July 3, 20242 yr Author Localization On 7/2/2024 at 5:10 AM, roocker666 said: I extracted some models from Wii files years ago but I used Model Researcher. It was hard to find each model because there are A LOT of meshes, so I just extracted like 3 or 4 including this unused model, it is like one of those prototype models from the movie. On the left is that unused model, the other images are from a "making of" video and a statue(Info about that statue here) By the way, Durik's script reads UV's without problem, you just need to detach specific parts of the model according to textures. Actually, I just realised, I used ninja ripper to get textures (when I was still using ninja ripper for mesh) but since that model isnt used in game, how did you get the textures for it?
July 3, 20242 yr Author Localization For right now I am using an old script to extract .txd archives from the ps2 version, but its tedious because you cant batch import
July 4, 20242 yr Supporter 2 hours ago, Rypie109 said: how did you get the textures for it? I think I used Console Texture Explorer on PS2 texture file but you need to navigate through the entire file to find the texture because I don't remember the exact position(this was a few years ago). There are A LOT of textures in that file so it is hard to find specific textures, lol.
July 4, 20242 yr Author Localization 3 hours ago, diegozmei said: i'm sorry Coraline wii file Noesis scripts FIXED !! fmt_wii.Py? texture What are you saying!? 14 hours ago, roocker666 said: I think I used Console Texture Explorer on PS2 texture file but you need to navigate through the entire file to find the texture because I don't remember the exact position(this was a few years ago). There are A LOT of textures in that file so it is hard to find specific textures, lol. I mean, it might be easier than manually going through .txd files that can only be opened one 1 one lol
July 4, 20242 yr Author Localization I actually found the unused model textures last night and I uploaded it to sketchfab! If you wanna take a look, my username on there is "Rypie109"
July 4, 20242 yr ps23dformat i'm sorry Coraline ps2 not xentax And zenhax txd file? http://web.archive.org/web/20180724223631/https://ps23dformat.wikispaces.com/Coraline
July 4, 20242 yr Author Localization 1 hour ago, diegozmei said: ps23dformat i'm sorry Coraline ps2 not xentax And zenhax txd file? http://web.archive.org/web/20180724223631/https://ps23dformat.wikispaces.com/Coraline Yes, that is the script I used, I did not see anything on zenhax about any of this though. @applecuckoo Yeah, I am as confused as you are lol
July 16, 20242 yr Author Localization @Durik256 Hey, I know this is an old thread, but I have a quick question. I overlooked the fact that your plugin exports .dat from all files, and I decided to go back and check them, and I realized that your tool actually exports real data segments, and not just random chunks. I jokingly decided to check if one of my py scripts that turns a section of hex (30 81 80 00 to =hex digit before the next 30 81 80 00=) and splits each of that hex section to another file, then converts it to png, would work with converting a .dat file from your tool in the extracted _t.wii file. It did. Which leads me to ask, how did you know what the correct data segments for all files actually were? Its hard to explain in writing, and I apologize for the grammar. I am still working on this project, and am recruiting some helpers to squeeze everything we can from these files, including getting rigs with correct weights, auto applying textures to correct models, getting full levels extracted, parsing the .ds files in the script folders, and getting animations. Basically, were decompiling the entire game. Thanks in advance!
July 17, 20242 yr What Coraline Wii file Noesis Scripts FIXED fmt_wii.Py?🤔 Error not Lol Edited July 17, 20242 yr by diegozmei
January 3Jan 3 On 7/16/2024 at 10:50 PM, Rypie109 said: @Durik256 Hey, I know this is an old thread, but I have a quick question. I overlooked the fact that your plugin exports .dat from all files, and I decided to go back and check them, and I realized that your tool actually exports real data segments, and not just random chunks. I jokingly decided to check if one of my py scripts that turns a section of hex (30 81 80 00 to =hex digit before the next 30 81 80 00=) and splits each of that hex section to another file, then converts it to png, would work with converting a .dat file from your tool in the extracted _t.wii file. It did. Which leads me to ask, how did you know what the correct data segments for all files actually were? Its hard to explain in writing, and I apologize for the grammar. I am still working on this project, and am recruiting some helpers to squeeze everything we can from these files, including getting rigs with correct weights, auto applying textures to correct models, getting full levels extracted, parsing the .ds files in the script folders, and getting animations. Basically, were decompiling the entire game. Thanks in advance! @Rypie109 Hi there! I came across this thread while trying to extract models and textures for the game 'Disney Princess: Enchanted Journey' for the Wii, which was made by the same studio and therefore used much of the same file formats. Would it be possible to get the script you used to convert the textures to PNG please? And if not, would you happen to have any guidance on decompiling the rest of the game's files? I'm assuming it will work almost the exact same as the Coraline game, as many of the file signature numbers I noticed are the same. Thank you!
March 26Mar 26 Author Localization On 1/3/2026 at 12:36 PM, E-Lee-Za said: @Rypie109 Hi there! I came across this thread while trying to extract models and textures for the game 'Disney Princess: Enchanted Journey' for the Wii, which was made by the same studio and therefore used much of the same file formats. Would it be possible to get the script you used to convert the textures to PNG please? And if not, would you happen to have any guidance on decompiling the rest of the game's files? I'm assuming it will work almost the exact same as the Coraline game, as many of the file signature numbers I noticed are the same. Thank you! So sorry I missed this. The scripts I used for this game would technically work with that game assuming it uses a similar structure for the .wii files but I remember with cartoon network I had to get the original script author to make changes to it to get to work with that games textures considering the way they functioned was different than coraline. I am not sure with this game tho. I'd be down to check, just screenshot the folder layouts and the way the files are named then if they are similar I'll tell you which file to send over for me to have a look at
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