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Re: Ripping Samus Dread (.pkg file)
Posted: Sun Oct 31, 2021 3:15 pm
by 8Yaron8
Ekey wrote: ↑Wed Oct 27, 2021 7:51 pm
Here my extractor repo. Files can be extracted with names
Binary:
here
Source:
here
A strange situation in my case, I created a bat file, put this command, entered the path of the archive and where to extract it, but most of the files are sent to the unknown category, and from the extracted ones - small text files and effect models. Could this be due to the fact that in my system the main language is not English? I have previously tried to use the other pkg extractor, which I found earlier in this thread, but it also doesn’t extract all files.

Re: Ripping Samus Dread (.pkg file)
Posted: Sun Oct 31, 2021 3:40 pm
by Joschka
8Yaron8 wrote: ↑Sun Oct 31, 2021 3:15 pm
Ekey wrote: ↑Wed Oct 27, 2021 7:51 pm
Here my extractor repo. Files can be extracted with names
Binary:
here
Source:
here
A strange situation in my case, I created a bat file, put this command, entered the path of the archive and where to extract it, but most of the files are sent to the unknown category, and from the extracted ones - small text files and effect models. Could this be due to the fact that in my system the main language is not English? I have previously tried to use the other pkg extractor, which I found earlier in this thread, but it also doesn’t extract all files.
I didn't try Ekey's extractor myself but if you didn't make any mistake then that means that there are missing hashes. Provided you're interested in meshes/textures/anims then you should try this one
https://github.com/UltiNaruto/PKGTool or the STB
https://github.com/KillzXGaming/Switch-Toolbox , I know that both of these name a bunch of the graphic assets
Re: Ripping Samus Dread (.pkg file)
Posted: Sun Oct 31, 2021 5:03 pm
by 8Yaron8
Yes, it extracted more files, but there is no single model files.
Re: Ripping Samus Dread (.pkg file)
Posted: Sun Oct 31, 2021 6:02 pm
by Joschka
Models are bcmdl.
Re: Ripping Samus Dread (.pkg file)
Posted: Sun Oct 31, 2021 9:28 pm
by 8Yaron8
Alright, I already figured out, subareas packages that I extracted was "additional", they contain animations and particles, the main models of bosses are in the main archive.

Re: Ripping Samus Dread (.pkg file)
Posted: Fri Nov 12, 2021 12:26 am
by Azarae
So are models easily able to be viewed in a 3D program like Blender yet? there's quite a few different zips and archives around; unsure which ones are needed, what is outdated, and what the current progress is.
Re: Ripping Samus Dread (.pkg file)
Posted: Sat Nov 13, 2021 12:44 am
by velencourte
Azarae wrote: ↑Fri Nov 12, 2021 12:26 am
So are models easily able to be viewed in a 3D program like Blender yet? there's quite a few different zips and archives around; unsure which ones are needed, what is outdated, and what the current progress is.
We've got animation, model, and texture support! You'll need:
A dump of Metroid Dread
A way to extract the .pkg files to get .mmdl files (I like PKGTool:
https://github.com/UltiNaruto/PKGTool)
Joschuka's fmt_mmdl plugin for Noesis (found in this thread)
Noesis:
https://richwhitehouse.com/index.php?co ... project=91
A way to export the textures from their .bctex format (Noesis can do this but I highly advise Switch-Toolbox, as Noesis tends to miss the _at textures used for metallic/roughness:
https://github.com/KillzXGaming/Switch-Toolbox/releases)
Unpack the .pkg files, then use the Noesis plugin to open up the assets you want to extract. Export to whatever format you like, and feel free to do whatever you do with them.

Re: Ripping Samus Dread (.pkg file)
Posted: Tue Nov 23, 2021 1:46 am
by dalekolt
I'm trying to rip the Chozo robot model, but I can only find the regular variation, no gold textures. Is there some kind of color overlay going on, or are the textures hidden somehow?
Re: Ripping Samus Dread (.pkg file)
Posted: Mon Dec 20, 2021 10:37 pm
by TheTitaniumTAC0
Hi, Im trying to get a 3D model for the omega cannon but I cant seem to find it in the game files its not listed under any of the weapons or player models that I have seen. Has anybody been able to get the a model of the omega cannon or anyone who would be willing to help find it? Thank you
Re: Ripping Samus Dread (.pkg file)
Posted: Tue Dec 21, 2021 7:33 am
by Joschka
TheTitaniumTAC0 wrote: ↑Mon Dec 20, 2021 10:37 pm
Hi, Im trying to get a 3D model for the omega cannon but I cant seem to find it in the game files its not listed under any of the weapons or player models that I have seen. Has anybody been able to get the a model of the omega cannon or anyone who would be willing to help find it? Thank you
From what I recall the omega cannon is hidden by default, set the "showallmeshes" option at the top to true then load up the Samus model.
Re: Ripping Samus Dread (.pkg file)
Posted: Tue Dec 21, 2021 11:33 am
by TheTitaniumTAC0
Thank you! I will give that a shot when I get home. Do I not need to extract any new files for the omega cannon? The only files I found in samus’ textures were her regular cannon. How will Noeisis know which to load?
Re: Ripping Samus Dread (.pkg file)
Posted: Tue Dec 21, 2021 11:43 am
by Joschka
TheTitaniumTAC0 wrote: ↑Tue Dec 21, 2021 11:33 am
Thank you! I will give that a shot when I get home. Do I not need to extract any new files for the omega cannon? The only files I found in samus’ textures were her regular cannon. How will Noeisis know which to load?
As long as you have the dump path set correctly (if textures are already loading then you're good), you'll just have to switch the option to True at the top of the script and you'll end up with the omega cannon textured accordingly, on top of the base cannon

.
The extra meshes are used for vfx.
Re: Ripping Samus Dread (.pkg file)
Posted: Tue Dec 21, 2021 10:46 pm
by TheTitaniumTAC0
Joschka wrote: ↑Tue Dec 21, 2021 11:43 am
TheTitaniumTAC0 wrote: ↑Tue Dec 21, 2021 11:33 am
Thank you! I will give that a shot when I get home. Do I not need to extract any new files for the omega cannon? The only files I found in samus’ textures were her regular cannon. How will Noeisis know which to load?
As long as you have the dump path set correctly (if textures are already loading then you're good), you'll just have to switch the option to True at the top of the script and you'll end up with the omega cannon textured accordingly, on top of the base cannon

.
The extra meshes are used for vfx.
Okay, So ive gotten the omega cannon to show much like in your screenshot. Is there any way to hide the original cannon? I can see it poking through the bottom of the omega cannon like in your screenshot. coincidentally that's The part I need to see most for what I am trying to do lol. Thanks!
Re: Ripping Samus Dread (.pkg file)
Posted: Wed Dec 22, 2021 10:28 am
by Joschka
TheTitaniumTAC0 wrote: ↑Tue Dec 21, 2021 10:46 pm
Okay, So ive gotten the omega cannon to show much like in your screenshot. Is there any way to hide the original cannon? I can see it poking through the bottom of the omega cannon like in your screenshot. coincidentally that's The part I need to see most for what I am trying to do lol. Thanks!
You can hide the meshes using the Data viewer (Tools -> Data viewer -> Meshes -> whatever mesh -> skip render). Or just export to whatever 3D software and hide it there for a render.
Re: Ripping Samus Dread (.pkg file)
Posted: Fri Dec 31, 2021 9:50 pm
by SneezyWeavile
How exactly do you use PKGTool? There's no documentation on the Github on how to actually use the program, and I'm a bit lost.