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		<title><![CDATA[The VG Resource - Project Organization]]></title>
		<link>https://archive.vg-resource.com/</link>
		<description><![CDATA[The VG Resource - https://archive.vg-resource.com]]></description>
		<pubDate>Sat, 10 Oct 2026 09:22:53 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Dokapon Kingdom: Connect - Models]]></title>
			<link>https://archive.vg-resource.com/thread-43758.html</link>
			<pubDate>Tue, 05 Aug 2025 14:25:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=85136">Boxy</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43758.html</guid>
			<description><![CDATA[I've been working on a Noesis plugin for Dokapon Kingdom: Connect for a while. This is tested with the Steam version.<br />
<br />
This should work with all player models, NPCs, enemies, equipment, items, and objects. If you find anything broken, please let me know.<br />
<br />
The plugin works with rigged characters as well as static objects. I compared against the models from the Wii version of the game, and the weights/bones/meshes seem to be nearly identical. There are little differences here and there, like n03 (Chance) who now has a t-pose.<br />
<br />
The plugin also loads vertex colors and the 2nd UV map, if present. To view vertex colors in Noesis, you may need to look in Tools, Data Viewer, then under Persistent Settings: Other, make sure vertex colors are enabled. For any models with uniform vertex colors where the alpha is not 1, the debug log will print out the transparency there for you. It seems this might be used sometimes as the transparency amount for the mesh.<br />
<br />
The 2nd UV map appears to be junk in many cases. As a fair warning, the 2nd UV map for some enemies in particular may cause Noesis to stall or crash if you click on UV2 in the Data Viewer. UV2 in some cases may contain larger values than what Noesis expects. As far as I can tell the data is correct but it seems to be leftover junk data for many characters. <br />
<br />
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">User options:</span><br />
Several toggle options are near the top of the script. Most of these are just for testing purposes, but ENABLE_UV1 and ENABLE_UV2 might be useful to people who only want to load and export one UV map. If you set ENABLE_UV1 to False and ENABLE_UV2 to True, for example, you can export to dae and obj with just the 2nd UV map in the first slot. Sometimes importers and exporters have limited support for multiple UV maps, so I thought that might be useful. If you export as dae and obj for submissions (make sure to use "Flip UV's"), you can just edit the texture paths in Notepad++.<br />
<br />
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Textures:</span><br />
The plugin does not currently load textures automatically for you, but I might look into that in the future. Main textures are stored within the .model file and are .pvr textures. You can find each texture in the file using a hex editor by looking for PVR. One texture ends where the next PVR begins, and the last PVR texture ends when you find TEXT, which is the beginning of the next section in the data. Anyway if you slice the PVR textures out of the .model file and save them as .pvr, you can use PVRTexTool to convert them to .png. I included a .bat file which you can place in the same folder with PVRTexToolCLI to batch convert multiple .pvr textures at once. Additional textures for facial expressions and alt colors are stored in separate .pim and .pil files. These are containers which just hold more .pvr textures. You can convert them the same way. There are some existing texture tools I believe on github and in the Dokapon modding discord, which might also be useful.<br />
<br />
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Environments:</span> (only partial support, currently)<br />
Some models in the dataField folder are working, but not all. I was not focused on environments while working on this plugin, but if anyone would like to explore that further, please feel free to use what I have as a starting point. Most of the _N models seem to be working, at least, which are the main models for inside towns and building interiors. These are mostly all static models, with variable stride depending on multiple UV maps and vertex colors. Support is probably almost there already, with some edits to the automatic stride detection.<br />
<br />
<br />
<br />
Finally, the extension .model might be common in some other games, so if you're already using a plugin that looks for .model, you may need to remove that plugin before using this one, or change the line in the script near the top where it says handle = ... ".model" to something else, like .model2 (and rename your raw file extensions accordingly). If you do anything like that, just make sure you're working with copies of your files and not editing the original ones in your Steam folder. For reference, I was using Noesis version 4.452 while working on this, and the only .model conflict was another plugin I had added manually for another game.<br />
<br />
I'm not sure if I will continue working on this or not, but it's here if anyone wants to do anything with it.<br />
<br />
To-do:<br />
- load animations from .motion files (for now, you can use the animations from the Wii version, even drag them into the Noesis preview with these models)<br />
- load mesh names, if any available <br />
- load textures<br /><!-- start: postbit_attachments_attachment -->
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<img src="https://archive.vg-resource.com/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
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			<content:encoded><![CDATA[I've been working on a Noesis plugin for Dokapon Kingdom: Connect for a while. This is tested with the Steam version.<br />
<br />
This should work with all player models, NPCs, enemies, equipment, items, and objects. If you find anything broken, please let me know.<br />
<br />
The plugin works with rigged characters as well as static objects. I compared against the models from the Wii version of the game, and the weights/bones/meshes seem to be nearly identical. There are little differences here and there, like n03 (Chance) who now has a t-pose.<br />
<br />
The plugin also loads vertex colors and the 2nd UV map, if present. To view vertex colors in Noesis, you may need to look in Tools, Data Viewer, then under Persistent Settings: Other, make sure vertex colors are enabled. For any models with uniform vertex colors where the alpha is not 1, the debug log will print out the transparency there for you. It seems this might be used sometimes as the transparency amount for the mesh.<br />
<br />
The 2nd UV map appears to be junk in many cases. As a fair warning, the 2nd UV map for some enemies in particular may cause Noesis to stall or crash if you click on UV2 in the Data Viewer. UV2 in some cases may contain larger values than what Noesis expects. As far as I can tell the data is correct but it seems to be leftover junk data for many characters. <br />
<br />
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">User options:</span><br />
Several toggle options are near the top of the script. Most of these are just for testing purposes, but ENABLE_UV1 and ENABLE_UV2 might be useful to people who only want to load and export one UV map. If you set ENABLE_UV1 to False and ENABLE_UV2 to True, for example, you can export to dae and obj with just the 2nd UV map in the first slot. Sometimes importers and exporters have limited support for multiple UV maps, so I thought that might be useful. If you export as dae and obj for submissions (make sure to use "Flip UV's"), you can just edit the texture paths in Notepad++.<br />
<br />
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Textures:</span><br />
The plugin does not currently load textures automatically for you, but I might look into that in the future. Main textures are stored within the .model file and are .pvr textures. You can find each texture in the file using a hex editor by looking for PVR. One texture ends where the next PVR begins, and the last PVR texture ends when you find TEXT, which is the beginning of the next section in the data. Anyway if you slice the PVR textures out of the .model file and save them as .pvr, you can use PVRTexTool to convert them to .png. I included a .bat file which you can place in the same folder with PVRTexToolCLI to batch convert multiple .pvr textures at once. Additional textures for facial expressions and alt colors are stored in separate .pim and .pil files. These are containers which just hold more .pvr textures. You can convert them the same way. There are some existing texture tools I believe on github and in the Dokapon modding discord, which might also be useful.<br />
<br />
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Environments:</span> (only partial support, currently)<br />
Some models in the dataField folder are working, but not all. I was not focused on environments while working on this plugin, but if anyone would like to explore that further, please feel free to use what I have as a starting point. Most of the _N models seem to be working, at least, which are the main models for inside towns and building interiors. These are mostly all static models, with variable stride depending on multiple UV maps and vertex colors. Support is probably almost there already, with some edits to the automatic stride detection.<br />
<br />
<br />
<br />
Finally, the extension .model might be common in some other games, so if you're already using a plugin that looks for .model, you may need to remove that plugin before using this one, or change the line in the script near the top where it says handle = ... ".model" to something else, like .model2 (and rename your raw file extensions accordingly). If you do anything like that, just make sure you're working with copies of your files and not editing the original ones in your Steam folder. For reference, I was using Noesis version 4.452 while working on this, and the only .model conflict was another plugin I had added manually for another game.<br />
<br />
I'm not sure if I will continue working on this or not, but it's here if anyone wants to do anything with it.<br />
<br />
To-do:<br />
- load animations from .motion files (for now, you can use the animations from the Wii version, even drag them into the Noesis preview with these models)<br />
- load mesh names, if any available <br />
- load textures<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17677" target="_blank" title="">DokaponKingdomConnect_Noesis_1.png</a> (Size: 53.1 KB / Downloads: 152)
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<img src="https://archive.vg-resource.com/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17683" target="_blank" title="">DokaponKingdomConnect_Noesis_plugin.zip</a> (Size: 7.63 KB / Downloads: 158)
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		</item>
		<item>
			<title><![CDATA[FF7 PS1 models + Blender]]></title>
			<link>https://archive.vg-resource.com/thread-43739.html</link>
			<pubDate>Sun, 27 Jul 2025 09:03:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=132553">Henzo</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43739.html</guid>
			<description><![CDATA[Hi everyone, (I hope I'm not in the wrong section). Thanks to you, I was able to get the PS1 models of Cloud, Barret, and Vincent so I can make a video where I insert the three of them in place of three of my friends and make a comic video based on a conversation I recorded some time ago. I want to use Blender, but I'm just starting out and I'm running into a problem. When I import the Cloud model into Blender, the model appears white and without the textures that are inside the folder. Could someone with more knowledge than me point me to the solution? Thanks so much.]]></description>
			<content:encoded><![CDATA[Hi everyone, (I hope I'm not in the wrong section). Thanks to you, I was able to get the PS1 models of Cloud, Barret, and Vincent so I can make a video where I insert the three of them in place of three of my friends and make a comic video based on a conversation I recorded some time ago. I want to use Blender, but I'm just starting out and I'm running into a problem. When I import the Cloud model into Blender, the model appears white and without the textures that are inside the folder. Could someone with more knowledge than me point me to the solution? Thanks so much.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ni no Kuni: Wrath of the White Witch Remastered]]></title>
			<link>https://archive.vg-resource.com/thread-43681.html</link>
			<pubDate>Mon, 23 Jun 2025 22:16:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=85136">Boxy</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43681.html</guid>
			<description><![CDATA[I started making a Noesis plugin that can load the .pkchr character models from this game, if anyone wants to try using it. I only tested with the Steam/PC version. I didn't manage to make automatic texture assignment work yet, but it's pretty easy to apply textures yourself in Blender or 3ds Max or whatever you like. The plugin currently loads the meshes, but doesn't load any textures or skeleton for now. Models are generally in the _p00 file for each character as far as I've seen, and textures are stored as .dds in the same file. You can manually trim those textures with a hex editor or use some file splitters that I'm sure are floating around out there somewhere.<br />
<br />
The plugin seems to be working for most character and enemy models, but if anyone plays around with it and finds any broken ones, that'll be helpful to know so I don't have to test every single model myself. I've found a handful of models where UVs are not loaded correctly, which I'll look into, but it seems to be rare and (hopefully) works for the majority. I also noted a couple of models with one or two submeshes that loaded strangely, which I'll try to resolve in the future. For now though I think it's a pretty good start and you can use this to browse and export models. When exporting as .obj, make sure to enable "Flip UV's" in the export options.<br />
<br />
The UVs for this format are all stored together near the beginning of the file, and the UV stride seems to change depending on the submesh and how many UV maps are included for that submesh. Most submeshes include multiple redundant UV maps of varying number for some reason, and others on top of that also include what looks like a vertex color at the end of the stride. I'm not totally sure that they are vertex colors but for now the plugin treats them as such. But anyway if any models you try to load have broken UVs, it might be because there's some edge case pattern that I didn't come across yet, or because the vertex color detection is too loose or too strict (or perhaps needs to be rethought entirely). With one continuous section of UVs for all submeshes back to back, if any one of them is read incorrectly, it basically causes all submeshes from then on to load with misaligned UVs. After stumbling through that for a while, I decided to take a break and come back to this later.<br />
<br />
Anyway please feel free to try it out and let me know what happens. I still haven't played much of this game yet beyond the intro, so if you start talking to me about specific characters I might not know what the heck you're talking about.<br /><!-- start: postbit_attachments_attachment -->
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<img src="https://archive.vg-resource.com/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
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			<content:encoded><![CDATA[I started making a Noesis plugin that can load the .pkchr character models from this game, if anyone wants to try using it. I only tested with the Steam/PC version. I didn't manage to make automatic texture assignment work yet, but it's pretty easy to apply textures yourself in Blender or 3ds Max or whatever you like. The plugin currently loads the meshes, but doesn't load any textures or skeleton for now. Models are generally in the _p00 file for each character as far as I've seen, and textures are stored as .dds in the same file. You can manually trim those textures with a hex editor or use some file splitters that I'm sure are floating around out there somewhere.<br />
<br />
The plugin seems to be working for most character and enemy models, but if anyone plays around with it and finds any broken ones, that'll be helpful to know so I don't have to test every single model myself. I've found a handful of models where UVs are not loaded correctly, which I'll look into, but it seems to be rare and (hopefully) works for the majority. I also noted a couple of models with one or two submeshes that loaded strangely, which I'll try to resolve in the future. For now though I think it's a pretty good start and you can use this to browse and export models. When exporting as .obj, make sure to enable "Flip UV's" in the export options.<br />
<br />
The UVs for this format are all stored together near the beginning of the file, and the UV stride seems to change depending on the submesh and how many UV maps are included for that submesh. Most submeshes include multiple redundant UV maps of varying number for some reason, and others on top of that also include what looks like a vertex color at the end of the stride. I'm not totally sure that they are vertex colors but for now the plugin treats them as such. But anyway if any models you try to load have broken UVs, it might be because there's some edge case pattern that I didn't come across yet, or because the vertex color detection is too loose or too strict (or perhaps needs to be rethought entirely). With one continuous section of UVs for all submeshes back to back, if any one of them is read incorrectly, it basically causes all submeshes from then on to load with misaligned UVs. After stumbling through that for a while, I decided to take a break and come back to this later.<br />
<br />
Anyway please feel free to try it out and let me know what happens. I still haven't played much of this game yet beyond the intro, so if you start talking to me about specific characters I might not know what the heck you're talking about.<br /><!-- start: postbit_attachments_attachment -->
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
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			<title><![CDATA[Castlevania: The Arcade - 3D Models]]></title>
			<link>https://archive.vg-resource.com/thread-43680.html</link>
			<pubDate>Mon, 23 Jun 2025 21:05:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=85136">Boxy</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43680.html</guid>
			<description><![CDATA[A couple of months ago, I started playing around with .CLAY files from Castlevania: The Arcade. I chipped away at it and recently made a Noesis plugin that can load the enemy models. It loads the meshes, along with any diffuse, specular, and normal textures it finds in the same folder as the .CLAY file. I also started to look into the .x files (cue theme song) which seem to store the skeleton and animations, but I didn't get that fully working yet so for now it just loads the meshes without rigging.<br />
<br />
This only works with enemy models (m_001_skl.CLAY, m_015_mag.CLAY, etc). I might look into map objects and environments too some other time, but for now those don't work with this, since I was just focused on the character models.<br />
<br />
Some models also include _r textures, which mostly seem to be the same shared texture used over and over. These textures don't appear to correspond to the UVs, so the plugin doesn't automatically assign that to the model's material. But any texture that's not _d, _n, or _s will still be loaded, and you can view it in Tools &gt; Data Viewer. For some reason a handful of raw file names in this game are written with random full-width characters in places (for example, m_006_gｌd instead of m_006_gld). These will still be loaded, but the names as a result might look a little strange in Noesis. If that bothers anyone you can just rename the raw files before loading.<br />
<br />
I actually played this game once at an arcade outside of Chicago. It was pretty cool, but I had no idea what I was doing. I made it to the first boss, and Death killed me. And then I had to go, and I never played it again, haha. Anyway, feel free to play around with the attached plugin. I'm not sure if I'll update it again anytime soon but I had fun working on it so far.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17579" target="_blank" title="">Castlevania_The_Arcade_plugin.zip</a> (Size: 2.85 KB / Downloads: 132)
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17587" target="_blank" title="">m_021_dra1_capture1.JPG</a> (Size: 193.21 KB / Downloads: 155)
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<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17588" target="_blank" title="">m_021_dra1_capture2.JPG</a> (Size: 107.61 KB / Downloads: 199)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[A couple of months ago, I started playing around with .CLAY files from Castlevania: The Arcade. I chipped away at it and recently made a Noesis plugin that can load the enemy models. It loads the meshes, along with any diffuse, specular, and normal textures it finds in the same folder as the .CLAY file. I also started to look into the .x files (cue theme song) which seem to store the skeleton and animations, but I didn't get that fully working yet so for now it just loads the meshes without rigging.<br />
<br />
This only works with enemy models (m_001_skl.CLAY, m_015_mag.CLAY, etc). I might look into map objects and environments too some other time, but for now those don't work with this, since I was just focused on the character models.<br />
<br />
Some models also include _r textures, which mostly seem to be the same shared texture used over and over. These textures don't appear to correspond to the UVs, so the plugin doesn't automatically assign that to the model's material. But any texture that's not _d, _n, or _s will still be loaded, and you can view it in Tools &gt; Data Viewer. For some reason a handful of raw file names in this game are written with random full-width characters in places (for example, m_006_gｌd instead of m_006_gld). These will still be loaded, but the names as a result might look a little strange in Noesis. If that bothers anyone you can just rename the raw files before loading.<br />
<br />
I actually played this game once at an arcade outside of Chicago. It was pretty cool, but I had no idea what I was doing. I made it to the first boss, and Death killed me. And then I had to go, and I never played it again, haha. Anyway, feel free to play around with the attached plugin. I'm not sure if I'll update it again anytime soon but I had fun working on it so far.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17579" target="_blank" title="">Castlevania_The_Arcade_plugin.zip</a> (Size: 2.85 KB / Downloads: 132)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17580" target="_blank" title="">CastlevaniaTheArcade_test_1.JPG</a> (Size: 43.15 KB / Downloads: 171)
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17581" target="_blank" title="">CastlevaniaTheArcade_test_2.JPG</a> (Size: 37.15 KB / Downloads: 148)
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17585" target="_blank" title="">CastlevaniaTheArcade_test_6.JPG</a> (Size: 45.78 KB / Downloads: 158)
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17587" target="_blank" title="">m_021_dra1_capture1.JPG</a> (Size: 193.21 KB / Downloads: 155)
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17588" target="_blank" title="">m_021_dra1_capture2.JPG</a> (Size: 107.61 KB / Downloads: 199)
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			<title><![CDATA[Ripping Models from Namco's Galaxian 3 and Starblade]]></title>
			<link>https://archive.vg-resource.com/thread-43600.html</link>
			<pubDate>Wed, 14 May 2025 02:21:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=91024">August Renders</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43600.html</guid>
			<description><![CDATA[Hi. I just thought I'd bring this up, since I feel nobody else is going to, and I'm really not experienced in ripping models from games, but...<br />
<br />
I felt we should maybe talk about the possibility of ripping models (and sprites as well) from two 90s Namco games: Galaxian 3 and Starblade. (And maybe their other 3D arcade titles, as well.) Now, since I have no experience with learning or understanding code for these games, I know the idea of reverse-engineering the code might seem difficult to some. But thankfully, some time after Galaxian 3: Project Dragoon's ROMs were dumped and preserved years ago by a guy known as DarthNuno (with the help of some friends, maybe? I don't know the full story,) a guy known as Naibo created a Galaxian 3 model viewer for us fans to have a glimpse at the models from the game. The fact that he was able to do that gives me confidence that it can be done. I don't know if we're allowed to post links to forums on other websites here, so... the best action I can suggest to finding it is to look up: "dragonslairfans galaxian 3 viewer." Look for some images of the ship models colored awkwardly against a dark grey background with three axes: red, green and blue.<br />
<br />
Whether that's a big or small step forward, you're welcome.<br />
-August Renders<br />
<br />
(By the way, for those of you who are aware of the Galaxian 3: Attack of the Zolgear theater in Funworld, New Hampshire, some fans worked with the management to get it working again!)]]></description>
			<content:encoded><![CDATA[Hi. I just thought I'd bring this up, since I feel nobody else is going to, and I'm really not experienced in ripping models from games, but...<br />
<br />
I felt we should maybe talk about the possibility of ripping models (and sprites as well) from two 90s Namco games: Galaxian 3 and Starblade. (And maybe their other 3D arcade titles, as well.) Now, since I have no experience with learning or understanding code for these games, I know the idea of reverse-engineering the code might seem difficult to some. But thankfully, some time after Galaxian 3: Project Dragoon's ROMs were dumped and preserved years ago by a guy known as DarthNuno (with the help of some friends, maybe? I don't know the full story,) a guy known as Naibo created a Galaxian 3 model viewer for us fans to have a glimpse at the models from the game. The fact that he was able to do that gives me confidence that it can be done. I don't know if we're allowed to post links to forums on other websites here, so... the best action I can suggest to finding it is to look up: "dragonslairfans galaxian 3 viewer." Look for some images of the ship models colored awkwardly against a dark grey background with three axes: red, green and blue.<br />
<br />
Whether that's a big or small step forward, you're welcome.<br />
-August Renders<br />
<br />
(By the way, for those of you who are aware of the Galaxian 3: Attack of the Zolgear theater in Funworld, New Hampshire, some fans worked with the management to get it working again!)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ripping Banjo Kazooie Models and Levels (Open to Requests!)]]></title>
			<link>https://archive.vg-resource.com/thread-43576.html</link>
			<pubDate>Sun, 04 May 2025 01:01:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=125047">2pixels</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43576.html</guid>
			<description><![CDATA[I'm Ripping models and levels from Banjo Kazooie and possible some from Banjo Tooie using Banjo's Backpack and Wumba's Wigwam. I am doing this by by exporting the models as GEOBJ's from Banjo's Backpack, importing them into Blender 2.79 via a plugin exporting them as FBX, importing them into Blender 3.5 and using another plugin to add Vertex Colors and Alpha.<br />
<br />
<hr class="mycode_hr" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">I am also open to requests!</span>]]></description>
			<content:encoded><![CDATA[I'm Ripping models and levels from Banjo Kazooie and possible some from Banjo Tooie using Banjo's Backpack and Wumba's Wigwam. I am doing this by by exporting the models as GEOBJ's from Banjo's Backpack, importing them into Blender 2.79 via a plugin exporting them as FBX, importing them into Blender 3.5 and using another plugin to add Vertex Colors and Alpha.<br />
<br />
<hr class="mycode_hr" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17089" target="_blank" title="">Screenshot 2025-05-04 035402.png</a> (Size: 87.54 KB / Downloads: 224)
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<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">I am also open to requests!</span>]]></content:encoded>
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		<item>
			<title><![CDATA[High School Musical 3: Senior Year Dance (PS2) Ripping Project]]></title>
			<link>https://archive.vg-resource.com/thread-43543.html</link>
			<pubDate>Wed, 16 Apr 2025 15:02:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=123924">Conboiii</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43543.html</guid>
			<description><![CDATA[I plan to try ripping a lot of models from this game (in the title)<br />
<br />
The characters<br />
<br />
The props<br />
<br />
Other stuff (save icon has already been done)<br />
<br />
Hopefully i can get enough models to do this by using ninjaripper and pcsx2 emulator<br />
<br />
Or am I better off doing the pc version?<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17028" target="_blank" title="">s-l1200.jpg</a> (Size: 192.98 KB / Downloads: 169)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I plan to try ripping a lot of models from this game (in the title)<br />
<br />
The characters<br />
<br />
The props<br />
<br />
Other stuff (save icon has already been done)<br />
<br />
Hopefully i can get enough models to do this by using ninjaripper and pcsx2 emulator<br />
<br />
Or am I better off doing the pc version?<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17028" target="_blank" title="">s-l1200.jpg</a> (Size: 192.98 KB / Downloads: 169)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hitman: Codename 47 rips]]></title>
			<link>https://archive.vg-resource.com/thread-43539.html</link>
			<pubDate>Sun, 13 Apr 2025 19:08:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=128310">Janika</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43539.html</guid>
			<description><![CDATA[hello, I ripped a lot of models for Hitman: Codename 47 (the first one) some time ago, and i don't think there is anything pre-Blood Money related here, so I think maybe have them on the site could be a good idea.<br />
<br />
Also I'm pretty new on this site/forum, so some help is welcome (be nice please <img src="https://archive.vg-resource.com/images/custom_smilies/unsure.gif" alt="Unsure" title="Unsure" class="smilie smilie_34" />).<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17033" target="_blank" title="">Hitman_artwork.jpg</a> (Size: 31.49 KB / Downloads: 121)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17034" target="_blank" title="">PC Codename 47- Hitman Codename 47 - Agent 47.zip</a> (Size: 83.81 KB / Downloads: 141)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[hello, I ripped a lot of models for Hitman: Codename 47 (the first one) some time ago, and i don't think there is anything pre-Blood Money related here, so I think maybe have them on the site could be a good idea.<br />
<br />
Also I'm pretty new on this site/forum, so some help is welcome (be nice please <img src="https://archive.vg-resource.com/images/custom_smilies/unsure.gif" alt="Unsure" title="Unsure" class="smilie smilie_34" />).<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17033" target="_blank" title="">Hitman_artwork.jpg</a> (Size: 31.49 KB / Downloads: 121)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17034" target="_blank" title="">PC Codename 47- Hitman Codename 47 - Agent 47.zip</a> (Size: 83.81 KB / Downloads: 141)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Disney: Sonny With A Chance DS ripping project]]></title>
			<link>https://archive.vg-resource.com/thread-43488.html</link>
			<pubDate>Thu, 27 Mar 2025 20:06:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=123924">Conboiii</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43488.html</guid>
			<description><![CDATA[I am trying to rip every single model of this game but i can't seem to get it to be viewable though (I tried using apicula but wouldn't work, also tried melonripper, but it wouldn't let me save them as a dae file but its just scene not the actual character model)<br />
<br />
Characters (playable?)<br />
Sonny (Character and costumes)<br />
Tawni (Character and costumes)<br />
Grady (Character and costumes)<br />
Nico (Character and costumes)<br />
Zora (Character and costumes)<br />
<br />
I will do an edit to add more characters and other stuff (as in models and textures) to increase more of it<br />
<br />
Hopefully I can do this, please wish me luck (don't take this down)<br />
<br />
The image below is the title screen of this game<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16954" target="_blank" title="">40961-title-Sonny-with-a-Chance.jpg</a> (Size: 64.7 KB / Downloads: 136)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I am trying to rip every single model of this game but i can't seem to get it to be viewable though (I tried using apicula but wouldn't work, also tried melonripper, but it wouldn't let me save them as a dae file but its just scene not the actual character model)<br />
<br />
Characters (playable?)<br />
Sonny (Character and costumes)<br />
Tawni (Character and costumes)<br />
Grady (Character and costumes)<br />
Nico (Character and costumes)<br />
Zora (Character and costumes)<br />
<br />
I will do an edit to add more characters and other stuff (as in models and textures) to increase more of it<br />
<br />
Hopefully I can do this, please wish me luck (don't take this down)<br />
<br />
The image below is the title screen of this game<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16954" target="_blank" title="">40961-title-Sonny-with-a-Chance.jpg</a> (Size: 64.7 KB / Downloads: 136)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[PS2 Save Icons??!]]></title>
			<link>https://archive.vg-resource.com/thread-43404.html</link>
			<pubDate>Sat, 08 Feb 2025 20:03:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=107186">psnako</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43404.html</guid>
			<description><![CDATA[I've been looking through the PS2 entries to find some interesting models but it seems that the vast majority of the games listed only feature a save icon model.<br />
<br />
What's the point of listing these games if there aren't any actual in-game models being available? It only makes searching for stuff a mess since most of these entries don't actually have anything.]]></description>
			<content:encoded><![CDATA[I've been looking through the PS2 entries to find some interesting models but it seems that the vast majority of the games listed only feature a save icon model.<br />
<br />
What's the point of listing these games if there aren't any actual in-game models being available? It only makes searching for stuff a mess since most of these entries don't actually have anything.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Summoners War extraction]]></title>
			<link>https://archive.vg-resource.com/thread-43341.html</link>
			<pubDate>Sat, 11 Jan 2025 19:59:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=98540">NikaFruit</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43341.html</guid>
			<description><![CDATA[Hey there, I'm currently working on a way to extract models, textures, and animations from Summoners War. I know that there was a previous user named aceres that would extract Summoners War models. He basically revealed that the contents are in the .dat files of the game. I found it but don't know how to extract the files. He said he made a script to extract the contents of the .dat file but he made up some reason as to why he can't share the file. Is there any other way to extract the .dat files or a Summoners War .dat extractor script out there? Please and thank you]]></description>
			<content:encoded><![CDATA[Hey there, I'm currently working on a way to extract models, textures, and animations from Summoners War. I know that there was a previous user named aceres that would extract Summoners War models. He basically revealed that the contents are in the .dat files of the game. I found it but don't know how to extract the files. He said he made a script to extract the contents of the .dat file but he made up some reason as to why he can't share the file. Is there any other way to extract the .dat files or a Summoners War .dat extractor script out there? Please and thank you]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sonic Boom: Rise of Lyric Models]]></title>
			<link>https://archive.vg-resource.com/thread-43259.html</link>
			<pubDate>Sun, 15 Dec 2024 22:52:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=123573">KamauKianjahe</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43259.html</guid>
			<description><![CDATA[Hey,<br />
<br />
I've been scrubbing through some of my archives and noticed that a few of the ripped models I have sitting around aren't publicly available. I want to correct that, but I know it will take some time for many reasons, so I want to make this thread to show what's happening before trying to get them on the site. <br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16645" target="_blank" title="">boom-perci.png</a> (Size: 249.86 KB / Downloads: 256)
<!-- end: postbit_attachments_attachment --><br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16646" target="_blank" title="">boom-gang.png</a> (Size: 407.23 KB / Downloads: 389)
<!-- end: postbit_attachments_attachment --><br />
<br />
Currently I have Amy, Eggman, Knuckles, Metal Sonic, Perci, Shadow, Sonic, Sticks, and Tails. There are certainly other characters who've been ripped before but I assume they were kept for private use. I only vaguely remember what I used to do this 7 years ago, so I won't be going back for more at this point.<br />
<br />
The ripping from this game leads to a few quirks due to it using the Cry Engine. <ul class="mycode_list"><li>All of the models I have come as textureless but rigged SMD, so I'll probably re-export into a .dae to preserve the rig and material changes I have to make.<br />
</li>
<li>There are a few missing textures, mainly eyes, so those will have to be remade from scratch. I already have my own eye texture, and I don't mind keeping those in the download. <br />
</li>
<li>A few textures export translucent but with some material tinkering you can get them to display as intended in a different engine- I am using Blender's eevee. As far as uploading to this site goes would leaving the textures as is be fine or do they need to be corrected in the upload?<br />
For reference, you can fix sonic's translucent body texture by color dodging the color and alpha channels together. Dunno how that math works or if it'll work on other character's textures but thought I should note that now.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16647" target="_blank" title="">boom-dodgeoff.png</a> (Size: 312.31 KB / Downloads: 267)
<!-- end: postbit_attachments_attachment --> <!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16648" target="_blank" title="">boom-dodgeon.png</a> (Size: 288.75 KB / Downloads: 261)
<!-- end: postbit_attachments_attachment --><br />
</li>
</ul>
Lastly, if anyone is interested in helping with this endeavor, let me know. I highly doubt anyone cares about sonic boom models at this point but I could use the help.<br />
Thanks for readin']]></description>
			<content:encoded><![CDATA[Hey,<br />
<br />
I've been scrubbing through some of my archives and noticed that a few of the ripped models I have sitting around aren't publicly available. I want to correct that, but I know it will take some time for many reasons, so I want to make this thread to show what's happening before trying to get them on the site. <br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16645" target="_blank" title="">boom-perci.png</a> (Size: 249.86 KB / Downloads: 256)
<!-- end: postbit_attachments_attachment --><br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16646" target="_blank" title="">boom-gang.png</a> (Size: 407.23 KB / Downloads: 389)
<!-- end: postbit_attachments_attachment --><br />
<br />
Currently I have Amy, Eggman, Knuckles, Metal Sonic, Perci, Shadow, Sonic, Sticks, and Tails. There are certainly other characters who've been ripped before but I assume they were kept for private use. I only vaguely remember what I used to do this 7 years ago, so I won't be going back for more at this point.<br />
<br />
The ripping from this game leads to a few quirks due to it using the Cry Engine. <ul class="mycode_list"><li>All of the models I have come as textureless but rigged SMD, so I'll probably re-export into a .dae to preserve the rig and material changes I have to make.<br />
</li>
<li>There are a few missing textures, mainly eyes, so those will have to be remade from scratch. I already have my own eye texture, and I don't mind keeping those in the download. <br />
</li>
<li>A few textures export translucent but with some material tinkering you can get them to display as intended in a different engine- I am using Blender's eevee. As far as uploading to this site goes would leaving the textures as is be fine or do they need to be corrected in the upload?<br />
For reference, you can fix sonic's translucent body texture by color dodging the color and alpha channels together. Dunno how that math works or if it'll work on other character's textures but thought I should note that now.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16647" target="_blank" title="">boom-dodgeoff.png</a> (Size: 312.31 KB / Downloads: 267)
<!-- end: postbit_attachments_attachment --> <!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16648" target="_blank" title="">boom-dodgeon.png</a> (Size: 288.75 KB / Downloads: 261)
<!-- end: postbit_attachments_attachment --><br />
</li>
</ul>
Lastly, if anyone is interested in helping with this endeavor, let me know. I highly doubt anyone cares about sonic boom models at this point but I could use the help.<br />
Thanks for readin']]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My Models I'm gonna upload soon]]></title>
			<link>https://archive.vg-resource.com/thread-43162.html</link>
			<pubDate>Sun, 17 Nov 2024 05:40:03 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=81313">PaddyMc</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43162.html</guid>
			<description><![CDATA[These are the models I'm gonna upload soon starting 1 Sally and sarge and the king from pc game called cars and the other characters from the pc game The incredibles<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16547" target="_blank" title="">videoplayback (43)_00_04_19_121.png</a> (Size: 229.36 KB / Downloads: 181)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16548" target="_blank" title="">videoplayback (43)_01_32_24_481.png</a> (Size: 177.57 KB / Downloads: 161)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16549" target="_blank" title="">videoplayback (47)_00_00_06_093.png</a> (Size: 93.74 KB / Downloads: 171)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16550" target="_blank" title="">videoplayback (49)_00_00_13_447.png</a> (Size: 35.93 KB / Downloads: 178)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16551" target="_blank" title="">videoplayback (46)_00_02_35_182.png</a> (Size: 24.73 KB / Downloads: 167)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16552" target="_blank" title="">videoplayback (48)_00_01_06_051.png</a> (Size: 10.41 KB / Downloads: 171)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16553" target="_blank" title="">videoplayback (44)_00_00_12_818.png</a> (Size: 105.95 KB / Downloads: 175)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[These are the models I'm gonna upload soon starting 1 Sally and sarge and the king from pc game called cars and the other characters from the pc game The incredibles<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16547" target="_blank" title="">videoplayback (43)_00_04_19_121.png</a> (Size: 229.36 KB / Downloads: 181)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16548" target="_blank" title="">videoplayback (43)_01_32_24_481.png</a> (Size: 177.57 KB / Downloads: 161)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16549" target="_blank" title="">videoplayback (47)_00_00_06_093.png</a> (Size: 93.74 KB / Downloads: 171)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16550" target="_blank" title="">videoplayback (49)_00_00_13_447.png</a> (Size: 35.93 KB / Downloads: 178)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16551" target="_blank" title="">videoplayback (46)_00_02_35_182.png</a> (Size: 24.73 KB / Downloads: 167)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16552" target="_blank" title="">videoplayback (48)_00_01_06_051.png</a> (Size: 10.41 KB / Downloads: 171)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16553" target="_blank" title="">videoplayback (44)_00_00_12_818.png</a> (Size: 105.95 KB / Downloads: 175)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Super Mario Bros Wii ripping]]></title>
			<link>https://archive.vg-resource.com/thread-43134.html</link>
			<pubDate>Mon, 04 Nov 2024 20:00:24 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=120212">GuttermanGaming</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43134.html</guid>
			<description><![CDATA[Hey all!<br />
I plan on ripping many NSMBW tilesets and assets, even level layouts. I also plan on ripping models. Here are a few tools if you'd like to help me with this project:<br />
<br />
<a href="https://github.com/NSMBW-Community/Reggie-Next" target="_blank" rel="noopener" class="mycode_url">Reggie Next (for level screenshots)</a><br />
<a href="https://github.com/Developers-Collective/Puzzle-Next" target="_blank" rel="noopener" class="mycode_url">Puzzle Next (for ripping tilesets)</a><br />
<a href="https://github.com/KillzXGaming/Switch-Toolbox" target="_blank" rel="noopener" class="mycode_url">Switch Toolbox (for ripping UIs from the Layout directory)</a><br />
<a href="https://github.com/soopercool101/BrawlCrate" target="_blank" rel="noopener" class="mycode_url">BrawlCrate (general asset ripper that will mostly be used for models)</a><br />
<a href="https://github.com/hayden0729/berrybush" target="_blank" rel="noopener" class="mycode_url">BerryBush (BRRES model support for blender)</a><br />
<br />
If you want to partake any contribs are appreciated.]]></description>
			<content:encoded><![CDATA[Hey all!<br />
I plan on ripping many NSMBW tilesets and assets, even level layouts. I also plan on ripping models. Here are a few tools if you'd like to help me with this project:<br />
<br />
<a href="https://github.com/NSMBW-Community/Reggie-Next" target="_blank" rel="noopener" class="mycode_url">Reggie Next (for level screenshots)</a><br />
<a href="https://github.com/Developers-Collective/Puzzle-Next" target="_blank" rel="noopener" class="mycode_url">Puzzle Next (for ripping tilesets)</a><br />
<a href="https://github.com/KillzXGaming/Switch-Toolbox" target="_blank" rel="noopener" class="mycode_url">Switch Toolbox (for ripping UIs from the Layout directory)</a><br />
<a href="https://github.com/soopercool101/BrawlCrate" target="_blank" rel="noopener" class="mycode_url">BrawlCrate (general asset ripper that will mostly be used for models)</a><br />
<a href="https://github.com/hayden0729/berrybush" target="_blank" rel="noopener" class="mycode_url">BerryBush (BRRES model support for blender)</a><br />
<br />
If you want to partake any contribs are appreciated.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Carnivores 2 - Extracting Models / Maps / Animations]]></title>
			<link>https://archive.vg-resource.com/thread-43064.html</link>
			<pubDate>Thu, 03 Oct 2024 23:20:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=119897">Jolly Joe</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43064.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">/<span style="text-decoration: underline;" class="mycode_u">By Jolly Joe</span>/</span><br />
<span style="font-weight: bold;" class="mycode_b">\_<span style="text-decoration: underline;" class="mycode_u"> Carnivores 2 Extracting Models</span>__/</span><br />
<span style="font-weight: bold;" class="mycode_b"> <a href="https://github.com/JollyShmo/Carnivores_2_Jolly_Toolkit" target="_blank" rel="noopener" class="mycode_url">\Jolly Toolkit Github/</a> </span>- (Download python tools from my github, I will be updating it.)<br />
Hello and welcome to my journey into extracting files from Carnivores 2. <br />
I found some tools and ended up making a few of my own tools as well. <br />
This will give you the steps I take in extracting the models from the game.<br />
_______________<br />
<span style="font-weight: bold;" class="mycode_b">\_/\<span style="text-decoration: underline;" class="mycode_u"> Issues </span>/\_/</span><br />
Some issues I am dealing with texture transparency for blacked out parts like<br />
making in between the teeth transparent, the game uses 'flags' which<br />
work on the face level of the mesh. It doesn't help that<br />
the texture colors are a little wonky (black shades are all over,<br />
it doesn't have an alpha channel). I made other tools that make the<br />
color black an alpha channel that only gave holes throughout the texture of the model.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16435" target="_blank" title="">all_dinos.png</a> (Size: 391.07 KB / Downloads: 344)
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16454" target="_blank" title="">lg_Stegosaurus.png</a> (Size: 220.53 KB / Downloads: 206)
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<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16455" target="_blank" title="">lg_T-Rex.png</a> (Size: 224.8 KB / Downloads: 284)
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<span style="font-weight: bold;" class="mycode_b">____________</span><br />
<span style="font-weight: bold;" class="mycode_b">\__<span style="text-decoration: underline;" class="mycode_u"> Models </span>__/</span><br />
<span style="font-weight: bold;" class="mycode_b">Completed:</span><ul class="mycode_list"><li><span style="font-family: Arial;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">All Dinosaurs </span></span></span><br />
</li>
<li><span style="font-family: Arial;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">Hunter </span></span></span><br />
</li>
<li><span style="font-family: Arial;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">Dropship</span></span></span><br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Need to do:</span><ul class="mycode_list"><li><span style="font-family: Arial;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">Weapons</span></span></span><br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">______________</span><br />
<span style="font-weight: bold;" class="mycode_b">\__<span style="text-decoration: underline;" class="mycode_u"> Workflow </span>__/</span><br />
The tools I use are as followed to get the mesh objects from the `.car` files under `/carnivors2/HUNTDAT/`.<br />
First thing is to use a beta tool <a href="https://www.moddb.com/mods/carnivores-custom-edition/downloads/carnivores-3d-editor-v0099" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">C3Dit_v0-0-99-5</span></a> (*The updated version on github doesn't work).<br />
 ___________<br />
<span style="font-weight: bold;" class="mycode_b">\__<span style="text-decoration: underline;" class="mycode_u"> Prep </span>__/</span><br />
Make a folder to work in (i.e. Project/model) in the folder `model`<br />
and place the copy of the `.car` file you want to work on.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16439" target="_blank" title="">c3dit_window.png</a> (Size: 7.2 KB / Downloads: 192)
<!-- end: postbit_attachments_attachment --></span><br />
 _____________<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">\___<span style="text-decoration: underline;" class="mycode_u"> C3Dit </span>__/</span></div><ul class="mycode_list"><li>File &gt; Open (select the .car file)<br />
</li>
<li>Data &gt; Export Model (save as .obj file)<br />
</li>
<li>Data &gt; Export Texture (save as .tga file)<br />
</li>
<li>Rename `.tga` to "Skin" (the script is design to use this to make things easier)<br />
</li>
<li>Exit<br />
</li>
</ul>
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16436" target="_blank" title="">fixxer.png</a> (Size: 20.18 KB / Downloads: 210)
<!-- end: postbit_attachments_attachment --></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"> ___________________</span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">\___<span style="text-decoration: underline;" class="mycode_u"> OBJ VN FIXXER </span>__/</span></div>
<ol type="1" class="mycode_list"><li>Run `OBJ_VN_FIXXER.py`<br />
</li>
<li>Enter the .obj file path from C3D (don't include the .obj)<br />
</li>
</ol>
<br />
<span style="font-weight: bold;" class="mycode_b"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16437" target="_blank" title="">mtl maker.png</a> (Size: 4.11 KB / Downloads: 204)
<!-- end: postbit_attachments_attachment --></span><br />
<span style="font-weight: bold;" class="mycode_b"> ____________________</span><br />
<span style="font-weight: bold;" class="mycode_b">\___<span style="text-decoration: underline;" class="mycode_u"> Dino MTL Maker </span>___/</span><br />
<ol type="1" class="mycode_list"><li>Run `dino_mtl_maker.py`<br />
</li>
<li>Select Generate MTL<br />
</li>
<li>Select the .obj file with ending in `_with_normals.obj`<br />
</li>
<li>Exit<br />
</li>
</ol>
<br />
<span style="font-weight: bold;" class="mycode_b"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16438" target="_blank" title="">tga_png_window.png</a> (Size: 7.97 KB / Downloads: 189)
<!-- end: postbit_attachments_attachment --></span><br />
<span style="font-weight: bold;" class="mycode_b"> _________________</span><br />
<span style="font-weight: bold;" class="mycode_b">\___<span style="text-decoration: underline;" class="mycode_u"> TGA-2-PNG </span>___/</span><br />
<ol type="1" class="mycode_list"><li>Run `tga_2_png.py`<br />
</li>
<li>Enter the project folder (will go through subfolders as well)<br />
</li>
<li>It should display the file names that changed make sure the files are named "Skin.png"<br />
Note: Make sure each model has its own folder to avoid overwrites!<br />
</li>
</ol>
<br />
Now you can fix the rotation by importing it into blender.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16440" target="_blank" title="">blender_stats.png</a> (Size: 5.6 KB / Downloads: 195)
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<span style="font-weight: bold;" class="mycode_b"> _____________________________</span><br />
<span style="font-weight: bold;" class="mycode_b">\__<span style="text-decoration: underline;" class="mycode_u"> Blender - Obj Import Settings </span>__/</span><br />
Add these changes to improve the orientation of the object. Keep the rest the same (save the settings to use again later)<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">Forward Axis: -X</span></span><br />
</li>
<li><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">Split by Object ☑</span></span><br />
</li>
</ul>
__________________<br />
<span style="font-weight: bold;" class="mycode_b">\_<span style="text-decoration: underline;" class="mycode_u"> **Finished** </span>_/</span><br />
<br />
Now you can export to other file types and mod it any way you like. <br />
The python tools I made myself message me if you want to collaborate or talk shop. <br />
I have another part that will be the tools I made to extract the animation data. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">|Updated Tools| exe versions | <img src="https://archive.vg-resource.com/images/custom_smilies/smug.gif" alt="Smug" title="Smug" class="smilie smilie_31" /> </span><br />
<span style="font-weight: bold;" class="mycode_b"> ^^^^^^^^^^^^^^^^^^^</span><br />
<span style="font-weight: bold;" class="mycode_b"><a href="https://www.moddb.com/members/jolly-joe/downloads" target="_blank" rel="noopener" class="mycode_url">https://www.moddb.com/members/jolly-joe/downloads</a></span><br />
<span style="font-weight: bold;" class="mycode_b">^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^</span><br />
<span style="font-weight: bold;" class="mycode_b"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16467" target="_blank" title="">step 9.png</a> (Size: 66.65 KB / Downloads: 259)
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<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16468" target="_blank" title="">Screenshot 2024-10-07 212027.png</a> (Size: 6.24 KB / Downloads: 192)
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<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16469" target="_blank" title="">fov_files.png</a> (Size: 17.59 KB / Downloads: 182)
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<span style="font-weight: bold;" class="mycode_b">OBJ_FOV_PLAYER_v4 + CAR_to_FOV</span><br />
Currently working on which animates everything after getting a file that has every frame verts, which I also made and my made-up ext (.fov - frame object viewer) file - car to fov converter. The only issue is how to put it into use and getting the textures to apply. So that may be a minute before final. If you are interested or wanna talk shop, drop me a line.<br />
<span style="font-weight: bold;" class="mycode_b"> \<span style="text-decoration: underline;" class="mycode_u">Animation Viewing</span>/</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">\<span style="text-decoration: underline;" class="mycode_u">-&gt;To Be Continued...</span>/</span><br />
<span style="font-weight: bold;" class="mycode_b">  \/</span><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Blender Addon\</span></span><span style="font-weight: bold;" class="mycode_b">/</span>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">/<span style="text-decoration: underline;" class="mycode_u">By Jolly Joe</span>/</span><br />
<span style="font-weight: bold;" class="mycode_b">\_<span style="text-decoration: underline;" class="mycode_u"> Carnivores 2 Extracting Models</span>__/</span><br />
<span style="font-weight: bold;" class="mycode_b"> <a href="https://github.com/JollyShmo/Carnivores_2_Jolly_Toolkit" target="_blank" rel="noopener" class="mycode_url">\Jolly Toolkit Github/</a> </span>- (Download python tools from my github, I will be updating it.)<br />
Hello and welcome to my journey into extracting files from Carnivores 2. <br />
I found some tools and ended up making a few of my own tools as well. <br />
This will give you the steps I take in extracting the models from the game.<br />
_______________<br />
<span style="font-weight: bold;" class="mycode_b">\_/\<span style="text-decoration: underline;" class="mycode_u"> Issues </span>/\_/</span><br />
Some issues I am dealing with texture transparency for blacked out parts like<br />
making in between the teeth transparent, the game uses 'flags' which<br />
work on the face level of the mesh. It doesn't help that<br />
the texture colors are a little wonky (black shades are all over,<br />
it doesn't have an alpha channel). I made other tools that make the<br />
color black an alpha channel that only gave holes throughout the texture of the model.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16435" target="_blank" title="">all_dinos.png</a> (Size: 391.07 KB / Downloads: 344)
<!-- end: postbit_attachments_attachment --><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16441" target="_blank" title="">lg_Allosaurus.png</a> (Size: 228.91 KB / Downloads: 342)
<!-- end: postbit_attachments_attachment --><!-- start: postbit_attachments_attachment -->
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<span style="font-weight: bold;" class="mycode_b">____________</span><br />
<span style="font-weight: bold;" class="mycode_b">\__<span style="text-decoration: underline;" class="mycode_u"> Models </span>__/</span><br />
<span style="font-weight: bold;" class="mycode_b">Completed:</span><ul class="mycode_list"><li><span style="font-family: Arial;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">All Dinosaurs </span></span></span><br />
</li>
<li><span style="font-family: Arial;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">Hunter </span></span></span><br />
</li>
<li><span style="font-family: Arial;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">Dropship</span></span></span><br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Need to do:</span><ul class="mycode_list"><li><span style="font-family: Arial;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">Weapons</span></span></span><br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">______________</span><br />
<span style="font-weight: bold;" class="mycode_b">\__<span style="text-decoration: underline;" class="mycode_u"> Workflow </span>__/</span><br />
The tools I use are as followed to get the mesh objects from the `.car` files under `/carnivors2/HUNTDAT/`.<br />
First thing is to use a beta tool <a href="https://www.moddb.com/mods/carnivores-custom-edition/downloads/carnivores-3d-editor-v0099" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">C3Dit_v0-0-99-5</span></a> (*The updated version on github doesn't work).<br />
 ___________<br />
<span style="font-weight: bold;" class="mycode_b">\__<span style="text-decoration: underline;" class="mycode_u"> Prep </span>__/</span><br />
Make a folder to work in (i.e. Project/model) in the folder `model`<br />
and place the copy of the `.car` file you want to work on.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><!-- start: postbit_attachments_attachment -->
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 _____________<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">\___<span style="text-decoration: underline;" class="mycode_u"> C3Dit </span>__/</span></div><ul class="mycode_list"><li>File &gt; Open (select the .car file)<br />
</li>
<li>Data &gt; Export Model (save as .obj file)<br />
</li>
<li>Data &gt; Export Texture (save as .tga file)<br />
</li>
<li>Rename `.tga` to "Skin" (the script is design to use this to make things easier)<br />
</li>
<li>Exit<br />
</li>
</ul>
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<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"> ___________________</span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">\___<span style="text-decoration: underline;" class="mycode_u"> OBJ VN FIXXER </span>__/</span></div>
<ol type="1" class="mycode_list"><li>Run `OBJ_VN_FIXXER.py`<br />
</li>
<li>Enter the .obj file path from C3D (don't include the .obj)<br />
</li>
</ol>
<br />
<span style="font-weight: bold;" class="mycode_b"><!-- start: postbit_attachments_attachment -->
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<span style="font-weight: bold;" class="mycode_b"> ____________________</span><br />
<span style="font-weight: bold;" class="mycode_b">\___<span style="text-decoration: underline;" class="mycode_u"> Dino MTL Maker </span>___/</span><br />
<ol type="1" class="mycode_list"><li>Run `dino_mtl_maker.py`<br />
</li>
<li>Select Generate MTL<br />
</li>
<li>Select the .obj file with ending in `_with_normals.obj`<br />
</li>
<li>Exit<br />
</li>
</ol>
<br />
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<span style="font-weight: bold;" class="mycode_b"> _________________</span><br />
<span style="font-weight: bold;" class="mycode_b">\___<span style="text-decoration: underline;" class="mycode_u"> TGA-2-PNG </span>___/</span><br />
<ol type="1" class="mycode_list"><li>Run `tga_2_png.py`<br />
</li>
<li>Enter the project folder (will go through subfolders as well)<br />
</li>
<li>It should display the file names that changed make sure the files are named "Skin.png"<br />
Note: Make sure each model has its own folder to avoid overwrites!<br />
</li>
</ol>
<br />
Now you can fix the rotation by importing it into blender.<br />
<br />
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<span style="font-weight: bold;" class="mycode_b"> _____________________________</span><br />
<span style="font-weight: bold;" class="mycode_b">\__<span style="text-decoration: underline;" class="mycode_u"> Blender - Obj Import Settings </span>__/</span><br />
Add these changes to improve the orientation of the object. Keep the rest the same (save the settings to use again later)<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">Forward Axis: -X</span></span><br />
</li>
<li><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u">Split by Object ☑</span></span><br />
</li>
</ul>
__________________<br />
<span style="font-weight: bold;" class="mycode_b">\_<span style="text-decoration: underline;" class="mycode_u"> **Finished** </span>_/</span><br />
<br />
Now you can export to other file types and mod it any way you like. <br />
The python tools I made myself message me if you want to collaborate or talk shop. <br />
I have another part that will be the tools I made to extract the animation data. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">|Updated Tools| exe versions | <img src="https://archive.vg-resource.com/images/custom_smilies/smug.gif" alt="Smug" title="Smug" class="smilie smilie_31" /> </span><br />
<span style="font-weight: bold;" class="mycode_b"> ^^^^^^^^^^^^^^^^^^^</span><br />
<span style="font-weight: bold;" class="mycode_b"><a href="https://www.moddb.com/members/jolly-joe/downloads" target="_blank" rel="noopener" class="mycode_url">https://www.moddb.com/members/jolly-joe/downloads</a></span><br />
<span style="font-weight: bold;" class="mycode_b">^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^</span><br />
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<span style="font-weight: bold;" class="mycode_b">OBJ_FOV_PLAYER_v4 + CAR_to_FOV</span><br />
Currently working on which animates everything after getting a file that has every frame verts, which I also made and my made-up ext (.fov - frame object viewer) file - car to fov converter. The only issue is how to put it into use and getting the textures to apply. So that may be a minute before final. If you are interested or wanna talk shop, drop me a line.<br />
<span style="font-weight: bold;" class="mycode_b"> \<span style="text-decoration: underline;" class="mycode_u">Animation Viewing</span>/</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">\<span style="text-decoration: underline;" class="mycode_u">-&gt;To Be Continued...</span>/</span><br />
<span style="font-weight: bold;" class="mycode_b">  \/</span><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Blender Addon\</span></span><span style="font-weight: bold;" class="mycode_b">/</span>]]></content:encoded>
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