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Twili

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Everything posted by Twili

  1. This was done by superdiddy34 on GameFAQs:
  2. Twili

    Twili's piano videos

    Almost 2 years later, finished learning the Mario song in the opening post, but got nervous recording it...
  3. First download the models here: (all 565 of them, not just player character models!) http://www.mediafire.com/download/kxfmvb0xapcgciy/model.7z Quoting chrrox from FacePunch with a download link to his import plugin: Put it in the \scripts\python folder of Noesis, which you can download here: http://www.richwhitehouse.com/filemirror/noesisv412.zip And extract this to the \scenes folder: http://wikisend.com/download/124036/scenes.7z No more need for QuickBMS and filejoiner, and certainly no need for my limited and terrible texture tools. Noesis will do everything! If you're exporting a Wavefront OBJ, check "Flip UVs." I don't know if this is necessary or available for other formats, such as COLLADA .dae, which will preserve bones/rigging. Certain physics meshes that aren't attached properly will need to be repositioned after exporting.
  4. Cross-posting from FacePunch... DOWNLOAD MY UPDATED TOOLS HERE: http://www.mediafire.com/download/so6cbfa8p06dldi/TwiliTextureTools.zip INSTRUCTIONS (for Windows users only ): 1. Extract every file in TwiliTextureTools.zip to the same folder. Move the .bin model file to that folder as well. 2. Open Notepad and type the following: @echo off getdxt5bat (name of the .bin model file) So for Link it would be: @echo off getdxt5bat C_LINK.bin Save this as test.bat in the same folder. 3. Double-click test.bat. It will generate dxt5.bat. 4. Double-click dxt5.bat. out.bin will be generated. 5. Double-click rearrange.exe. rearranged.bin will be generated. 6. Double-click unscramble.exe. unscrambled.bin will be generated. 7. Create a blank 1024x1024 24-bit bitmap in Paint. Save it in the same folder. 8. With a hex editor, copy all of unscrambled.bin and paste it at 0x36 in the bitmap. 9. ??? 10. Profit.
  5. I've obtained the rest of the models, minus maps. Expect a public converter in the near future.
  6. Link and Cia converted to OBJ, lacking textures at the moment (can view them online and download!): http://www.3dvieweronline.com/share/mQXnckHjKf59HVy/mQXnckHjKf59HVy http://www.3dvieweronline.com/share/smx0I8spzYYbomb/smx0I8spzYYbomb ...Do she got the booty? She do.
  7. Someone ripped the game and gave me them. Also, here's all of the character models: http://www.mediafire.com/download/t02fm6f3j353hfx/model.rar And use this to combine the extracted chunks after using quickbms on a .gz file: http://www.igorware.com/file-joiner
  8. Breakthrough! Thanks to RTB on Facepunch, these files can be decompressed now, with this quickbmbs script: endian big comtype unzip_dynamic goto 0x04 get FILETOTAL long goto 0x08 for i = 0 < FILETOTAL get SIZE long next i padding 128 savepos OFFSET for i = 0 < FILETOTAL get NAME filename string NAME += i get SIZE long savepos OFFSET clog NAME OFFSET SIZE SIZE math OFFSET += SIZE goto OFFSET padding 128 savepos OFFSET next i endfunction 1. Save that script as a regular text document and download quickbms and extract it to some folder: http://aluigi.altervista.org/papers/quickbms.zip 2. Create a folder to extract the Hyrule Warriors file to. 3. Run quickbms. It will prompt you for the script, the input file, and the output folder. 4. ??? 5. Profit! Next to figure out the models themselves. Later.
  9. http://www.mediafire.com/download/kjlsay4l473l0k4/C_BLACK.bin.gz http://www.mediafire.com/download/8heiepytuki04x1/c_black_cos.rar These are all of Cia's models. The first file is her "main" model and the other ones in the RAR archive are 6 costumes. They're not actually gzip files, but some unknown compressed/obfuscated format. You need this version of WinRAR to extract the RAR archive: http://filehippo.com/download_winrar_64 So, uh, let's figure this out.
  10. Never mind. Apparently they're only the music files.
  11. http://www.ps3hax.net/showthread.php?t=78313 Welp. I'm downloading Hyrule Warriors now and will make a topic about the model format later.
  12. Facepunch version: http://www.mediafire.com/download/hdk1vv5avn9lo54/LoZALBW-LinkDemoFix.zip
  13. I'm putting the rest of the tutorial on hold to ask if anyone would like to try fixing the UV mapping issues on Link? http://www.mediafire.com/download/ge17qu7xa1a6e1t/LinkDemoOBJ.zip The only face groups that are perfect as-is are "group1," "group5," "group7," "group9," and "group10." Those are the eyebrows, eyes, open hands, fists, and sheath. The 9 textures contained are .bmp instead of the original .png I exported them as because the viewer I used to view the model only likes .bmp or .jpg. Here's all 40 of Link's textures, though, in .png form (you'll have to edit the .mtl file to use them): http://www.mediafire.com/download/q2h39dpj79716ow/LinkDemo_textures.zip There are only 9 different materials, but there's 40 textures in all because of variants.
  14. All I know is that trying to launch the binary in N3DSCmbViewer-bin-src.rar returns an error saying I need to update the Framework, but N3DSCmbViewer_test9 doesn't. When I try to update the Framework, the progress bar never moves. The reason I don't compile it myself is because I don't want to; I would need to install Microsoft Visual Studio. So I figured that linking to the version that does work for me is perfectly fine and acceptable, because the changes you made in the final build weren't texture-related. And yes, for the very reason that viewers like BMDView2 for GameCube models don't rely on .NET Framework at all and run perfectly fine, I have disdain for .NET Framework when an application fails to launch for whatever reason related to it. So, I propose that someone else write another OoT 3D viewer with eventual animation support that doesn't rely on .NET. I know it won't be you, because you've made your stance clear, both on OoT 3D and .NET, and that's fine. I would do it myself if I had the programming knowledge required. Also, ETC1A4 textures from ALBW don't use the alpha channel. See this series of posts on GBAtemp: https://gbatemp.net/threads/extracting-models-and-textures-from-3ds-games.370788/page-16#post-5157827 But I have used the newer ETC1.dll in your viewer, taken from Tharsis, and I can say nice job, but I won't be using that version for anything texture-related in ALBW, due to the above reason.
  15. All I've found so far is a bunch of test map references, but nothing model-related (yet?).
  16. It's finally time. Let's rip a textured model from A Link Between Worlds! For this tutorial, you will need... Windows. (Unless you can run a .NET program on another OS.) Patience. A trained eye. A hex editor. (HxD will be used in the tutorial images.) Calculator and text editor. xdaniel's N3DSCmbViewer. (For exporting textures. ) I'm linking the second-to-final build, as the final build doesn't work for me, and may not for others. Plus, there aren't any drawbacks. http://magicstone.de/dzd/random/3ds/N3DSCmbViewer_test9.rar A good OoT 3D model to manipulate the texture of. http://www.mediafire.com/download/r7z0y10o4omy8ic/bdan_tdoor_yari_model.cmb szstools. (For decompressing Yaz0-compressed SZS archives. Contains yaz0dec.exe.) http://amnoid.de/gc/szstools.zip An ALBW SZS archive to decompress and extract. http://www.mediafire.com/download/tc9a42vxi37yu6d/Demo1.szs A pack of tools that I wrote. (sext.exe (SARC EXTract), texturegetter.exe, printgroups.exe, vgen.exe, and fgen.exe) http://www.mediafire.com/download/uuaqmeyo30dm8hr/myconversiontools.zip A 3D model viewer/editor capable of reading OBJ files. Part 1: Ripping textures. Extract myconversiontools.zip and only yaz0dec.exe from szstools.zip to some folder and put Demo1.szs in there as well. Click and drag Demo1.szs into yaz0dec.exe, and you'll get this: You can delete Demo1.szs now and rename Demo1.szs 0.rarc to Demo1.sarc. Click and drag Demo1.sarc into sext.exe and you'll get these: My extractor detects the file type (either .bch or generic .bin) and gives the files appropriate filenames if possible. If it's a number, it's simply the index number of the file in the archive. (0 being first.) Alright. We're going to rip the textures for Link. To do that, we need to start by giving texturegetter.exe the arguments it needs. This is where the "trained eye" aspect comes into play. There's no simple pointer to the texture name table (that I know of) in a BCH model, so we have to locate it manually. Open LinkDemo.bch in your hex editor. This pointer, always at offset 0xC of the header, is to the symbol chunk. It's every label for everything in the model. (Joints, cameras, textures, etc.) It needs to be wordswapped: 000031A0 Go there. It should look like this on the text side: Etc. We need to find the first text string that's a texture name. As a rule of thumb, it nearly always comes after a string containing "silhouette" in it. So search for that: The first texture name is in fact "boots.0" at 0x3309. This needs to be subtracted from the start of the symbol chunk. 3309 - 31A0 = 169 Now we have a pointer that's part of the texture name table. It needs to be little endian: 69010000 Go back to the start of LinkDemo.bch and search for that pointer! Every 0xC bytes is an entry in the texture name table, the last 4 being the relative pointer inside the symbol chunk. It's obviously not only to do with the name of the texture, but it's all we care about. The table started at 0x1C8, so that's the second argument that texturegetter.exe needs. Make a batch file: @echo off texturegetter LinkDemo.bch 0x1C8 > LinkDemo_textures.txt Save as texturegetter.bat in the same folder and double-click... There's another table further in with the offsets to the textures themselves that the program takes care of. You also get that text document with important information: Etc. A good texture to export first is "main.0", so we'll do that. Now it's time to have some fun with bdan_tdoor_yari_model.cmb and N3DSCmbViewer. I'm going to load it just so there's a before and after comparison... Open main.0.bin in your hex editor, select all, and copy. Then open bdan_tdoor_yari_model.cmb and paste main.0.bin at the end of it: Note that 0x10600 was the old end offset of this OoT 3D model. It's now where we're going to repoint the texture data pointer in the file. Also note that (not pictured) the new end offset of the entire file is 0x1B080. Go to the start of this .cmb file and make these changes: Recall the entry for the main.0 texture in LinkDemo_textures.txt: 20|Dimensions: 80000001 Name: main.0 80000001 needs to be pasted somewhere in this .cmb file. By the way, you also need the size of main.0.bin, which is 0xAA80 if you haven't closed it. Make these changes in these spots: Save your changes and reload the model in N3DSCmbViewer for a pleasant surprise. CONTINUED LATER IN PART 1.5!
  17. I don't know what to do about the mapping errors... I DIDN'T RIP THE TEXTURE. SOMEONE ELSE DID. I'M WAITING ON THEM TO TELL ME HOW TO RIP TEXTURES.
  18. Those are the internal names of them inside the model files.
  19. Thanks! Now I'm bumping the topic so Arcaith will see it. It would be a shame if literally half a day of work (added up, probably) went unnoticed. I repeat, as I said in a PM, all nine requests are done.
  20. Hyu: http://pastebin.com/raw.php?i=r9kjjwy0 Oren: http://pastebin.com/raw.php?i=CTQ09yut I made a mistake. That wasn't the Hyu. (I thought the Poe and Hyu were the same thing.) I found the Hyu now, though, and will edit this post with the rest of the model requests when I'm finally done. The Peahat was a nightmare to find, FYI... Or maybe I'll just triple post. Here's the rest of your requests, each painstakingly tended to with assistance from two tools I wrote to convert the vertices and triangles respectively. Hyu: http://pastebin.com/raw.php?i=H6wybCLQ Irene: http://pastebin.com/raw.php?i=hUwAWeHK Ku: http://pastebin.com/raw.php?i=67UmDXKq Lorulean Spear Knight: http://pastebin.com/raw.php?i=iCgsPLHG Peahat: http://pastebin.com/raw.php?i=RU3riSQV Slarok: http://pastebin.com/raw.php?i=vJbg81nv Please merge my posts or something...
  21. Here's two of your requests that I just finished: Octorok: http://pastebin.com/raw.php?i=iikSsPQm Seres: http://pastebin.com/raw.php?i=RtJQEu9U Don't forget to hit enter at the end of these so there's a blank line before saving. Pastebin doesn't like blank lines at the end. I'll do the rest later.
  22. I feel like showing off, so I want to rip any models from A Link Between Worlds that people want, because I decrypted the ROM. They won't have textures, because cracking them is a massive pain. Just the vertices and triangles converted to .obj, so you'll have to texture them yourselves.
  23. I wanted to be the one to make a topic about this first like on zelda64.net...
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