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Xenoblade Chronicles Rips
#1
****May include spoilers****

I hope this is the proper place to post this.

Anyways. I've managed to rip some character models from Xenoblade Chronicles with 3DRipperDX, and the models are skewed and untextured. After fixing and retexturing them, I still have one problem, that the hair used two textures, one an Alpha texture and the other a regular texture. I don't know how to tell Blender to use one texture to modify the other by making it transparent. If anyone has answers/suggestion as to how to fix this I suppose you should PM me.

But that's not necessarily why I'm posting. So far I've ripped:
Shulk (No equips)
Reyn (No equips)
Sharla (No equips)
Dunban (No equips)
Various textures (Menus, Font etc.)(But those will go on Texture Resource I guess)

So far I've retextured (Pictures and Links will come tomorrow), and I only need to fix the hair on:
Shulk (No equips)
Reyn (No equips)

Finally, I'm considering ripping armour/weapons, but as separate files from the characters. Unfortunately, due to the way the game is designed I doubt I'll be able to get maps, and my computer can't handle the battles, so no monsters either until I actually break open the game.
#2
Just so you know, the models in this game are in Brres format. The models are usually rigged and have correctly applied textures. Here's a tutorial that Might Jetters wrote for converting Brres to more common formats.
http://www.spriters-resource.com/communi...?tid=19564
If you have any questions, I'll try to help. Genki ^_^

Also here's some information on the games compression.
Quote:Compression: Unique, None and ARC Container -- See QuickBMS scripts
#3
I've extracted the .iso, but the .brres are packed in .pkb files. I've found Falo's .pkb script, I just don't know how to get/use/run it.
http://forum.xentax.com/viewtopic.php?f=10&p=39728

After this I don't think I'll have any problems.
#4
Give me a link for one of the .pkb files and I'll see if I can figure it out. Smile
#5
This isn't the character data, but its alot smaller.
http://www.mediafire.com/?g4zzt1e67zcrb7c

I suppose its map related.
#6
I'm trying to extract the model using QuickBMS. But I'm not able to extract anything from the file. It may be good if you give me a link to something else. There should be some .arc files somewhere if you could send me one of them.

Also you can try using U8Tools on the .arc files. You may get some files.
#7
[Image: 66mefH6C1-rmLFyKIhxP.jpg]

Seems to be working just fine...

You need to use the script on the pkb files.
#8
I've never used QuickBMS before, so I must be doing something wrong then. Tongue

#9
That's based on my own copy of the game - it's the chr.pkb file.
#10
(03-22-2012, 11:30 AM)Dazz Wrote: That's based on my own copy of the game - it's the chr.pkb file.

Oh, well it may just be the file then.


@gammer10
Download QuickBMS and I'm not sure, but try putting the following code into a txt file.
[spoiler=Code]
# Game: Xenoblade (Wii)
# by Falo - 2010
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
#
# usage :
#
# use WiiScrubber to extract all *.pkb files
# use any u8 tool (arc extractor) to extract static.arc
# you should then have *.pkb and *.pkh files
# use this script on *.pkb

endian big

Open FDDE PKH 1

get Temp long 1 # always 0x00FE1200
get Temp long 1
get ofsHashTable long 1 # not sure, HashTable or FileIDTable
get FileSize long 1
get numFiles long 1

set ofsSizeTable numFiles
set ofsOffsetTable numFiles

math ofsSizeTable *= 8
math ofsOffsetTable *= 2

math ofsSizeTable += ofsHashTable
math ofsOffsetTable += ofsSizeTable

for i = 0 < numFiles
goto ofsHashTable 1
get Hash long 1 # not sure, Hash or FileID
get Temp long 1 # always 0x0
goto ofsSizeTable 1
get Size short 1
goto ofsOffsetTable 1
get Offset long 1

math Size *= 2048
math Offset *= 2048

# use hash/fileid as filename
set Name Hash
set FileExt ".dat"

# get FileExt
goto Offset
get FileID long

if FileID = 1437218861 # Nintendo ARC (U8)
set FileExt ".arc"
endif
if FileID = 1651664243 # Nintendo BRRES
set FileExt ".brres"
endif
if FileID = 2142000 # Nintendo TPL
set FileExt ".tpl"
endif
if FileID = 1264144384 # Xenoblade KYP -> BRRES Archive
set FileExt ".kyp"
endif
if FileID = 1835229440 # Xenoblade MCA
set FileExt ".mca"
endif
if FileID = 1145131057 # Xenoblade DAP1
set FileExt ".dap"
endif
if FileID = 1280263241 # Xenoblade LODI
set FileExt ".lod"
endif

string Name += FileExt

log Name Offset Size

# next file, increase all offsets
math ofsHashTable += 8
math ofsSizeTable += 2
math ofsOffsetTable += 4
next i

CleanExit
[/spoiler]

Run QuickBMS and choose the txt file, then choose a pkb you are trying to extract. And finally save as something maybe chr.brres if the file name is originally chr.pkb. If it works, you should be able to open the model in Brres Viewer, which you can download from Mighty's Tutorial. Smile
#11
Actually it'll just ask for a location to save the files. Save them somewhere, and it'll dump a couple thousand files.
You can open all the files (including those not named .brres) with brres viewer. So even the kyp files, for example.

Then just check out Mighty Jetter's tutorial!
#12
Thanks guys! I'll try this right now.

EDIT: Okay, so I've got the .brres files extracted, but when I open them in BRRES Viewer, the file tree doesn't open in the Files window (the window is not even there), nor does the model; that is, nothing happens at all. I'm using the version in Mighty Jetter's tutorial.
EDIT2: I tried the version that Dazz used, I get axises, but no model/File window
#13
I'm not sure what's going on. Let me look at one of the files.
#14
It should open a bunch of stuff in the second window... But yeah, if you don't have that window, I don't know what to say...
#15
(03-23-2012, 03:21 AM)Dazz Wrote: It should open a bunch of stuff in the second window... But yeah, if you don't have that window, I don't know what to say...

If the second window of BRRESViewer goes away, you can get it back by going to Display -> Display Full Path.

[Image: TMP000230.png]

[Image: TMP000231.png]


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