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Pharrox

Adventures model ripper [UPDATE v0.4.1]

50 posts in this topic

Thomas Draco    45
Thomas Draco

Thanks for the support! This is pretty much the kind of stuff I work on when I get burned out on my other programming projects. I eventually want to do Assault and Pokemon X/Y (if I can ever get a decrypted rom).

 

Well I've been working on Assault off and on for nearly a year now, but I suck at model ripping because I'm a complete novice when it comes to 3D modelling and I haven't made much progress. 

 

'?do=embed' frameborder='0' data-embedContent>>

 

I would love to learn some tips and tricks if you have the time.

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Pharrox    8
Pharrox

I'm definitely willing to help out and answer any questions if I can.

 

I'm also not that experienced when it comes to actual 3D modelling. I just have a decent understanding when it comes to the file formats (Nintendo's especially).

 

Pretty much all of my work is straight from the binaries, so I can't say I know much about ripping from Dolphin. I am pretty familiar with most of Nintendo's idiosynricies though, so if things are coming out a bit wierd I could probably take a stab at what's going on.

 

From the quick glance I've taken at Assault, the first order of business to rip from the binaries would just be to identify the files themselves. Most games make it pretty easy (Adventures has a file called 'MODELS' in every folder), but Assault just seems to have a bunch of numbered files with no immediate indication as to what is in any given one of them.

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Thomas Draco    45
Thomas Draco

Pretty much all of my work is straight from the binaries, so I can't say I know much about ripping from Dolphin. I am pretty familiar with most of Nintendo's idiosynricies though, so if things are coming out a bit wierd I could probably take a stab at what's going on.

 

From the quick glance I've taken at Assault, the first order of business to rip from the binaries would just be to identify the files themselves. Most games make it pretty easy (Adventures has a file called 'MODELS' in every folder), but Assault just seems to have a bunch of numbered files with no immediate indication as to what is in any given one of them.

 

Yeah I noticed when I dumped the game myself. The models are there, they're just named weird or have different file types than normal model files. Not to mention since Namco made Assault pretty unilaterally, instead of Rare with help from Nintendo, the file types are different, and I have no idea how to view or open them in any type of 3D model program. That's why I just resorted to using 3D Ripper DX, but even that has issues.

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warewolff    0
warewolff

i have had this forever but never released it or done anything publicly with it because i can't get his textures to apply right, i've posted about it in various forums but never have any luck or never been able to fix this problem, models from this game are the only models i've had this texture problem with, well 1 being Zeus from God Of War and Zinyak from saints row 4, but i got zinyak fixed by ripping him instead of extracting, but with Andross that still doesn't work, anyone able to fix this?

Andross before textures
10545227_524445287685722_2031620919_o.jp
 

Andross after textures

10515032_524445297685721_1563625455_n.jp

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Pharrox    8
Pharrox

Yeah I noticed when I dumped the game myself. The models are there, they're just named weird or have different file types than normal model files. Not to mention since Namco made Assault pretty unilaterally, instead of Rare with help from Nintendo, the file types are different, and I have no idea how to view or open them in any type of 3D model program. That's why I just resorted to using 3D Ripper DX, but even that has issues.

Okay, so I finally took a very brief look at some of the files from Assault.

The models seem to be contained in the 'nud_pack_##.pac' files on the root of the disk, and I'll assume the 'tex_pack_##.nut' files are the corresponding textures.

The '.pac' files themselves are just archives with a simple 32 byte header for each entry containing a magic number, the size of the entry, the size of the actual data, and the index of the entry. The files end with an empty entry that lists both size values as 0, despite the header still using the standard 32 bytes. There doesn't appear to be any compression.

In my experience, there's no real standard between games. Adventures is different from Assault which is different from Pokemon which is different from Smash Bros which is similar to Mario Kart. The key is to recognize patterns that tend to exist between all formats. One of the easiest to recognize is a list of draw commands that is sent to the system's GPU that actually links everything together, though that can be fairly advanced.

If you're really interested in learning how the system handles these files I highly suggest looking through YAGCD, as well as looking at the source code for similar tools that have been released. I'll be releasing the source for mine as soon as I get it cleaned up a bit.

 

 

i have had this forever but never released it or done anything publicly with it because i can't get his textures to apply right, i've posted about it in various forums but never have any luck or never been able to fix this problem, models from this game are the only models i've had this texture problem with, well 1 being Zeus from God Of War and Zinyak from saints row 4, but i got zinyak fixed by ripping him instead of extracting, but with Andross that still doesn't work, anyone able to fix this?

What did you rip this with? Andross seems to come out fine using the latest revision of my tool. The only thing I can think of is that the V coord has to be flipped when reading the UV maps, but that's true of every Nintendo model I've worked with.

One anomaly with the Adventure models that I haven't encountered before is the fact that UV values (as well as everything else) are stored as 16-bit fixed point values rather than 32-bit floating point numbers. That said, I've only worked with a couple other model formats before this, so I don't really know how common this usage really may be.

Finally, regarding Commitment to Purple's problem, I've finally taken a look into it. It seems like the scaling for the UV map is off for some of the models. I've been under the assumption that the scaling on all UV entries was fixed, though it looks like that might not be the case. As a temporary solution I would think it should be easy enough to scale up to the appropriate size.

Qr9Gtzil.png

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Robert Monroe    718
Robert Monroe

Dat Andross!

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DZComposer    2,308
DZComposer

Thinking ahead for SFO's site content, I am not aware of any art renders for Great Fox, the bosses, Andross, and the dino tribe leaders I can use for site articles.

This tool seems a bit out of my sphere of knowledge, so if someone could rip these and get a good, decent resolution, render I would be much appreciative.

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Tillie    356
Tillie

This tool seems a bit out of my sphere of knowledge, so if someone could rip these and get a good, decent resolution, render I would be much appreciative.

 

I got most of the models ripped, give me a bit of some time & I'll whip up a render

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Tillie    356
Tillie

Heres a few models uploaded, still got the bosses & tribe leaders to do.

 

Great Fox

 

6Jg660v.png

 

Andross
 

rPod8Nd.png

Bnok2Hf.png

tdhhfH7.png

 

Note, I can make high resolution renders but it'll take a while. I can also add white background to make it look like the official renders Nintendo used.

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Robert Monroe    718
Robert Monroe

Andross was a shit boss but goddamn he looked good in SFA.

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DZComposer    2,308
DZComposer

Thanks!

I prefer transparent, actually. It gives me options.

If possible, I'd like a high-res Andross and Great Fox. I don't need hi-res bosses or tribal leaders, though. Their pics are mainly for the fact boxes.

My ultimate goal is to have at minimum a factbox image for each article.

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Icy    282
Icy

The SFAd Great Fox & Arwing are my favorite versions; I'd like to get the model for those!

 

Or I could go try to grab it myself, I suppose. ;)

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Robert Monroe    718
Robert Monroe

no DZ

 

high rez everyone

 

EVERYONNNNNE

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Chris    0
Chris

Finally I'll release the source after I've cleaned it up a bit if anyone has any interest.

I'm interested. :-) I'm actually working on my own project to reconstruct and play around with some of the old maps from the game (like, just-ported-to-GC-from-N64 old). I've had some success decoding the blocks that make up the maps, although I'm missing the proper color format, textures, UV scaling, and other material properties. The blocks use a format that's similar to (though not exactly the same as) what's used in MODELS.bin, so I'm hoping the code for a model ripper will give me insight into what I'm missing.

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Setsuna    25
Setsuna

is it possible to rip the inside of the greatfox?

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Tillie    356
Tillie

is it possible to rip the inside of the greatfox?

 

Yes it is.

 

joqScGy.jpg

 

The props such as the chairs aren't included though. (Plus this is the old version...I should probably stop being lazy & get back to getting more renders done)

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warewolff    0
warewolff

is that Andross downloadable? i wanted to use it for fan projects is why i was originally asking for help

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Pharrox    8
Pharrox

Wow! I suck!

 

So, I completely forgot that this project even existed.

 

Anyway, per request I've added the source to the link in the original post. I had wanted to clean it up a bit, but with the way things are going who knows when that'll happen. The source also contains some code related to Smash Bros, and possibly Pokemon Battle Revolution, so heads up that not everything in there is neccessarily related to or optimized for SFA.

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Rozurabu    0
Rozurabu
On 11/13/2016 at 10:07 AM, Agentbnom said:

For some reason i can't find the ripper is not on the link.

Two years later, and still waiting to see the tool back.
The Dropbox link in the OP does not contain the utility, so if you're still out there, please fix this.
If anyone else still has this tool, an external re-upload would also be appreciated.

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Raqzqma    1
Raqzqma

I've uploaded this tool to MEGA, and I'll be putting the link in this post, assuming it shows up. I will admit though, I do not have the source code of the tool, so making adjustments to it may be more challenging if anyone wants to do such a thing. Also, out of curiosity, are there any other types of sites that I should upload it to?

 

https://mega.nz/#!NSR2ib6J!9_QAhU_TFeNPUszJV_NQpdYrabf3LSyZjUpxL0CKgNw

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