Ripping Models

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Here is where guides for ripping models from games go. Currently very lackluster and needs improvement.

General Guidance

Tools


DirectX

OpenGL


Nintendo 64

You can extract 3D models (as they are currently visible in-game) using Project64 and the TR64 OpenGL plugin. The mentioned plugin is not bundled with Project64, but you can download it on zophar.net. This plugin (v0.8.8) does not seem to be compatible with Project64 2, so you should grab a legacy Project64 version (verified with 1.7.0.50). Extract the plugin in your Project64's installation folder under Plugin\GFX\TR64_ogl.dll. If you start Project64 now, you should be able to select that plugin under Options -> Settings -> Plugins -> Video (graphics) plugin.

Now you can start a game. Depending on the game you might have to change the "uCode" configuration under Options -> Configure Graphics Plugin -> Select uCode. Just try everything out until the game starts.

Note that this graphics plugin is not particular good regarding rendering, so you will encounter many visual glitches on the screen. But as long as you can somewhat play the game and you have 3D models, we are good to go!

Go to any level where you want to dump the models from. Now open the Graphics Plugin configuration again, put a check mark under "Enable VRML Output" and continue the game as short as possible (like just a few frames or 1; you might want pause and unpause the emulator for this), so the plugin will receive new geometry information from the game. Now you can disable the option again and you will find the currently rendered 3D world (including all characters, HUD etc.) exported to a file. this file should be located in your Project64's installation folder, such as "SNOWBOARD KIDS.wrl".

Now you can inspect the WRL ("X3D Extensible 3D") file in any 3D program of your choice, such as Blender, that supports WRL. You will probably have to remove stuff like HUD or skyboxes from the model, separate character models from world models etc.

Please note that models are dumped as they are currently rendered. As for animated characters, for example, the exact current pose is being exported. You won't have the default "idle" / "T" pose, no bones, no animation information etc. Also the textures might be missing on the export.

Known issues

For some games you are lucky and the static exported world looks fine in your 3D program. In many cases however, the 3D world is distorted / stretched in some way and is varying depending on the camera's position when you dumped the scene.

Guides for specific games

Final Fantasy VII Crisis Core

Source Engine games

Capcom 3DS Games

Sonic Adventure series

Sonic Heroes & Shadow the Hedgehog