[PS3] Sword Art Online: Lost Song (*.mdl)

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
ValarMorghulis
Posts: 4
Joined: Fri Jul 24, 2015 9:56 am

[PS3] Sword Art Online: Lost Song (*.mdl)

Post by ValarMorghulis »

Hi everyone!
I need your help to rip SAO: Lost Song's models. I managed to extract files from *.apk using Dragon Ball Z: Battle of Z script for QuickBMS.
Textures are *.gtf - You can convert them to *.dds with this program (download JU57FL1P's RAR archive). Here there are Kirito's textures I converted: click me
Models are *.mdl - I tried some scripts for Noesis, but without success...

P.S. I'm not a programmer/scripter. I don't know anything about these things, so I can't contribute :(

If you need samples, here you go: SAO Lost Song samples.rar
sleepyzay
Posts: 40
Joined: Mon Sep 15, 2014 5:13 am

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by sleepyzay »

The model formats are the exactly the same fromat as Battle of Z.

viewtopic.php?f=9&t=426&hilit=dragon+ball#p2286
ValarMorghulis
Posts: 4
Joined: Fri Jul 24, 2015 9:56 am

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by ValarMorghulis »

sleepyzay wrote:The model formats are the exactly the same fromat as Battle of Z.

viewtopic.php?f=9&t=426&hilit=dragon+ball#p2286

How do I run "battle of godz.ms"?
sleepyzay
Posts: 40
Joined: Mon Sep 15, 2014 5:13 am

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by sleepyzay »

You run it on 3ds max.
cheshire1012
Posts: 1
Joined: Mon Aug 10, 2015 6:37 am

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by cheshire1012 »

sleepyzay wrote:You run it on 3ds max.

When I ran it ,some UVs of sub meshs are lost.Could u fix it?
Szkaradek123
Posts: 124
Joined: Sat Aug 29, 2015 1:13 pm

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Szkaradek123 »

Hi
Here is a blend file to import models and animations.
Please install Blender version 249b(32 bits) and Python version 26(32 bits)
Unpack and double click file Blender249.blend.
In Blender Text Window press alt+p and select
- *.mdl - model
- *anm - animation

If you have after unpack each model in separate folder tree - than search all folders with name "data" and copy to one new folder .
It is to get autotexturing.
Darko
Posts: 47
Joined: Fri Jun 03, 2016 5:24 pm

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Darko »

Szkaradek123 wrote:Hi
Here is a blend file to import models and animations.
Please install Blender version 249b(32 bits) and Python version 26(32 bits)
Unpack and double click file Blender249.blend.
In Blender Text Window press alt+p and select
- *.mdl - model
- *anm - animation

If you have after unpack each model in separate folder tree - than search all folders with name "data" and copy to one new folder .
It is to get autotexturing.


Thanks:

https://www.youtube.com/watch?v=Wrr9THxPFgA
tomatofarmer
Posts: 4
Joined: Mon Jun 20, 2016 7:24 pm

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by tomatofarmer »

Szkaradek123 wrote:Hi
Here is a blend file to import models and animations.
Please install Blender version 249b(32 bits) and Python version 26(32 bits)
Unpack and double click file Blender249.blend.
In Blender Text Window press alt+p and select
- *.mdl - model
- *anm - animation

If you have after unpack each model in separate folder tree - than search all folders with name "data" and copy to one new folder .
It is to get autotexturing.


Thank you for sharing this! Here's a couple of things I noticed that need to be fixed for the model to render correctly :

(in folder) USRDIR\data\unit\ch_lea\data\model\character\ch_lea\texture

These textures are not being applied to the model. The script seems to be completely skipping them..

- ch_lea_body_al_n.gtf
- ch_lea_body_al_s.gtf
- ch_lea_body_n.gtf
- ch_lea_body_s.gtf

in (the same folder) there are also some eye details that aren't touched as well

- ch_lea_eye_l.gtf
- ch_lea_eye_l_02.gtf

(in folder) USRDIR\data\unit\ch_lea\data\model\character\common_texture

These aren't included with the Leafa sample you provided but are necessary to texture the wings correctly:

- wing_syl_c.gtf
- wing_syl_pattern_c.gtf

the script *does* find the wing pattern (if loaded from the original path) but It skips the actual wing. I'm not 100% sure if the pattern is being applied correctly as well.

Your Leafa render is awesome. Would you mind sharing which settings/plugins you used?

Thanks again!

Tom
Szkaradek123
Posts: 124
Joined: Sat Aug 29, 2015 1:13 pm

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Szkaradek123 »

I used for renders nothing speciall.
World image from hdri image.
Render - yafaray for Blender 249. http://www.yafaray.org/ - used ibl from world image. No lamps. Lights is only from world image. Most materials are as coated_glossy
tomatofarmer
Posts: 4
Joined: Mon Jun 20, 2016 7:24 pm

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by tomatofarmer »

Szkaradek123 wrote:I used for renders nothing speciall.
World image from hdri image.
Render - yafaray for Blender 249. http://www.yafaray.org/ - used ibl from world image. No lamps. Lights is only from world image. Most materials are as coated_glossy


Ok thanks! I'll check it out

Tom
Swordigo
Posts: 3
Joined: Sat Sep 04, 2021 12:53 pm

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Swordigo »

Is this still work
Swordigo
Posts: 3
Joined: Sat Sep 04, 2021 12:53 pm

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Swordigo »

Swordigo wrote:Is this still work

Oh it still work
Thank you
Leomarie_
Posts: 1
Joined: Sun Nov 20, 2022 1:16 am

Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Leomarie_ »

I could really use some help because I'm about to rip my hair out, when I use the dbz script on the character file nothing comes up and it seems that the only file that will extract is the motions folder. I don't know if its my game file or I'm doing something wrong.