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Re: Ripping Samus Dread (.pkg file)

Posted: Sun Oct 17, 2021 5:31 am
by thehypetrain899
Hey

I'm quite new to this stuff and I really want to animate these models

Would It Be ok for someone to give me a quick rundown on how you have done it?
Thanks in Advance.

Re: Ripping Samus Dread (.pkg file)

Posted: Sun Oct 17, 2021 1:40 pm
by velencourte
rainmanbk wrote: Sat Oct 16, 2021 5:39 pm I had a question, does anyone know what channel the _at texture fills? I can't seem to figure it out. For example the powerbody_at.dds texture. Attached is a screenshot of it.
Screenshot_3.png
I'm not sure about the red channel, but the green is roughness and blue is metallic.

Re: Ripping Samus Dread (.pkg file)

Posted: Sun Oct 17, 2021 10:00 pm
by EIA86
Hello All,

This is a bit off topic but I am trying to make a randomizer for this game and am running into some issues with the PKG file format. So far I was able to successfully swap one Emmy item with another but it only worked because the item names shared the same size. If the size of the file changes at all it crashes the game when the area loads.

The Emmy items are within the subareapack_global.pkg files within each map and start with "ITEM_" in their names. I tried to use the PKG tool to unpack the Cave map's file then searched within them and found the ITEM code within 00001228.MSAD but when I change it then try to follow the steps in the QuickBMS guide to repackage it seems to ignore the changed file and does nothing when using the -w -r option.

I am fairly new to using QuickBMS to repackage things so any alternatives, guides, or help would be wonderful.

Re: Ripping Samus Dread (.pkg file)

Posted: Mon Oct 18, 2021 1:16 am
by Enderfacio
Xenphex wrote: Wed Oct 13, 2021 6:51 pm

Also, i'm trying in Blender and when i try yo apply the textures all looks wrong, i exported as .jpg and tried Flip UV too, but nothing, keep looking like it has a wrong UV.
No need for flip the UV, the textures are exported exaclty as they go on the model. Try applying the right texture to the right body part, there is one for the body and head, other for the arms an another for the arm cannon. Maybe you are switching them and that's why the look wrong.

Re: Ripping Samus Dread (.pkg file)

Posted: Mon Oct 18, 2021 2:04 pm
by Joschka
thehypetrain899 wrote: Sun Oct 17, 2021 5:31 am Hey

I'm quite new to this stuff and I really want to animate these models

Would It Be ok for someone to give me a quick rundown on how you have done it?
Thanks in Advance.
Dump the nsp from your switch, dump the romfs from it using Yuzu (the easiest way if you're not familiar with the process). Then unpack the pkg using the switch toolbox or spiritovod's bms script. Finally open the models/textures with the Noesis script.
EIA86 wrote: Sun Oct 17, 2021 10:00 pm Hello All,

This is a bit off topic but I am trying to make a randomizer for this game and am running into some issues with the PKG file format. So far I was able to successfully swap one Emmy item with another but it only worked because the item names shared the same size. If the size of the file changes at all it crashes the game when the area loads.

The Emmy items are within the subareapack_global.pkg files within each map and start with "ITEM_" in their names. I tried to use the PKG tool to unpack the Cave map's file then searched within them and found the ITEM code within 00001228.MSAD but when I change it then try to follow the steps in the QuickBMS guide to repackage it seems to ignore the changed file and does nothing when using the -w -r option.

I am fairly new to using QuickBMS to repackage things so any alternatives, guides, or help would be wonderful.
Hi, you can probably use the following unpacker/repacker https://github.com/UltiNaruto/PKGTool didn't try it myself though

Other than that great news : the hash function has been figured out and posted by someone (https://twitter.com/MrCheeze_/status/14 ... 3794457600)

So that means that some filenames will be obtainable instead of having numbers for the pkg. And also it was the only thing I was missing for animation support : Image

Expect an update adding it during the week

Re: Ripping Samus Dread (.pkg file)

Posted: Tue Oct 19, 2021 5:52 am
by EIA86
Thanks for the suggestion Joschka.

The -o option doesn't seem to be working as intended on that tool. It is ignoring the line after it and just placing all output in either a folder named -o or a -o.pkg file.

That aside altering one of the .bmsad files then repackaging still results in a crash. Are there offsets or field length parameters within the bmsad files I need to be changing?

The smallest one to goof around with is within the Shipyard map area's subareapack_global.pkg and is called F425A8B81D1BBC83.bmsad when extracted. If I change the ITEM_WEAPON_POWER_BOMB to ITEM_SPACE_JUMP then repackage the game will crash while attempting to load the save file.

Re: Ripping Samus Dread (.pkg file)

Posted: Thu Oct 21, 2021 7:57 pm
by Joschka
EIA86 wrote: Tue Oct 19, 2021 5:52 am Thanks for the suggestion Joschka.

The -o option doesn't seem to be working as intended on that tool. It is ignoring the line after it and just placing all output in either a folder named -o or a -o.pkg file.

That aside altering one of the .bmsad files then repackaging still results in a crash. Are there offsets or field length parameters within the bmsad files I need to be changing?

The smallest one to goof around with is within the Shipyard map area's subareapack_global.pkg and is called F425A8B81D1BBC83.bmsad when extracted. If I change the ITEM_WEAPON_POWER_BOMB to ITEM_SPACE_JUMP then repackage the game will crash while attempting to load the save file.
Ah sorry I can't help with the tool, I didn't try to do any repacking myself... Maybe you could ask on the Metroid Dread modding discord ?

In other news animation support has been added to the new version Image
Simply put the animations you want to extract in a folder and give it to the plugin when asked (can be disabled by the option at the top)

It's recommend to use the switch toolbox to extract the assets now, you'll get a ton of filenames, since the hash function has been figured out some matches have been found. Cheers.

Re: Ripping Samus Dread (.pkg file)

Posted: Fri Oct 22, 2021 9:32 pm
by Gagnetar
Wow! this is awesome! I'm so glad that we can look into Dread's assets, I figured after SR not getting really anything that dread would suffer the same fate. The auto texture seems to work great but it seems like it doesn't work on the X Parasites, including the regular X and the Core-X. Is there any chance of adding support for them? I'm not sure if I should add the model here exactly but you can find the X parasite inside the player samus pkg

Re: Ripping Samus Dread (.pkg file)

Posted: Mon Oct 25, 2021 12:44 pm
by Joschka
Gagnetar wrote: Fri Oct 22, 2021 9:32 pm Wow! this is awesome! I'm so glad that we can look into Dread's assets, I figured after SR not getting really anything that dread would suffer the same fate. The auto texture seems to work great but it seems like it doesn't work on the X Parasites, including the regular X and the Core-X. Is there any chance of adding support for them? I'm not sure if I should add the model here exactly but you can find the X parasite inside the player samus pkg
Now that we have enough filenames I'm probably going to rewrite the material support at some point to make it less hacky so it'll hopefully work then. The temporary solution used right now was implemented because the hash function was unknown.
Taking a few days break from Dread and I'll look into it.

Re: Ripping Samus Dread (.pkg file)

Posted: Tue Oct 26, 2021 2:14 am
by Gagnetar
Excellent, thank you! I'm glad they're actually 3d models. I was scared they were complicated particle effects.

Re: Ripping Samus Dread (.pkg file)

Posted: Wed Oct 27, 2021 7:51 pm
by Ekey
Here my extractor repo. Files can be extracted with names :)

Binary: here
Source: here

Re: Ripping Samus Dread (.pkg file)

Posted: Thu Oct 28, 2021 6:17 am
by Joschka
Ekey wrote: Wed Oct 27, 2021 7:51 pm Here my extractor repo. Files can be extracted with names :)

Binary: here
Source: here
Thank you ! I think this is the first game for which I see so many extractors, usually people don't like to make these heh

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 30, 2021 5:02 am
by Unknowni
Ekey wrote: Wed Oct 27, 2021 7:51 pm Here my extractor repo. Files can be extracted with names :)

Binary: here
Source: here
Hey there Ekey. I'm really excited to use this. I did have a bit of trouble running it (forgot to command MD.Unpacker with .exe at the end after running the file lol, maybe include that in your example for idiots like me).

But my main question is about the sound effects, which I realize is a bit out of the scope of this thread. I noticed in the Filenames.list file you have all the .wav filenames, but I can't seem to figure out how this would work. The sound effects are stored elsewhere in .bfgrp files. Interestingly they DO have the word "pkg" at the end of each name, but they're .bfgrp files through and through (ex. "_packs_maps_s000_mainmenu_s000_mainmenu_pkg.bfgrp"). I've ripped them myself, all I need is the filenames accurately applied to each individual sound. So is there a function in this program that puts filenames to .bfgrp files yet?

Sorry for being bothersome about something that may be out of the scope of what you're trying to accomplish.

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 30, 2021 12:57 pm
by Ekey
Unknowni wrote: Sat Oct 30, 2021 5:02 am So is there a function in this program that puts filenames to .bfgrp files yet?
No, there is no such function. I created a list based on manual research files , so it may contain names that are not in the PKG archives.

Re: Ripping Samus Dread (.pkg file)

Posted: Sat Oct 30, 2021 5:12 pm
by Unknowni
Ekey wrote: Sat Oct 30, 2021 12:57 pm
No, there is no such function. I created a list based on manual research files , so it may contain names that are not in the PKG archives.
I see. I'll do some more research. Thanks for helping get all the models anyways!