Keanine Posted August 1, 2013 Author Share Posted August 1, 2013 Yeah they work great! Had to change them to .tga first, but the result was perfect. EDIT: Ah were they from the texc folder? If so I'll have to remember that next time. Link to comment Share on other sites More sharing options...
Antidote Posted August 1, 2013 Share Posted August 1, 2013 yep, I converted them to PNG using Wiimms' Wimgt utility Link to comment Share on other sites More sharing options...
Keanine Posted August 7, 2013 Author Share Posted August 7, 2013 Was away for the weekend and have only just got back. How useful is the information? There are still some blanks which I need to fill, but that will come soon. Link to comment Share on other sites More sharing options...
Antidote Posted August 7, 2013 Share Posted August 7, 2013 Very helpful, it's actually helped me find the stuff i'm looking for on a few occasions, Still need to figure out that STB format >.> Looking through the assembly isn't very helpful since all the demo stuff seems to be done using REL files so i can't easily step through them. Link to comment Share on other sites More sharing options...
haddockd Posted August 7, 2013 Share Posted August 7, 2013 Not 100% sure how useful this is, but I found it in my travels: http://tcrf.net/Talk:The_Legend_of_Zelda:_Twilight_Princess Its from the same site I posted before but the content looks a little more enticing to my untrained eye. Link to comment Share on other sites More sharing options...
Antidote Posted August 8, 2013 Share Posted August 8, 2013 You know what, I've looked through that talk page many times and NEVER saw any mention of stb, and today when you linked it, i found it in the translated text >.> Link to comment Share on other sites More sharing options...
haddockd Posted August 8, 2013 Share Posted August 8, 2013 YAY! I am useful...lol Link to comment Share on other sites More sharing options...
Keanine Posted August 9, 2013 Author Share Posted August 9, 2013 Well I'm glad it's coming in handy I was thinking about documenting the Objects folder soon after finishing up the Stage folder, but I'm not sure if I have the patience. If I were to do it, I would be loosely describing the files contents rather than each separate file. I would also probably need some people to help. Would it be worth doing so? Link to comment Share on other sites More sharing options...
Xenix Posted June 23, 2014 Share Posted June 23, 2014 Hello, I was wanting to know if there is any way I can be of some help? I'd be willing to learn and dedicate tons of my time to tearing apart this game. I would just need to know what tools I would need and such. I have already dumped the files from the inside of the Gamecube disc and I have been lurking around here for quite some time. Not to mention I have a PC capable of running Dolphin and a softmodded Wii that I can load stuff onto for testing. If any of you would be willing to teach me what I would need to know in order to be of assistance, I would greatly appreciate it. Link to comment Share on other sites More sharing options...
Keanine Posted June 23, 2014 Author Share Posted June 23, 2014 It's been a while since I even touched Twilight Princess, and I'm sure others could help you more, but I can upload a compilation of tools I was using as well as a brief tutorial of how to extract models and stuff like that. Unfortunately, that's as far as my knowledge goes, I've never been very good with this sort of thing, but I wanted to help in some form. Plus I was toying with Unity at the time and wanted some models to work with. I'm pretty sure there is a hacking thread too which you might be interested in, I'll get a link for it EDIT: https://www.the-gcn.com/topic/1590-twilight-princess-and-skyward-sword-hacking-thread/?hl=twilight%20princess And I've updated the first post with a link for the tools I used. They are in the Tools spoiler. The zip folder is not very organised but it does the job. I'll get a quick tutorial done tomorrow if you like, I remember it being a simple process, but don't expect much from it, I'm quite busy at the moment! I'm sure someone else will help you with the more complex stuff. EDIT 2: I will get around to the tutorial soon. I've recently just got referred on a bunch of coursework and now I have to redo a load of it by tomorrow so it can be marked. Hooray for education. Link to comment Share on other sites More sharing options...
Keanine Posted July 24, 2014 Author Share Posted July 24, 2014 Ok this has taken way longer than was necessary considering it's such a simple task. You will need: Yaz0dec rarcdump bmdview2 A Twilight Princess GCN iso Getting the Files To get the files to work with, you will need to extract them from the iso. I personally used Dolphin to do this. First you need to add Twilight Princess to your Dolphin library, then right click it and select properties. Click the Filesystem tab and in the root look for the "res" folder. Right click this and Extract Directory (If this doesn't work, extract all). This contains, at least from what I know, all of the models of characters and stages, as well as some other data. Before we continue I would recommend creating a backup of the files. Extracting Now that you have extracted the files, you should decide what you want to look for. All of the fields, dungeons and interiors are inside of "Stage", all props and character models are in "Object". The process for each is the same so we are going to use a stage as an example. Let's extract Hyrule Throne Room. According to my documentation, the Throne Room is located inside the folder "R_SP301". Open up the folder and you will see an two arc files.We want "R00_00.arc". Drag this file over the Yaz0dec.exe and it will extract. This will create a new file called "R00_00.arc 0.rarc". You want to drag this new file onto rarcdump.exe which will then extract it again. This is because they are double compressed. Doing this will create a folder with all the models, animations or other files. Note: Sometimes an arc file will not decompress properly. I have found that dragging this arc onto the rarcdump.exe will decompress this. I'm not sure why this is, maybe they forgot to double compress it? Viewing the models So now you have your "R00_00.arc 0.rarc_dir" folder, you want to open this and the archive folder within. What will greet you are 5 folders. The only one that we are interested in is the bmdr folder. Open this and you will see 2 bmd files, model.bmd and model 3.bmd. Open up BMDView2 and drag model.bmd into the window. It will now display the Throne Room! Since the viewer was originally made for Wind Waker, everything will look a little bright. Hold G to turn off the shaders. Use the arrow keys to move forwards, backwards and strafe, and use the left mouse button to turn. Use shift to move faster. Viewing animations For viewing animations, you must first load up a model with the same process detailed above. I will use GWolf.arc from the Object folder. After loading up the BMD of the gold wolf, you will want to go back to the "archive" folder. Instead of picking one of the bmd folders, this time we want the bck folder. .bck's are for animations. In here there are 10 animations. Drag these into BMDView2 while the gold wolf model is still loaded and the wolf will carry out the animation! Extra The animations stored within GWolf.arc all have the prefix "wl". This stands for Wolf Link. As a result, you can use Wolf Links animation files with this model! (Found in alAnm.arc!) Let me know if I'm missing anything, or if something needs to be clearer! Also, updated the main post with a link to the Objects Folder documentation. It is editable so if anyone wants to contribute they can 1 Link to comment Share on other sites More sharing options...
SoulofDeity Posted July 26, 2014 Share Posted July 26, 2014 Just a bit of information I found out, there's a tool called GC Rebuilder that can be used to both extract and re-package .gcm files. I tested it myself on TP, and it works perfectly. 2 Link to comment Share on other sites More sharing options...
Xenix Posted July 27, 2014 Share Posted July 27, 2014 Yeah, when I first posted in this topic, I stated I had the files extracted. I used GC Rebuilder. It's flawless. Link to comment Share on other sites More sharing options...
Keanine Posted July 28, 2014 Author Share Posted July 28, 2014 I didn't realise there was a dedicated tool for extracting and importing .gcm files, added it to the op! Link to comment Share on other sites More sharing options...
SoulofDeity Posted July 28, 2014 Share Posted July 28, 2014 I didn't realise there was a dedicated tool for extracting and importing .gcm files, added it to the op! There's also gcmdump from the sztools package on the amnoid gc site, but that only extracts the files; it doesn't lets you import, convert between gcm/iso, or mess with the disc info like the banner or internal name. Also, I'm not 100% certain, but when I used the MaxBMD plugin before with 3DS Max 2008 I think there was a certain line that had to be fixed. Idk. In any case, I've scoured the internet and there doesn't seem to be any tools for creating BMD files. ~curiousity peaked~ 1 Link to comment Share on other sites More sharing options...
Keanine Posted July 28, 2014 Author Share Posted July 28, 2014 There's also gcmdump from the sztools package on the amnoid gc site, but that only extracts the files; it doesn't lets you import, convert between gcm/iso, or mess with the disc info like the banner or internal name. Also, I'm not 100% certain, but when I used the MaxBMD plugin before with 3DS Max 2008 I think there was a certain line that had to be fixed. Idk. In any case, I've scoured the internet and there doesn't seem to be any tools for creating BMD files. ~curiousity peaked~ I saw gcmdump before, but I found that Dolphin's filesystem function was more user friendly due to its GUI. GCRebuilder seems great too, and is probably the best tool for the job from what I can tell! As for MaxBMD, I haven't had any problems with it honestly, but you could be right. I've updated the op with links to all the tools and generally cleaned it up a bit. Link to comment Share on other sites More sharing options...
xdaniel Posted July 28, 2014 Share Posted July 28, 2014 Speaking of tools, you do know that Wind Viewer (partially) works with GCN TP? The only big problems I remember are texture conversion bugs, resulting in some pretty ugly rendering glitches, and that TP uses a different format for collision (KCL, I think) as opposed to Wind Waker, so it won't render a collision overlay. My last Wind Viewer build: http://magicstone.de/dzd/random/WWActorEdit_full.rar Continuation by pho & co.: https://github.com/pho/WindViewer Also, there's Lord Ned's and Sage of Mirrors' Wind Editor, a work-in-progress WW editor written from the ground up, which in turn should/could be compatible with TP: https://github.com/LordNed/WindEditor 2 Link to comment Share on other sites More sharing options...
Keanine Posted July 28, 2014 Author Share Posted July 28, 2014 Speaking of tools, you do know that Wind Viewer (partially) works with GCN TP? The only big problems I remember are texture conversion bugs, resulting in some pretty ugly rendering glitches, and that TP uses a different format for collision (KCL, I think) as opposed to Wind Waker, so it won't render a collision overlay. My last Wind Viewer build: http://magicstone.de/dzd/random/WWActorEdit_full.rar Continuation by pho & co.: https://github.com/pho/WindViewer Also, there's Lord Ned's and Sage of Mirrors' Wind Editor, a work-in-progress WW editor written from the ground up, which in turn should/could be compatible with TP: https://github.com/LordNed/WindEditor I didn't even think of that! I knew that the engines were similar, but it never occured to me you could probably use WW tools on TP! Well I added a Wind Waker section to the Tools spoiler with a notice explaining that there could be glitches and/or problems! Link to comment Share on other sites More sharing options...
SoulofDeity Posted July 29, 2014 Share Posted July 29, 2014 @xdaniel, that tool would definitely be useful for actor placement. Actually, just for the hell of it, I think I might take a break from my import script and write a little something for working with WW/TP models. I'm not promising anything, but I did work with them before so I'm somewhat familiar with the format. 1 Link to comment Share on other sites More sharing options...
Xenix Posted July 30, 2014 Share Posted July 30, 2014 Quick question. Isn't GCM and ISO the same thing? I've been told on many rom dumping sites that they are literally the same exact thing. Not to mention ALL of my dumps are GCM and I rename them to ISO and my Wii reads them as if they were ISO files. (loaders don't look for gcm format files) Excuse my lack of knowledge, I haven't put much time into looking at the differences between the formats. Link to comment Share on other sites More sharing options...
SoulofDeity Posted July 30, 2014 Share Posted July 30, 2014 Quick question. Isn't GCM and ISO the same thing? I've been told on many rom dumping sites that they are literally the same exact thing. Not to mention ALL of my dumps are GCM and I rename them to ISO and my Wii reads them as if they were ISO files. (loaders don't look for gcm format files) Excuse my lack of knowledge, I haven't put much time into looking at the differences between the formats. They're both disk images, but the formats are different (as far as I know). ISO generally uses file systems like Joliet or El-Torito, but GCM's is proprietary. It's likely that the loader just doesn't pay attention to the file extension. Link to comment Share on other sites More sharing options...
Antidote Posted August 12, 2014 Share Posted August 12, 2014 Here is my list of known collision flags for Twilight Princess, please note that none of them are documented, it's just the values: 0x0 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8 0x9 0xa 0xb 0xc 0xd 0xe 0xf 0x10 0x11 0x12 0x13 0x14 0x15 0x16 0x17 0x18 0x19 0x1a 0x1b 0x1c 0x1d 0x1e 0x1f 0x20 0x21 0x22 0x23 0x24 0x25 0x26 0x27 0x28 0x29 0x2a 0x2b 0x2c 0x2d 0x2e 0x2f 0x30 0x31 0x32 0x33 0x34 0x35 0x36 0x37 0x38 0x39 0x3a 0x3b 0x3c 0x3d 0x3e 0x3f 0x40 0x41 0x42 0x43 0x44 0x45 0x46 0x47 0x48 0x49 0x4a 0x4b 0x4c 0x4d 0x4e 0x4f 0x50 0x51 0x52 0x53 0x54 Link to comment Share on other sites More sharing options...
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