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Re: FF 13 3D models ripping possible ...
Posted: Fri Jan 07, 2011 7:20 pm
by firsak
Darki wrote:every single one seems to be broken
Are you ripping from PS3 version?
Re: FF 13 3D models ripping possible ...
Posted: Fri Jan 07, 2011 7:52 pm
by Darki
firsak wrote:Darki wrote:every single one seems to be broken
Are you ripping from PS3 version?
Not that I know of. I've gotten the character files from a colleague...
So, theoretically, it could be possible, but I don't think so.
Re: FF 13 3D models ripping possible ...
Posted: Fri Jan 14, 2011 9:16 pm
by Krisan Thyme
The contents of this post was deleted because of possible forum rules violation.
Re: FF 13 3D models ripping possible ...
Posted: Sat Jan 15, 2011 4:22 pm
by ultimaespio
Remove the imgb from the PS3 file and mesh2rdm/Noesis will open it. The models share the same amount of polys, and the textures are probably the same.
Re: FF 13 3D models ripping possible ...
Posted: Sat Jan 15, 2011 5:37 pm
by Krisan Thyme
Hm.. Oh well. Good to know anyway.
Re: FF 13 3D models ripping possible ...
Posted: Wed Jan 19, 2011 2:06 am
by Dymitrix
epopoe wrote:Here is some tip to make an alpha map.
1.Step
Open image with photoshop. and turn it Grayscale.
2.Step
Use Brigtness/contrast on adjustments tap
3.Step
Apply Filter - Blur - Gaussian Blur (It seems like fake Anti-Aliasing)
4.Step
Use in 3ds Max - Material - Opercity

I tried to follow epopoe's post to get the alphamap to work, but I am having some trouble. I used the original alphamap which is the greenish-purple color, and converted in photoshop as he instructed. However, when I apply the map as opacity in 3dmax my fang has completely transparent hair. Is there some settings I'm overlooking? Can someone steer me in the right direction? Thanks.
Re: FF 13 3D models ripping possible ...
Posted: Wed Jan 19, 2011 4:12 am
by Darko
Dymitrix wrote:I tried to follow epopoe's post to get the alphamap to work, but I am having some trouble. I used the original alphamap which is the greenish-purple color, and converted in photoshop as he instructed. However, when I apply the map as opacity in 3dmax my fang has completely transparent hair. Is there some settings I'm overlooking? Can someone steer me in the right direction? Thanks.
Don't follow that lame tutorial, just take that mask texture, open it in photoshop ang go to rgb channels. Then, just see which one is the black'n white texture you need and paste it in the hair map as an alpha channel and save it as a tga and that's all.
No need to edit anything, no need to aply a filters.
Re: FF 13 3D models ripping possible ...
Posted: Wed Jan 19, 2011 4:03 pm
by Dymitrix
Darko wrote:
Don't follow that lame tutorial, just take that mask texture, open it in photoshop ang go to rgb channels. Then, just see which one is the black'n white texture you need and paste it in the hair map as an alpha channel and save it as a tga and that's all.
No need to edit anything, no need to aply a filters.
XD, ok thanks. I'll try that tonight when I get home. I'll let you know how I make out.
Re: FF 13 3D models ripping possible ...
Posted: Tue Jan 25, 2011 5:38 pm
by poofacetherisen
Well, I spent the last day or so attempting to use most of your methods of bin extraction and... none work (devil possessed computer maybe)! I've used the filelist_imgu.x360.bin rename trick to try get it to open the white_imgu.x360.bin for Noesis (latest one) and on QuickBSM with the ff13.bms script and all of the time I get nothing but 18 folders and files containing 18 models (12 are texture only) each extraction ends with this error (QuickBMS) as well I'm sure one of you may understand how to cure it.
Code: Select all
- error in src\quickbms.c line 8623: dumpa_direct_copy()
Error: No such file or directory
Noesis just says it can export it (.bin), but chooses to extract nothing (says it cannot find a folder inside of the .bin).
I can extract maps as well (filelist_scru.x360.bin), but they may not be all files because I get the same above error.
Have any of you actually extracted the enemies? I just want one of those Sanctum Guard models (If you would be so kind).[/size]
EDIT: Turns out, there is an error in Noesis that leaves out the / in the source directory so it always would attempt to extract a nonexistent file. To fix this you must change the name of your archive file (not the index) to have the name of the folder in which the index file is located with no spaces between the two names. The BMS script is useless so don't bother with that. It'll always extract a few files and break the process.
Re: FF 13 3D models ripping possible ...
Posted: Fri Feb 11, 2011 7:41 am
by sprayer
i have problem with script too

Re: FF 13 3D models ripping possible ...
Posted: Fri Feb 11, 2011 12:24 pm
by jaden
Why using the script
just use noesis
Noesis gonna get the job done
Re: FF 13 3D models ripping possible ...
Posted: Fri Feb 11, 2011 9:40 pm
by sprayer
Noesis can't open too((
maybe it's because i have undub ps3 asia version of the game?
edit: i solve problem, but now a can't extract textures, all trb is only 3d object, if open with imgb noesis will close with error, mesh2rdm.exe the same thing but in console before error it say what texture is loading.
how extract textures?
edit2
chrrox,MrAdults can you fix tools that it was possible to extract textures from ps3, because it not work, please?
Re: FF 13 3D models ripping possible ...
Posted: Sun Mar 20, 2011 8:19 pm
by TheDude
I noticed Softimage isn't getting any love so...

Re: FF 13 3D models ripping possible ...
Posted: Mon Mar 21, 2011 12:37 am
by Cloud452
TheDude wrote:I noticed Softimage isn't getting any love so...
Well doesn't that look pretty! And at a SFW angle too!

Re: FF 13 3D models ripping possible ...
Posted: Tue Mar 22, 2011 2:40 am
by TheDude
I tried to make it kinda borderline SFW.
Maybe someone can confirm this for me.
I'm using Noesis 2.982 and when I export to Collada, it only exports a single texture.
I verified this by opening the dae file in Notepad++ and sure enough, only 1 texture.
Luckily the mapping is exported properly and it's just a matter of re-applying the textures.
After fixing the textures I re-exported from Blender and looked at that Collada file and it was perfectly fine.
Went on to import that into Softimage and Max just to make sure.
Also the Wavefront exporter doesn't export any textures (no mtl file).
Re-downloaded Noesis just to make sure the first download wasn't corrupt or something and same issues.
I'm using Windows 7 Ultimate x64. Tried it on Windows XP x32 also and nothing changed.
Like I said, not a big deal. Just have to re-apply the textures.