bunch: https://discord.gg/KE8G5FA
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Thanks, i'll join right now
also just to clarify, the specific usage is ArmorRipper.py "name of armor file here"
so to rip say, armor1.ps3, run ArmorRipper.py armor1.ps3, and it should dump armor1.ps3, armor1_*.dds, and armor1.grp
just make sure the vram file is in the same folder as the ps3 file
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Ah yep, that works. Thanks dude. I can rip the singleplayer skins now thanks to you
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I've been wanting to make HD versions of the original trilogy levels in blender and this is finally the tool I need to get me started! However when I try to export the entire level it doesn't seem to give me the option to include the terrain models, is this because those models are in the same situation as weapons or singleplayer skins? I'd really appreciate to know if there's a way to export the whole level as a .obj including the terrain. Thanks!
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(11-07-2021, 03:34 PM)eoblombax Wrote: I've been wanting to make HD versions of the original trilogy levels in blender and this is finally the tool I need to get me started! However when I try to export the entire level it doesn't seem to give me the option to include the terrain models, is this because those models are in the same situation as weapons or singleplayer skins? I'd really appreciate to know if there's a way to export the whole level as a .obj including the terrain. Thanks!
Hi there! On the latest version of Replanetizer, Level -> Export -> Level as Model with all items checked should give you what you need. If that doesn't work, in that same menu try selecting all the chunks in the "chunk config" subheading, then click "Perform Export".
The only thing is water planes aren't supported yet, but everything else should be there. Hope this helps
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(11-07-2021, 10:35 PM)Nooga Wrote: (11-07-2021, 03:34 PM)eoblombax Wrote: I've been wanting to make HD versions of the original trilogy levels in blender and this is finally the tool I need to get me started! However when I try to export the entire level it doesn't seem to give me the option to include the terrain models, is this because those models are in the same situation as weapons or singleplayer skins? I'd really appreciate to know if there's a way to export the whole level as a .obj including the terrain. Thanks!
Hi there! On the latest version of Replanetizer, Level -> Export -> Level as Model with all items checked should give you what you need. If that doesn't work, in that same menu try selecting all the chunks in the "chunk config" subheading, then click "Perform Export".
The only thing is water planes aren't supported yet, but everything else should be there. Hope this helps
That did the job thanks!
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(04-29-2021, 10:38 PM)Nooga Wrote: So we finally have an easy way of getting most models from the first three Ratchet games, specifically the PS3's HD collection ports. Sadly, no rigs, but it's better than NinjaRipper so here goes.
This tutorial assumes you have a copy of the game ready on your PC.
For Blender users, I made an add-on (see below) that automates the normal fixing process, which is particularly great for fixing ripped levels and other things that have a lot of mesh objects. Versions for 2.79 and 2.8+. Read the instructions before using for the best experience.
Part 1 - Prep work
Programs you'll need:
- PS3GameExtractor to unpack the game so you can get at the assets
- Replanetizer level editor to export models and textures
-A 3D modeling program of your choice, but I use Blender 2.79 and/or Blender 2.9
Instructions
- First, extract your ISO like you would a zip folder (If your copy is a JBfolder, skip this step)
- Locate PS3arc.psarc in PS3_GAME\USRDIR\rcx\ps3data (where the "x" in rcx is the number of the game, so for example Ratchet and Clank 2 would be in the "rc2" folder
- Open up PS3GameExtractor and click on "Unpack PSARC/MSELF" and click on the .psarc file you located in step 2, then let it do its thing until "press any key to continue" appears
- You should now have access to the assets! Yay! Now open Replanetizer and go to the folder that PS3GameExtractor extracted your .psarc file. In\ExtractedPSARC\rcx\ps3data (where again, x = game number), there should be a bunch of folders labeled level#, where # is a number.
- In Replanetizer, open a folder of your choice and open the "engine.ps3" file. A level should load. Now, get ready to rip!
Part 2 - Ripping with Replanetizer
- Left click any model, it should have its edges highlighted white. Then turn your attention to the top of the screen and click "Window" then "Model Viewer". A seperate window will open with - you guessed it, a model viewer.
- On the left is a series of hex values/address things and four subfolders: "Mobys" (movable objects, most stuff people want with be here) "Ties", "Shrubs" (these two are environmental stuff) and "Weapons" (Currently nonfunctional). Use the arrow keys to look through the models to find the one you want. Sometimes it'll throw an exception error, just click OK, it won't crash. Hex values/addresses coloured red are empty slots, so don't bother with those. Stuff coloured all-black has no texture.
- Once you've found what you're after, in the model viewer turn your attention to the top-left and click "File", then "Export". Please ensure you change the default .iqe export to .obj, give your model a name and plonk it there.
- To get the model's texture, turn your attention to a panel on the top right of the model viewer, and click on the texture there. Pay attention to the number that texture is labeled with. Once the texture is clicked, a list of all textures in the level will pop up. Scroll to the one with the number matching the one in the panel, click on it, then click export. Now you have everything you need, but there's some quick cleanup work we need to do before submitting.
Part 3 - Fixing the model No longer needed in latest Replanetizer versions, but leaving here just in case
This part of the tutorial assumes the use of Blender 2.79, but any modeling program should be able to do these things.
- Import your .obj and view it in Material view. You'll see the normals are totally messed up. Don't fret, it's super easy to fix.
- Right click your model and go into edit mode, keep everything selected. Open the Shading/UVs tab, you should see several options under the "Normals" subheading.
- Click the buttons "Recalculate" and "Set From Faces" IN THAT ORDER. Blender will automatically fix the normals for you, but ONLY if you do it in that order. You may need to do this multiple times on a single model if Blender doesn't quite fix it the first time, but it's very rare. So far, only one model needed it and it took 3 iterations iirc. Some stray normals may need to be manually fixed using "flip direction" then "Set From Faces".
- In order to stop the model asking for a very particular material, export it as an .obj once the normals are fixed, making sure you untick "Write Material".
- Import the obj you just exported, create a new material and apply the texture(s). Some models take more than one as they have multiple parts (For example, the Multiplayer Ratchet model has seperate parts for the head and pants/armour/lights), but you'll know if you've got the right one in the right place.
- Export it, DO NOT untick "Write Material" this time. You've successfully ripped a Ratchet and Clank model!
Some notes: At the moment, Singleplayer skins and most weapons can't be ripped with Replanetizer. For the singleplayer skins there's another method but the tool to get the textures has a dead link and no mirror. If someone can give me a copy, I'll make a tutorial for the singleplayer skins. I would like to get in touch with the Replanetizer devs to see if exporting models from files that aren't engine.ps3 is possible, but IDK where to find the Ratchet modding discord and GitHub is probably not the place to bother them with feature requests.
Regarding weapons - multiplayer versions of weapons should not be used as a substitute for the singleplayer ones as they are lower poly. If you want to submit them regardless, please put them in their own section ("Weapons (Multiplayer)" or something along those lines). Most of them are from Ratchet 2 anyway haha.
Good luck, and have fun!
EDIT: Latest versions of Replanetizer have some rad new QOL improvements! Normals no longer need to be fixed in most cases (some maps are the exception) so RaCNFix is no longer necessary (though I'll leave it here in case someone finds it useful), Singleplayer skins and weapons can be ripped (note: v2-4 upgrades, the Agents of Dread and the Splitter Rifle still can't be ripped for the same reasons as enemy armours).
It will works with TOD and ACiT too?
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(09-04-2022, 10:46 AM)Smakkohooves Wrote: It will works with TOD and ACiT too?
Nope, this is only for the ports of the PS2 games. However, there's a WIP level editor called Lunacy that can rip stuff from those. Maybe one day when I feel like it I'll make a tutorial for it, probably when I learn how to use it better myself.
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so out of curiosity, Has there been any progress on extracting skins with bones as of yet? I have been able to get most character models with .DAE so far using replanetizer. Though Ratchet has been pretty uncooperative.
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