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Re: FF 13 3D models ripping possible ...

Posted: Tue Mar 22, 2011 5:22 am
by MrAdults
TheDude wrote: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.
That's my bad. I broke COLLADA export for games that use the same name for every material (e.g. FF13) at some point. It will be unbroken next release. In the mean time, I guess you can just go bowling.

Re: FF 13 3D models ripping possible ...

Posted: Wed Mar 23, 2011 2:16 am
by TheDude
MrAdults wrote:
TheDude wrote: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.
That's my bad. I broke COLLADA export for games that use the same name for every material (e.g. FF13) at some point. It will be unbroken next release. In the mean time, I guess you can just go bowling.
Awesome! I'll dedicate my next scene to you.
I'll pass on the bowling; it's an easy enough problem to get around. :ninja:

Re: FF 13 3D models ripping possible ...

Posted: Sun Apr 03, 2011 8:32 am
by DarkShine
Can someone tell me the animation can be exported?

thx~

Re: FF 13 3D models ripping possible ...

Posted: Sun Apr 17, 2011 5:21 am
by TheDude
DarkShine wrote:Can someone tell me the animation can be exported?

thx~
They're located in bin files under the "mot" subdirectory.
Hopefully someone who knows what they're doing is looking at this.....
I never could get into programming.
I start falling asleep whenever I look at it. :bleh:

Image

Re: FF 13 3D models ripping possible ...

Posted: Wed Apr 20, 2011 10:17 pm
by TheDude
For the Windows users out there that have ripped the models and hate having all of those "bin" subdirectories:
for /r %x in (*.*) do move "%x" "%x"\..\.. -move all the files up 1 directory
for /d /r %x in (bin) do rd "%x" -get rid of all the now empty "bin" subdirectories

Re: FF 13 3D models ripping possible ...

Posted: Mon Apr 25, 2011 9:37 pm
by TheDude
The contents of this post was deleted because of possible forum rules violation.

Re: FF 13 3D models ripping possible ...

Posted: Thu Apr 28, 2011 4:36 pm
by Psientist
I managed to get files out of the 360 version by changing filelistu to filelist as mentioned on page #14, but it would only extract the big white file, the zone files still don't want to play.
I've read through the thread 2 - 3 times and can't see what people did to get it to work. I've tried experimenting but to no avail.

QuickBMS don't like the zone files, Noesisv don't like the zone files.
I'm only interested in the textures for environment and doodads, not models.

Ps: Had an epiphany of understanding and renamed filelist_imgu to filelist_* where *is the name of the file I'm trying to unpack minus white_. It stopped giving me the error that the file didn't exist, but instead it complains that the zlib/deflate input is wrong or incomplete and that there was an error with decompression.

Re: FF 13 3D models ripping possible ...

Posted: Sat Apr 30, 2011 12:39 am
by TheDude
Psientist wrote:I managed to get files out of the 360 version by changing filelistu to filelist as mentioned on page #14, but it would only extract the big white file, the zone files still don't want to play.
I've read through the thread 2 - 3 times and can't see what people did to get it to work. I've tried experimenting but to no avail.

QuickBMS don't like the zone files, Noesisv don't like the zone files.
I'm only interested in the textures for environment and doodads, not models.

Ps: Had an epiphany of understanding and renamed filelist_imgu to filelist_* where *is the name of the file I'm trying to unpack minus white_. It stopped giving me the error that the file didn't exist, but instead it complains that the zlib/deflate input is wrong or incomplete and that there was an error with decompression.
In the data you extracted with the characters,weapons,etc., there's a "Zone" folder.
You'll see a bunch more folders in there (z000 - z255) and then there's a bunch of bin/bin2 files.
Now in the first data extracted from the disc there's also a "Zone" folder and you'll notice from the file sizes that's where the real zone data is.
Find the large zone file in the original extracted data (like white_z004u_img.x360.bin - for instance - 240.5MB), take a corresponding bin file from the zone folder in the data set you extracted for the characters (filelist_z004u.x360.bin2) copy it over to "white_data\zone" where the large file is and rename it to "filelist_imgu.x360.bin".
Take "white_z004u_img.x360.bin" and rename it to "white_imgu.x360.bin"
Then you should be able to extract everything.
Here's a zone I ripped as proof:
http://mrfuzzlebum.deviantart.com/art/M ... -206917978
Also I can make a visual guide if you need it. 8)

"Let me explain something to you. Um, I am not "Mr. Lebowski". You're Mr. Lebowski. I'm the Dude. So that's what you call me. You know, that or, uh, His Dudeness, or uh, Duder, or El Duderino if you're not into the whole brevity thing."

Re: FF 13 3D models ripping possible ...

Posted: Mon May 02, 2011 2:47 am
by jaden
i didn't know the weapon are extractable
Thanks a lot nice info dude

Re: FF 13 3D models ripping possible ...

Posted: Sat May 21, 2011 6:22 pm
by TheDude
Thought I'd post some zone pics. Also like to say thank you to MrAdults for his awesome program! :]

Image

http://mrfuzzlebum.deviantart.com/art/F ... -209720830

Re: FF 13 3D models ripping possible ...

Posted: Sat May 21, 2011 6:27 pm
by ultimaespio
TheDude wrote:Thought I'd post some zone pics. Also like to say thank you to MrAdults for his awesome program! :]

Image

http://mrfuzzlebum.deviantart.com/art/F ... -209720830
Cool, I don't recognise the first 2 areas though :/

I see you ported them to XNALara too...

Re: FF 13 3D models ripping possible ...

Posted: Sat May 21, 2011 9:24 pm
by Cloud452
Quite amazing seeing PS3 models ripped and in 3DS Max. I don't suppose similar methods could be applied to other PS3 games such as say, Dragon Ball Z: Burst Limit?

Re: FF 13 3D models ripping possible ...

Posted: Sat May 21, 2011 9:46 pm
by maniacoloco
Cloud452 wrote:Quite amazing seeing PS3 models ripped and in 3DS Max. I don't suppose similar methods could be applied to other PS3 games such as say, Dragon Ball Z: Burst Limit?
Most of the content is from Xbox 360, not 360 and also the poly count in both versions is the same, so do the textures.

Re: FF 13 3D models ripping possible ...

Posted: Sat May 21, 2011 10:26 pm
by Cloud452
maniacoloco wrote:
Cloud452 wrote:Quite amazing seeing PS3 models ripped and in 3DS Max. I don't suppose similar methods could be applied to other PS3 games such as say, Dragon Ball Z: Burst Limit?
Most of the content is from Xbox 360, not 360 and also the poly count in both versions is the same, so do the textures.
Hm, so it might be possible with the Xbox360 version of Burst Limit?

And as not to be too off-topic are there a few textures not loaded on that bottom image, TheDude?

Re: FF 13 3D models ripping possible ...

Posted: Sun May 22, 2011 1:54 am
by jaden
wow nice info so its possible to extract the map