Are you ripping from PS3 version?Darki wrote:every single one seems to be broken
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FF 13 3D models ripping possible ...
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Re: FF 13 3D models ripping possible ...
Re: FF 13 3D models ripping possible ...
Not that I know of. I've gotten the character files from a colleague...firsak wrote:Are you ripping from PS3 version?Darki wrote:every single one seems to be broken
So, theoretically, it could be possible, but I don't think so.
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Re: FF 13 3D models ripping possible ...
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Re: FF 13 3D models ripping possible ...
Remove the imgb from the PS3 file and mesh2rdm/Noesis will open it. The models share the same amount of polys, and the textures are probably the same.
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Re: FF 13 3D models ripping possible ...
I tried to follow epopoe's post to get the alphamap to work, but I am having some trouble. I used the original alphamap which is the greenish-purple color, and converted in photoshop as he instructed. However, when I apply the map as opacity in 3dmax my fang has completely transparent hair. Is there some settings I'm overlooking? Can someone steer me in the right direction? Thanks.epopoe wrote:Here is some tip to make an alpha map.
1.Step
Open image with photoshop. and turn it Grayscale.
2.Step
Use Brigtness/contrast on adjustments tap
3.Step
Apply Filter - Blur - Gaussian Blur (It seems like fake Anti-Aliasing)
4.Step
Use in 3ds Max - Material - Opercity
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Re: FF 13 3D models ripping possible ...
Don't follow that lame tutorial, just take that mask texture, open it in photoshop ang go to rgb channels. Then, just see which one is the black'n white texture you need and paste it in the hair map as an alpha channel and save it as a tga and that's all.Dymitrix wrote:I tried to follow epopoe's post to get the alphamap to work, but I am having some trouble. I used the original alphamap which is the greenish-purple color, and converted in photoshop as he instructed. However, when I apply the map as opacity in 3dmax my fang has completely transparent hair. Is there some settings I'm overlooking? Can someone steer me in the right direction? Thanks.
No need to edit anything, no need to aply a filters.
Re: FF 13 3D models ripping possible ...
XD, ok thanks. I'll try that tonight when I get home. I'll let you know how I make out.Darko wrote: Don't follow that lame tutorial, just take that mask texture, open it in photoshop ang go to rgb channels. Then, just see which one is the black'n white texture you need and paste it in the hair map as an alpha channel and save it as a tga and that's all.
No need to edit anything, no need to aply a filters.
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Re: FF 13 3D models ripping possible ...
Well, I spent the last day or so attempting to use most of your methods of bin extraction and... none work (devil possessed computer maybe)! I've used the filelist_imgu.x360.bin rename trick to try get it to open the white_imgu.x360.bin for Noesis (latest one) and on QuickBSM with the ff13.bms script and all of the time I get nothing but 18 folders and files containing 18 models (12 are texture only) each extraction ends with this error (QuickBMS) as well I'm sure one of you may understand how to cure it.
Noesis just says it can export it (.bin), but chooses to extract nothing (says it cannot find a folder inside of the .bin).
I can extract maps as well (filelist_scru.x360.bin), but they may not be all files because I get the same above error.
Have any of you actually extracted the enemies? I just want one of those Sanctum Guard models (If you would be so kind).[/size]
EDIT: Turns out, there is an error in Noesis that leaves out the / in the source directory so it always would attempt to extract a nonexistent file. To fix this you must change the name of your archive file (not the index) to have the name of the folder in which the index file is located with no spaces between the two names. The BMS script is useless so don't bother with that. It'll always extract a few files and break the process.
Code: Select all
- error in src\quickbms.c line 8623: dumpa_direct_copy()
Error: No such file or directory
I can extract maps as well (filelist_scru.x360.bin), but they may not be all files because I get the same above error.
Have any of you actually extracted the enemies? I just want one of those Sanctum Guard models (If you would be so kind).[/size]
EDIT: Turns out, there is an error in Noesis that leaves out the / in the source directory so it always would attempt to extract a nonexistent file. To fix this you must change the name of your archive file (not the index) to have the name of the folder in which the index file is located with no spaces between the two names. The BMS script is useless so don't bother with that. It'll always extract a few files and break the process.
Re: FF 13 3D models ripping possible ...
Why using the script
just use noesis
Noesis gonna get the job done
just use noesis
Noesis gonna get the job done
Re: FF 13 3D models ripping possible ...
Noesis can't open too((
maybe it's because i have undub ps3 asia version of the game?
edit: i solve problem, but now a can't extract textures, all trb is only 3d object, if open with imgb noesis will close with error, mesh2rdm.exe the same thing but in console before error it say what texture is loading.
how extract textures?
edit2
chrrox,MrAdults can you fix tools that it was possible to extract textures from ps3, because it not work, please?
maybe it's because i have undub ps3 asia version of the game?
edit: i solve problem, but now a can't extract textures, all trb is only 3d object, if open with imgb noesis will close with error, mesh2rdm.exe the same thing but in console before error it say what texture is loading.
how extract textures?
edit2
chrrox,MrAdults can you fix tools that it was possible to extract textures from ps3, because it not work, please?
Re: FF 13 3D models ripping possible ...
Well doesn't that look pretty! And at a SFW angle too!TheDude wrote:I noticed Softimage isn't getting any love so...
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Re: FF 13 3D models ripping possible ...
I tried to make it kinda borderline SFW.
Maybe someone can confirm this for me.
I'm using Noesis 2.982 and when I export to Collada, it only exports a single texture.
I verified this by opening the dae file in Notepad++ and sure enough, only 1 texture.
Luckily the mapping is exported properly and it's just a matter of re-applying the textures.
After fixing the textures I re-exported from Blender and looked at that Collada file and it was perfectly fine.
Went on to import that into Softimage and Max just to make sure.
Also the Wavefront exporter doesn't export any textures (no mtl file).
Re-downloaded Noesis just to make sure the first download wasn't corrupt or something and same issues.
I'm using Windows 7 Ultimate x64. Tried it on Windows XP x32 also and nothing changed.
Like I said, not a big deal. Just have to re-apply the textures.
Maybe someone can confirm this for me.
I'm using Noesis 2.982 and when I export to Collada, it only exports a single texture.
I verified this by opening the dae file in Notepad++ and sure enough, only 1 texture.
Luckily the mapping is exported properly and it's just a matter of re-applying the textures.
After fixing the textures I re-exported from Blender and looked at that Collada file and it was perfectly fine.
Went on to import that into Softimage and Max just to make sure.
Also the Wavefront exporter doesn't export any textures (no mtl file).
Re-downloaded Noesis just to make sure the first download wasn't corrupt or something and same issues.
I'm using Windows 7 Ultimate x64. Tried it on Windows XP x32 also and nothing changed.
Like I said, not a big deal. Just have to re-apply the textures.