I'm trying to rip models from Shrek Extra Large for the Gamecube and I think I know where they are. In the files folder, there's one known as "media" and has file names within such as "map.lmp" and "sewers.lmp" which I believe refers to two levels.
https://drive.google.com/file/d/1VKvA2d ... sp=sharing
This link has map.lmp, which is used for the map level which acts as the hub world. if anyone could figure out how to get these out It would be greatly appreciated.
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Shrek Extra Large - ripping models from lmp files
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weed666942
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Re: Shrek Extra Large - ripping models from lmp files
"To get these out"? Well, anyone wants to get some things out, but it's hard to try.weed666942 wrote: ↑Wed Dec 21, 2022 2:50 amThis link has map.lmp, which is used for the map level which acts as the hub world. if anyone could figure out how to get these out It would be greatly appreciated.
I used offzip with the .lmp and got a .rox file with some text:
Code: Select all
barkgrey.stx
barkgrey_spec.stx
barknn.stx L€
barknn_spec.stx
candle.stx "À
candle_spec.stx
castle_wall_cross.stx Fy
castle_wall_cross_spec.stx $
castle_wall_door.stx
castle_wall_door_spec.stx Fz`
castle_wall_emboss.stx
castle_wall_emboss_spec.stx
castle_wall_windows.stx
{À
castle_wall_windows_spec.stx Fe
&à
cathedral_stone_dark.stx Fe
|
cathedral_stone_dark_spec.stx F
Ò`
cathedral_stone_darkwin.stx
ce_path_stone.stx F¨
dirty_metal_darker_bolts.stx FeÓÀ
$dirty_metal_darker_bolts_spec.stx Fþà
dragspel.stx Fe*
dragspel_spec.stx FU
driftwood.stx F
@
driftwood_spec.stx
«`
evil_brick2.stx
evil_brick2_spec.stx Fe
evil_concrete.stx F,À
evil_concrete_spec.stx Wà
evil_galler_transp.stx ƒ
evil_galler_transp_spec.stx
...
...
map_snow.stx Fe2é
map_worm.stx Fe3
map_worm_spec.stx F3?@
map_wormeye.stx
...
...
sewers_pipe2.stx Fe=ñ€
shingles.stx Fe>
shingles_spec.stx F>GÀ
throne_door.stx
>òà
throne_door_spec.stx Fe?ž
wood5.stx F@I
wood5_spec.stx @ô@
wood_brown.stx AŸ`
...
...
butterfly1_transp.stx FEƒ€
butterfly1_transp_spec.stx EŽ
butterfly2_transp.stx FE™À
butterfly2_transp_spec.stx E¤à
element_bats.stx FeE¥€
element_bats_spec.stx FE¦
element_flags.stx FEÑ@
elements_dragon_belly.stx FEÒ`
elements_dragon_belly_spec.stx EÓ€
elements_dragon_bellyedge.stx FEþ
$elements_dragon_bellyedge_spec.stx F)À
elements_dragon_boneclaw.stx FeF,à
$elements_dragon_boneclaw_spec.stx FF0
elements_dragon_wingtile.stx FeF[
$elements_dragon_wingtile_spec.stx FF@
mirror.stx G1`
mirror_spec.stx. (Guess, it's a matter of shifting to get something senseful.)
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
