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PS3 - Metal Gear Rising Revengeance - WMB format

Post questions about game models here, or help out others!
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howfie
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Re: PS3 - Metal Gear Rising Revengeance - WMB format

Post by howfie » Mon Apr 01, 2013 6:39 am

i rarely finish any game unless it's coop and i have friends with the game as well. even with games that i like such as boob raider i get through maybe half and get bored. there are even some games like re orc that i get bored with so quick i dont even bother finishing the first level lol! mgrr is like that for me too. by the time i got to where sam kicks raidens ass on the train i was bored already.

still, rich was mocking mah python skillz lololol.

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Re: PS3 - Metal Gear Rising Revengeance - WMB format

Post by windfury » Mon Apr 01, 2013 6:56 am

Haha! I see, I guess that makes sense.
Don't know much about Python, so I can't really say much, lol.
Anyway, it looks like you guys have made a huge progress on this.
Keep it up! :)

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Re: PS3 - Metal Gear Rising Revengeance - WMB format

Post by MrAdults » Mon Apr 01, 2013 1:54 pm

I just saw that big chunk of code to handle triangle indices in your screenshot, and I was going to remark about how that big mess would be boiled down to a single fast native-side call in the Noesis Python API, but then I thought it would be much more fun to make a MGR boss rant.

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Re: PS3 - Metal Gear Rising Revengeance - WMB format

Post by blablukura » Tue Apr 02, 2013 2:19 am

MrAdults wrote:The threads I've seen on facepunch have led me to the conclusion that their culture centers around the elevation of the people who run scripts to rip models and occasionally do the braindead job of reskinning and/or setting up ragdoll bodies before illegally distributing the content that they've butchered. So I imagine that actually providing scripts and/or tools there could make the sad little men who rip and convert models feel insecure in their position of communal knobslobbing, and we certainly can't have that.

I've been meaning to do MGR support for Noesis, because I finished playing through it the other week and it was awesome. I was initially going to plug it into the Bayonetta plugin, but I saw that the format is in fact very different, and I've been too lazy to actually look at it since then. It's easier to pick away at little bugs and crashes that take 5 minutes to fix when I can actually muster the energy to sit down for a second after work or on the weekend. Programming for a living all day really ruins the appeal, and usually when I have a programming job and I start working on Noesis a lot again it just means the job has become boring as shit.

howfie, manually checking index ranges? You just don't get it. I have a dream, that one day every developer on this forum will control their own software. A framework of the truly free, dammit. A framework of action, not design goals, ruled by functionality, not committee! Where the scripting changes to suit the developer, not the other way around. Where the power and flexibility are back where they belong: in the hands of the developer! Where every developer is free to think, to act, for himself! Fuck all these limp-dick script kiddies and chickenshit rippers. Fuck this 24/7 internet spew of model requests and hentai bullshit! Fuck engineer pride! Fuck the common software packages! FUCK ALL OF IT! Blender is diseased. Rotten to the core. There's no saving it. We need to pull it out by the roots. Wipe the slate clean. BURN IT DOWN. And from the ashes, a new Blender will be born. Evolved, but untamed. The framework will be purged and the developers will thrive, to code as they see fit. They'll make Blender great again. In my new Blender, Noesis will target and bridge to it. Not for money, not for users, not because it seems convenient. Noesis will be free to work with software that doesn't suck!
lmao . looks like someone ripped your speech and put it into the game

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Re: PS3 - Metal Gear Rising Revengeance - WMB format

Post by howfie » Mon Apr 15, 2013 7:02 am

Updated to handle xbox360 textures now. For the most part, xbox360 textures are a better but quite a few models use the the same low quality textures that the PS3 uses. Now with stage geometry as well. There are bones and weights but no auto-texture yet since textures can be located in folders that are all over place.

ripper.exe
Image

Instructions:

1. Rip game. There are a number of tools to do this.
2. I forget if this game uses CPK (someone told me they did), if they do, use QuickBMS's CPK script.
3. Make a backup copy of your game and copy game files from the media directory to another directory.
4. Place ripper.exe and Unbundler.exe*** inside the media directory.
5. Run ripper.exe.
6. Come back maybe a half-hour later.
7. A few useless GUI textures may cause errors, just say OK or whatever and it will continue.
8. When done, you will see lots of files.
9. SMC files are intermediate model files for which you can load into Blender 2.49b using the included smcimport.py Blender script.

*** This game uses XBox360 XPR textures. You must either have Unbundler.exe (from the XBox360 SDK) or you can also use Noesis on the XPR files.

Notes:

Some models have UV maps with only a couple dots in it. These are for an outer skin and the textures for these skins are some kind of semi-transparent effects texture. Not sure WTF to do with them but the geometry is there and for the dog sample (the one Raiden meets just before he meets Mistral), I just deleted it.

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Re: PS3 - Metal Gear Rising Revengeance - WMB format

Post by EIREXE » Sun May 05, 2013 1:30 am

howfie wrote:Updated to handle xbox360 textures now. For the most part, xbox360 textures are a better but quite a few models use the the same low quality textures that the PS3 uses. Now with stage geometry as well. There are bones and weights but no auto-texture yet since textures can be located in folders that are all over place.

ripper.exe
Image

Instructions:

1. Rip game. There are a number of tools to do this.
2. I forget if this game uses CPK (someone told me they did), if they do, use QuickBMS's CPK script.
3. Make a backup copy of your game and copy game files from the media directory to another directory.
4. Place ripper.exe and Unbundler.exe*** inside the media directory.
5. Run ripper.exe.
6. Come back maybe a half-hour later.
7. A few useless GUI textures may cause errors, just say OK or whatever and it will continue.
8. When done, you will see lots of files.
9. SMC files are intermediate model files for which you can load into Blender 2.49b using the included smcimport.py Blender script.

*** This game uses XBox360 XPR textures. You must either have Unbundler.exe (from the XBox360 SDK) or you can also use Noesis on the XPR files.

Notes:

Some models have UV maps with only a couple dots in it. These are for an outer skin and the textures for these skins are some kind of semi-transparent effects texture. Not sure WTF to do with them but the geometry is there and for the dog sample (the one Raiden meets just before he meets Mistral), I just deleted it.
I got it working, how did you managed to get textures working? because I can't seem to do it

BTW anyone knwos where are the codec models? i-m seriuslly needing htem

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Re: PS3 - Metal Gear Rising Revengeance - WMB format

Post by chrrox » Sun May 05, 2013 4:09 am

those models are just heads nothing more.

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Re: PS3 - Metal Gear Rising Revengeance - WMB format

Post by EIREXE » Sun May 05, 2013 10:07 am

chrrox wrote:those models are just heads nothing more.
maybe you meant half body, even if they are they will come in handy for something, anyone knows where they are?

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Re: PS3 - Metal Gear Rising Revengeance - WMB format

Post by EIREXE » Sun May 05, 2013 10:46 am

EIREXE wrote:
chrrox wrote:those models are just heads nothing more.
maybe you meant half body, even if they are they will come in handy for something, anyone knows where they are?
NVM already found it

Full list of stuff:
em00a0 desesperado trimotor plane
em00a1 desesperado trimotor plane2
em01a0 monsoon complete
em01a2 to em01c1 monsoon parts (more detail on the "insides" for a higer res character
em002a to em002f samuel rodriges body, hair.... head, sword carrier and another body
em003f to em03b0 nr
em0010 trooper with packpack and pilot helmet
em011a mistral staff
em011b mistral staff2
em011c mistral with vest2
em011d mistral face
em0012 NR
em014a MAK soldier posed
em014f nr
em015f nr
em0020 samuel rodrigez body3
em020a METAL GEAR RAY MOD missing right arm and turrets
em020b MGray no arms
em020c corupted
em020d corupted
em0021 corupted
em0022 corupted
em0023
em0024 sam sword holdster2
em0026 sam head
em0030 MG gekko, no weapons
em031a dude in suit
em031b Sundowner/ no shields
em0033 MG gekko, no weapons2
em0035 MG gekko, no weapons3
em0040 Dwarf gekko
em0044 Dwarf gekko2
em0046 Dwarf gekko ball only
em0048 nr cilinder cable thing
em0060 MG raptor with Dgekko no unnarmed
em060a and em060b corrupted (possible raptors weapons)
em060c MG raptor rail gun
em0070 mastiff
em070a shirtless armstrong body
em070b armstrong head
em070c broken file
em0071 mastiff 2
em0080 heavy biped tank2.obj
em0081 heavy biped tank3
em0091 unmaned turret gun
em0100 tripod sentry
em0110 mistral
em0111 mistral robot arms
em0112 mistral staff
em0113-17 mistral individual arm with pivot piece
em0118 broken file
em0119 mistral staff with knifes at each end
em0120 flying ug raven
em0121 flying ug raven2
em0122 NR
em0140 regular machete trooper
em0142 regular machete trooper2
em0144 world marshal regular trooper
em0152 Samurai trooper
em0160 detroit police (convined)
em0170 Heavy hammer trooper
em0180 APC armored transport
em0181 APC armored transport low poly
em0182 APC armored transport 3
em0190 HAMMERHEAD HELICOPTER
em0200 METAL GEAR RAY COMPLETE WITH BLADE ARM
em0201 METAL GEAR RAY armblade attack mode
em0202 METAL GEAR RAY tail
em0203 nr
em0204 nr
em0205 to em0209 corrupted file
em0220 blade wolf desperado version
em0221 blade wolf maverik version
em0300 nr
em0310 sundowner closed mask
em0312 sundowner gabardine
em0313 sundowner partial face
em0313-319 sundowner shield
em0320-390 nr
em0400 world marshall lobby female android
em0410 african president
em0600 METAL GEAR EXCELSUS
em0601 some ug machinegun
em0602 crane holding a thing
em0603-604 MG excelsus part
em0605-606 MG excelsus crusher legs
em0607-608 MG excelsus crusher legs armor
em0609 MG excelsus head
em0620 NR
em0700 ARMSTRONG shirt and tie
em0701 head normal
EM1000 CARBOARD BOX normal and trashed
EM1010 Armed Camera
em1020 holo points thing
emd000 nr
eme1a0
eme1a0_us
eme010
eme012
eme012_us and everything else is unredeable

ui for user interface, there's the codec character models
ui206 sunny
ui203 cuntney
4 doctor

wp folder is for weapons from raiden and other npc like rays arm/leg turrets
wp0200 ray turret


et folder some props like power spines and doors and shit

it folder othe props like kife cells

pl folder.. player raiden files

civilians
pl0a00 civilian
pl0a01 civilian2
pl0800_us
pl0801 civilean3
pl0800 civilian4

pleyable characters
pl0100 raid prologue
pl0110 raid hd
pl0200 ,400 and 800 nothing
pl1010 low res raiden
pl1030 another color variation
pl1040 another color variation
pl1050 another color variation
pl1060 mexican raiden
pl1070 bodyguard suit raiden
pl1080 another color variation
pl1090 another color variation
pl1200 another color variation
pl1210 another color variation
pl1220 another color variation
pl1240 dwarf gekko player model

weapons
pl3005 sam blade
pl3004 corrupt
pl3003 corrupt
pl3002 enemy katana
pl3001 stun katana
pl3000 armor breaker

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