Difference between revisions of "User:Ziella/Sandbox2"

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Ripping the models from Final Fantasy VII: Crisis Core is fairly straight forward, Noesis will do all the hard work for you. This game is probably one of the easiest games to rip models from. Noesis carries most of the heavy lifting, so don't sweat it.
 
  
 
{{TutorialInfo
 
{{TutorialInfo
| title=        Final Fantasy VII: Crisis Core - Model Ripping
+
| title=        Pokémon Sword / Shield
| game=        Final Fantasy VII: Crisis Core
+
| game=        Pokémon Sword / Shield
| difficulty=  Beginner
+
| category=    Model Ripping
| duration=    10 Minutes
+
| difficulty=  Intermediate
| author=      Ecelon
+
| duration=    30 Minutes
 +
| author=      Ziella
 
}}<br/>
 
}}<br/>
  
 
==Required Files & Tools==
 
==Required Files & Tools==
# Your own Crisis Core: Final Fantasy VII Dump
+
# The model files you want to rip.
 +
# [[3DS Max]] (with OpenCollada installed)
 +
# [https://mega.nz/file/HlpFXYDY#G9WcLuZupaCwboW3HRMoUS89oN-NQAK2UskZs-9rJOs RandomTalkingBush's Switch (Let's Go, Sword/Shield) MAXScript]
 
# [[Noesis]]
 
# [[Noesis]]
# Notepad++
 
# A 3D Modelling Software (3DS Max, Blender, Maya, etc.)
 
  
 
==Tutorial==
 
==Tutorial==
===Step 1: Extracting the ISO===
+
===Step 1: Downloading the models===
Extract your Final Fantasy VII: Crisis Core ISO file using something like WinRAR or whatever other tools you have that can extract iso files.<br>
+
Thanks to RandomTalkingBush, you can download the model files already extracted from their archives. Make sure you download the files that are named PMSwSh. After downloading the models, extract the .7z file using winrar or 7Zip to wherever you want.<br>  
[[File:Final Fantasy VII Crisis Core Model Ripping Tutorial (1).png|400px]]
+
https://mega.nz/folder/Tx4ziKbL#Fy4-wIjBjHx9EVw59dZCFg<br>
  
 +
===Step 2: Converting the textures===
 +
[[File:PokemonSwSh Model Ripping Tutorial (1).png|left|250px]] After extracting the archive, decide what model you want to rip. For this tutorial I will be ripping Zekrom.
 +
Open up Noesis and go '''Tools > Batch Process'''<br clear=all>
  
===Step 2: Extracting discimg.pkg file===
+
[[File:PokemonSwSh Model Ripping Tutorial (2).png|left|250px]] A window should then pop up. In the '''Input extension''' make sure it's says '''dds''' and in '''Output extension''' make sure it says '''png''' then replace '''$inpath$\$inname$_files\$inname$out.$outext$''' with '''$inpath$\$inname$.$outext$''' . You'll then want to press the '''Folder batch''' button and select the folder that contains the textures for your model, then press the '''Export''' button. This will convert all the .dds files into .png. After the textures have been converted, make a new folder somewhere for the rip and name it whatever the model you're ripping is. Inside that new folder make another folder called '''Textures''' then move all the .png textures you just converted into that folder.<br clear=all>
Open up Noesis and navigate to the directory where you extracted your iso and find a file called "discimg.pkg" in '''\PSP_GAME\USRDIR'''. From there you will want to right click on it and select "export". Now press "export" on the popup window. This will extract all the files from the archive.<br>
 
[[File:Final Fantasy VII Crisis Core Model Ripping Tutorial (2).png|700px]]
 
  
 +
==Step 3a: "Fixing" the textures (Eye/Mouth)==
 +
[[File:PokemonSwSh Model Ripping Tutorial (3).png|250px]]When ripping Pokemon models, most of the time the textures need to be fixed first.
 +
Firstly, the eyes and mouth textures. To fix the '''"col"''' textures you'll need to double the width and mirror both sides of the texture.<br clear=all>
  
===Step 3: Finding the models===
 
Once all the files have been exported, close the popup window and click on the little "+" icon next the "USRDIR" folder on the left. Now you will see a new folder, "discimg_files", click on the little "+" icon again and click on the folder titled "models". Now a long list of models will show up. These models contain Characters, Monsters, Levels, Props, Vehicles and Weapons. Double click on a file, and admire what your hard work has accomplished thus far.<br>
 
[[File:Final Fantasy VII Crisis Core Model Ripping Tutorial (3).png|700px]]
 
  
 +
[[File:PokemonSwSh Model Ripping Tutorial (4).png|250px]]
 +
To fix the eye/mouth "'''nor'''" textures you need to tile them them to match the col textures. 2 across, 4 down.<br clear=all>
  
===Step 4: Exporting the model===
+
==Step 3b: "Fixing" the textures (Body)==  
Right-Click on a .ff7ccmodel file that you want to rip and select "export". Remember the name of this model. In the popup window, select "Flip UV's". This is done because Noesis has a tendancy to flip the UV's itself when exporting the model. Make sure to set "Main output type" to .dae so that we export the model with rigging. Last thing to do is in the "Destination file(s)" section, go to the end and remove the "out" from the file name.  
+
[[File:PokemonSwSh Model Ripping Tutorial (5).png|left|350px]]
(eg. '''file2333out''' to '''file2333''')<br>
+
Fixing the body textures are different. What you need to do is look at the normal map for the other textures. If it looks like it's symmetrical, then you'll need to edit the "amb", "col", etc. textures directly to match. Most of the time this is just done by doubling the canvas width and mirroring it to the right hand side.<br clear=all>
[[File:Final Fantasy VII Crisis Core Model Ripping Tutorial (4).png|400px]]
 
  
  
===Step 5: Moving the files to their own folder===
+
==Step 4: Splitting the textures==
Left-Click "OK" and close the popup. You can now close Noesis. Now in windows explorer you will want to open the directory where your FF7CCMODEL files are. You should find a .dae and couple textures. The amount of .png files you find depends on the model you are exporting. Select all the exported files (.dae and .png) and press "CTRL-X" or Right-Click and select "Cut". Create a new folder for your rip and press "CTRL-V" or Right-Click and select "Paste".<br>
+
[[File:PokemonSwSh Model Ripping Tutorial (6).png|left|250px]]
[[File:Final Fantasy VII Crisis Core Model Ripping Tutorial (5).png|400px]]
+
Any "amb" or "emi" textures in your rip should be split into their individual channels.<br clear=all>
  
 +
==Step 5: Opening the model==
 +
If you don't have RandomTalkingBush's Pokemon MaxScript yet, make sure you grab it from here: https://mega.nz/file/HlpFXYDY#G9WcLuZupaCwboW3HRMoUS89oN-NQAK2UskZs-9rJOs<br clear=all>
  
===Step 6: Fixing texture paths===
+
[[File:PokemonSwSh Model Ripping Tutorial (7).png|left|250px]]
Now we need to fix up the texture paths in the dae file. Open up the .dae in Notepad++ and look for any instances of "'''<init_from>'''". Make sure that it is formated similarly to this. You may need to add .png to the end of the file name or remove any excess bits from the start. This is so that it reads the texture from the same folder as your .dae file.<br>
+
[[File:PokemonSwSh Model Ripping Tutorial (8).png|right|250px]]
[[File:Final Fantasy VII Crisis Core Model Ripping Tutorial (6).png|700px]]
+
Move the .gfbmdl file from the folder the .dds textures were in to the same folder as your png textures. You'll then want to open up '''3DS Max''' and go '''Scripting > Run Script''' and open the Pokemon Switch MaxScript.
 +
A little window should pop up with a button that says "Import *.gfbmdl". Press it and it should ask you to open a .gfbmdl file. Select the one that's in your textures folder and it should import into 3DS Max.<br clear=all>
  
 +
==Step 6: Rotation and resetting the Bind Pose==
 +
Select the root bone, in my case it's "pm0644_00", and rotate it 90 degrees on the X axis.
 +
[[File:PokemonSwSh Model Ripping Tutorial (9).png|right|250px]]
 +
[[File:PokemonSwSh Model Ripping Tutorial (10).png|left|250px]]
 +
Now for every mesh in the scene, go to its "Skin" modifier and scroll down to "Advanced Parameters" and click "Save". Save it to somewhere you'll remember then right click the skin modifier and "Collapse All". Add a new skin modifier back onto that mesh and add all the bones onto it. Go back to "Advanced Parameters" but this time instead of pressing save, press load and select the envelope you saved earlier.
  
===Step 7: Finishing up===
+
[[File:PokemonSwSh Model Ripping Tutorial (11).png|left|250px]]
Import the .dae into whatever 3D Modelling program you use and check that the rig and textures are loading fine. Render the image, and voila, you've officially ripped your first Final Fantasy VII: Crisis Core model!<br>
+
A "Load envelope" window should pop up. Press "Match by name" then press "Ok". Repeat this multiple times for the rest of the meshes until you've done them all.<br clear=all>
[[File:Final Fantasy VII Crisis Core Model Ripping Tutorial (7).png|400px]]
 
  
 
+
==Step 7: Exporting==
==Closing==
+
Once you've reset the bind pose on all the meshes, you can now export your model as .fbx and .dae, go to the folder you created earlier that you put the textures folder inside of, and export them into that folder and you should be done and ready to render then submit! I highly suggest installing OpenCollada and exporting with that instead of the default collada exporter included with 3DS Max due to compatibility issues with other programs.
Hopefully you've learnt something from this tutorial and now have a working model rip! If you have any feedback or questions, feel free to ask on the talk page for this tutorial.
 

Latest revision as of 12:30, 22 June 2020

Pokémon Sword / Shield

Game: Pokémon Sword / Shield
Category: Model Ripping
Difficulty: Intermediate
Duration: 30 Minutes
Tutorial by: Ziella


Required Files & Tools

  1. The model files you want to rip.
  2. 3DS Max (with OpenCollada installed)
  3. RandomTalkingBush's Switch (Let's Go, Sword/Shield) MAXScript
  4. Noesis

Tutorial

Step 1: Downloading the models

Thanks to RandomTalkingBush, you can download the model files already extracted from their archives. Make sure you download the files that are named PMSwSh. After downloading the models, extract the .7z file using winrar or 7Zip to wherever you want.
https://mega.nz/folder/Tx4ziKbL#Fy4-wIjBjHx9EVw59dZCFg

Step 2: Converting the textures

PokemonSwSh Model Ripping Tutorial (1).png

After extracting the archive, decide what model you want to rip. For this tutorial I will be ripping Zekrom.

Open up Noesis and go Tools > Batch Process

PokemonSwSh Model Ripping Tutorial (2).png

A window should then pop up. In the Input extension make sure it's says dds and in Output extension make sure it says png then replace $inpath$\$inname$_files\$inname$out.$outext$ with $inpath$\$inname$.$outext$ . You'll then want to press the Folder batch button and select the folder that contains the textures for your model, then press the Export button. This will convert all the .dds files into .png. After the textures have been converted, make a new folder somewhere for the rip and name it whatever the model you're ripping is. Inside that new folder make another folder called Textures then move all the .png textures you just converted into that folder.

Step 3a: "Fixing" the textures (Eye/Mouth)

PokemonSwSh Model Ripping Tutorial (3).pngWhen ripping Pokemon models, most of the time the textures need to be fixed first. Firstly, the eyes and mouth textures. To fix the "col" textures you'll need to double the width and mirror both sides of the texture.


PokemonSwSh Model Ripping Tutorial (4).png To fix the eye/mouth "nor" textures you need to tile them them to match the col textures. 2 across, 4 down.

Step 3b: "Fixing" the textures (Body)

PokemonSwSh Model Ripping Tutorial (5).png

Fixing the body textures are different. What you need to do is look at the normal map for the other textures. If it looks like it's symmetrical, then you'll need to edit the "amb", "col", etc. textures directly to match. Most of the time this is just done by doubling the canvas width and mirroring it to the right hand side.


Step 4: Splitting the textures

PokemonSwSh Model Ripping Tutorial (6).png

Any "amb" or "emi" textures in your rip should be split into their individual channels.

Step 5: Opening the model

If you don't have RandomTalkingBush's Pokemon MaxScript yet, make sure you grab it from here: https://mega.nz/file/HlpFXYDY#G9WcLuZupaCwboW3HRMoUS89oN-NQAK2UskZs-9rJOs

PokemonSwSh Model Ripping Tutorial (7).png
PokemonSwSh Model Ripping Tutorial (8).png

Move the .gfbmdl file from the folder the .dds textures were in to the same folder as your png textures. You'll then want to open up 3DS Max and go Scripting > Run Script and open the Pokemon Switch MaxScript. A little window should pop up with a button that says "Import *.gfbmdl". Press it and it should ask you to open a .gfbmdl file. Select the one that's in your textures folder and it should import into 3DS Max.

Step 6: Rotation and resetting the Bind Pose

Select the root bone, in my case it's "pm0644_00", and rotate it 90 degrees on the X axis.

PokemonSwSh Model Ripping Tutorial (9).png
PokemonSwSh Model Ripping Tutorial (10).png

Now for every mesh in the scene, go to its "Skin" modifier and scroll down to "Advanced Parameters" and click "Save". Save it to somewhere you'll remember then right click the skin modifier and "Collapse All". Add a new skin modifier back onto that mesh and add all the bones onto it. Go back to "Advanced Parameters" but this time instead of pressing save, press load and select the envelope you saved earlier.

PokemonSwSh Model Ripping Tutorial (11).png

A "Load envelope" window should pop up. Press "Match by name" then press "Ok". Repeat this multiple times for the rest of the meshes until you've done them all.

Step 7: Exporting

Once you've reset the bind pose on all the meshes, you can now export your model as .fbx and .dae, go to the folder you created earlier that you put the textures folder inside of, and export them into that folder and you should be done and ready to render then submit! I highly suggest installing OpenCollada and exporting with that instead of the default collada exporter included with 3DS Max due to compatibility issues with other programs.