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Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 09, 2021 8:58 pm
by CosmicDreams
Okay i found it in s090_skybase.pkg as 00000012.MMDL

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 09, 2021 9:01 pm
by Enderfacio
Joschka wrote: Sat Oct 09, 2021 8:40 pm
Enderfacio wrote: Sat Oct 09, 2021 8:33 pm Yes this is were I have the dumped files:
dumpPath = r"H:\Metroid\Extracted_NCA\romfs"

And I'm loading the .mmdl files from the same dumped location:
H:\Metroid\Extracted_NCA\romfs\packs\players
But I don't know why is not working :(
That looks correct, did you also set the option below to True ? After you did this did you save the file then close/reopen Noesis or reloaded the plugins (Tools -> Reload) for the changes to be applied ?
Yes is set to True. I'm sharing my file in case there is something wrong with it:
https://drive.google.com/file/d/1UtgjDl ... sp=sharing

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 09, 2021 9:16 pm
by Joschka
Enderfacio wrote: Sat Oct 09, 2021 9:01 pm Yes is set to True. I'm sharing my file in case there is something wrong with it:
https://drive.google.com/file/d/1UtgjDl ... sp=sharing
That should work, did you put your the .py file in the plugins/python folder in Noesis ? And the dreadMap.txt there too ?

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 09, 2021 9:25 pm
by kees
Joschka wrote: Sat Oct 09, 2021 8:46 am
kees wrote: Sat Oct 09, 2021 1:30 am we got an issue with the mapping of the materials. i dont know how your script works joshka but there are more than 1 material assigned to a mesh. i assigned the body texture and noticed the shoulders were off. i overlayed the UVmap over the head one for the shoulders. and it seems to fit right. when earlier tried the varia suit i noticed some funkyness with the textures in some places being off. could this be the culpred?

in the meantime im gonna collect all the textures base ones i can and make a zip file to put in here and report an issue on the github.

***edit*** here is the link with the file. it should have the material ajusted for it (only included the ones i showed the issue with to keep size down and it shows enough anyway). not sure if it will be any help but here it is. also ill refrain from sending it on the github since i see youre still updating it so im not posting issues when youre already at it probably fixing it
https://www.filemail.com/d/rrrbaphcweqbjyz

***edit2*** the new script for noesis works good and the vertex colors are getting picked up so! the only thing is that material issue but i know that happend right before i posted that.
The meshes are put together based on their original names, I didn't try to assign textures so far but it should work correctly. Enderfacio managed to get it right it seems.

cause i did include a file that had to do with the shoulders applied with the difrent material to show it would be the difrent texture all together. but the script back then didnt load a second material on the body for it. ive yet to redo the rip and testing of it but am struggling to get the textures up and running with the new version of the script. am probably missing something

***edit*** got it it was just a bit wierd before cause my dump doesnt come in a Romfs folder but after a couple tries got the routhe right

***edit2*** forgot to say it now links the material to a seperate node but correctly so that is fixed now thanks so much joshka and m1 !

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 09, 2021 9:48 pm
by Enderfacio
Joschka wrote: Sat Oct 09, 2021 9:16 pm
Enderfacio wrote: Sat Oct 09, 2021 9:01 pm Yes is set to True. I'm sharing my file in case there is something wrong with it:
https://drive.google.com/file/d/1UtgjDl ... sp=sharing
That should work, did you put your the .py file in the plugins/python folder in Noesis ? And the dreadMap.txt there too ?
Yes, I can load the .mmdl models thanks to the fmt_mmdl.py file you made, but somehow it doesn't link the 3d models with the textures. I don't know what else to try

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 09, 2021 10:00 pm
by Joschka
Enderfacio wrote: Sat Oct 09, 2021 9:48 pm Yes, I can load the .mmdl models thanks to the fmt_mmdl.py file you made, but somehow it doesn't link the 3d models with the textures. I don't know what else to try
You saved this file and put it next to fmt_mmdl.py right ? https://raw.githubusercontent.com/Josch ... eadMap.txt
If so grab this version, replace your previous file, reload Noesis and then send me a screenshot of the debug log after you load a model :
fmt_mmdl.zip

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 09, 2021 10:23 pm
by kees
Enderfacio wrote: Sat Oct 09, 2021 9:48 pm
Joschka wrote: Sat Oct 09, 2021 9:16 pm
Enderfacio wrote: Sat Oct 09, 2021 9:01 pm Yes is set to True. I'm sharing my file in case there is something wrong with it:
https://drive.google.com/file/d/1UtgjDl ... sp=sharing
That should work, did you put your the .py file in the plugins/python folder in Noesis ? And the dreadMap.txt there too ?
Yes, I can load the .mmdl models thanks to the fmt_mmdl.py file you made, but somehow it doesn't link the 3d models with the textures. I don't know what else to try
if need be just copy over the folder location when yorue in the root of your gamedump like this. just copy that adress and just post that. and ill make another package for you. but at least how i got it to work is that python plugin and the text file in that plugin location on noesis like before. then go into edit mode on notepad in the python file and paste taht adress there in between the brackets. at least thats how i got it to work so i think that explains that joshka? forgot to add picture of the brackets oops but it should be row 9 in notepad ++

***edit *** got it to work but there is an issue it doesnt grab some of the normals from samus's cannon (samuscannon_nm) but ill rip those manually for right now.

oh also joshka when put into blender it links the file to a location in the noesis dump and not where it has exported originally. and if you export it as png it still does .dds aswell. just a nitpick but thought id mention.

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 09, 2021 11:45 pm
by Enderfacio
Joschka wrote: Sat Oct 09, 2021 10:00 pm
Enderfacio wrote: Sat Oct 09, 2021 9:48 pm Yes, I can load the .mmdl models thanks to the fmt_mmdl.py file you made, but somehow it doesn't link the 3d models with the textures. I don't know what else to try
You saved this file and put it next to fmt_mmdl.py right ? https://raw.githubusercontent.com/Josch ... eadMap.txt
If so grab this version, replace your previous file, reload Noesis and then send me a screenshot of the debug log after you load a model :
fmt_mmdl.zip
I did it like 20 times or more and then the debug log screen show up again, so now I can send this screenshot of the error (got to say now some textures appear)

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 09, 2021 11:53 pm
by Enderfacio
Ok it kinda works now. I just hit the Cycle bend button a lot of times and this results shows up. Some textures ares still missing

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 09, 2021 11:54 pm
by Enderfacio
Turns out that exporting the textures in .jpg is the best option. i made some renders with Keyshot:

Re: Ripping Samus Dread (.pkg file)

Posted: Sun Oct 10, 2021 12:39 am
by kees
Enderfacio wrote: Sat Oct 09, 2021 11:54 pm Turns out that exporting the textures in .jpg is the best option. i made some renders with Keyshot:
its cause the alpha map is there it acts like that since they probably use that as an emission map. i just go in gimp and edit that map out. so the bc map is also the albedo aswell as the emission mapping

***Edit*** tested it out yes it is the Emission map

Re: Ripping Samus Dread (.pkg file)

Posted: Sun Oct 10, 2021 4:50 am
by kees
there seem to be more texture formats. earlier went through the gui textures for the menus and there are some being borked. aswell as the power suits lockonmissile textures they seem to be compleetly white aswell as some of the gui ones (and some other model ones too). thought before it was a co incidence but it doesnt seem to be that anymore right now appart from some textures not being nabbed at all. the texture grabbing at least in testing. 00000003 in samus's file refused to get the icemissles and some of the other AT textures. and then some samples of the menu and the lockonmissile file.

ill do the old bms testing to see if i can find out a format in the meantime

***edit*** im doing it with V2 since it just gives me smoll info but am doing the recommended format first thought nothing. then toggled the alpha and i see corrupted texture as its a wrong format like normally expected. no wonder noesis earlier was spitting errors. so imma keep searching and trying to find but thats 1 awnser

***edit*** nope i just had swizzle off. idiot. but still its wierd how it was a complete white from exporting beforehand. the format is right. but decompressing meight be difrent. i got a right texture out of the file with decompressing it with dds and then running it through rawtex lemme make a new post and post some files to show what i mean (im having throuble posting more than 1 file per post)

Re: Ripping Samus Dread (.pkg file)

Posted: Sun Oct 10, 2021 5:25 am
by kees
here are the new ones. formats work fine on rawtex when decompressed somehow. just thought it shouldt be difrent out of noesis but it somehow is??? im so confused. i used v2 bms script just for clearification with same settings on rawtex. BC3 for BC and AT and BC5U for the nm textures (with switch swizzle). only sending BC cause upload limit

Re: Ripping Samus Dread (.pkg file)

Posted: Sun Oct 10, 2021 8:45 am
by ByStander23
Little off-topic:
Joschka, Will you add support for Metroid:SR in the near future?

Re: Ripping Samus Dread (.pkg file)

Posted: Sun Oct 10, 2021 8:59 am
by 09williamsad
Metroid Dread FBX models, dds textures and ogg audio has been added to my archive.
Some of the textures are broken, I will reconvert once the script is updates.

I cannot post the link here due to site policy, but if you google my username you should be able to find it.